HeavenStudioPlus/Assets/Scripts/Games/BuiltToScaleDS/Blocks.cs
minenice55 825c4728d6 First PlayerActionEvent Pass (#202)
* update blue bear to use PlayerActionEvent

* update built to scale DS to use PlayerActionEvent

* update clappy trio to use PlayerActionEvent

* update crop stomp to use PlayerActionEvent

* update drumming practice to use PlayerActionEvent

* update fork lifter to use PlayerActionEvent

* update minigame icons

* update wizard waltz' icon
2023-01-14 23:33:37 -05:00

108 lines
No EOL
3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
namespace HeavenStudio.Games.Scripts_BuiltToScaleDS
{
using HeavenStudio.Util;
public class Blocks : PlayerActionObject
{
public float createBeat;
public float createLength;
public Animator anim;
private bool moving = true;
private BuiltToScaleDS game;
float windupBeat;
float hitBeat;
float sinkBeat;
private void Awake()
{
game = BuiltToScaleDS.instance;
}
private void Start()
{
windupBeat = createBeat + (createLength * 4f);
hitBeat = windupBeat + createLength;
sinkBeat = hitBeat + (createLength * 2f);
game.ScheduleInput(windupBeat, createLength, InputType.STANDARD_DOWN, Just, Miss, Out);
}
private void Update()
{
if (!moving) return;
float currentBeat = Conductor.instance.songPositionInBeats;
var shooterState = game.shooterAnim.GetCurrentAnimatorStateInfo(0);
if (currentBeat > windupBeat && currentBeat < hitBeat
&& !shooterState.IsName("Windup")
&& !game.lastShotOut)
{
game.shooterAnim.Play("Windup", 0, 0);
}
if (moving && currentBeat < sinkBeat)
game.SetBlockTime(this, createBeat, createLength);
}
private void Just(PlayerActionEvent caller, float state)
{
var shooterState = game.shooterAnim.GetCurrentAnimatorStateInfo(0);
if (!shooterState.IsName("Windup")) return;
// near miss
if (state >= 1f || state <= -1f) {
NearMiss();
return;
}
// hit
Hit();
}
private void Miss(PlayerActionEvent caller)
{
float sinkBeat = hitBeat + (createLength * 2f);
MultiSound.Play(
new MultiSound.Sound[] {
new MultiSound.Sound("builtToScaleDS/Sink", sinkBeat),
}, forcePlay: true
);
BeatAction.New(this.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(sinkBeat, delegate { moving = false; }),
});
}
private void Out(PlayerActionEvent caller) {}
void Hit()
{
moving = false;
game.shootingThisFrame = true;
game.Shoot();
game.SpawnObject(BuiltToScaleDS.BTSObject.HitPieces);
Destroy(gameObject);
Jukebox.PlayOneShotGame("builtToScaleDS/Hit");
}
void NearMiss()
{
moving = false;
game.shootingThisFrame = true;
game.Shoot();
game.SpawnObject(BuiltToScaleDS.BTSObject.MissPieces);
Destroy(gameObject);
Jukebox.PlayOneShotGame("builtToScaleDS/Crumble");
}
}
}