mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
30a275da8b
* add entity to collapse function, start on new animation thingy im gonna use fork lifter to demonstrate DoScaledAnimationFromBeatAsync() cuz it uses animations to cue the peas also i fixed that months old bug where the fork lifter sfx wasn't playing correctly :/ * animation from beat functional, octo machine converted this looks fantastic i can't wait to implement this into more things * better anim function this is more efficient AND it'll produce more consistent results when starting an animation between tempo changes :D (it no longer iterates through a list twice)
119 lines
No EOL
4.2 KiB
C#
119 lines
No EOL
4.2 KiB
C#
using HeavenStudio.Util;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HeavenStudio.Games.Scripts_OctopusMachine
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{
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public class Octopus : MonoBehaviour
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{
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[SerializeField] SpriteRenderer[] sr;
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[SerializeField] SpriteRenderer[] srAll;
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[SerializeField] bool player;
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public Animator anim;
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public bool cantBop;
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public bool isSqueezed;
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public bool isPreparing;
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public double queuePrepare;
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public double lastReportedBeat = 0f;
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double lastSqueezeBeat;
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bool isActive = true;
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private OctopusMachine game;
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void Awake()
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{
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game = OctopusMachine.instance;
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queuePrepare = double.MaxValue;
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}
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void Update()
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{
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if (queuePrepare <= Conductor.instance.songPositionInBeatsAsDouble && Conductor.instance.NotStopped()) {
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if (!(isPreparing || isSqueezed || anim.IsPlayingAnimationName("Release") || anim.IsPlayingAnimationName("Pop")))
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{
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anim.DoScaledAnimationFromBeatAsync("Prepare", 0.5f, queuePrepare);
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isPreparing = true;
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queuePrepare = double.MaxValue;
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}
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}
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if (isActive && player)
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{
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if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN)) {
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OctoAction("Squeeze");
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SoundByte.PlayOneShotGame("nearMiss");
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game.hasMissed = true;
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}
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if (PlayerInput.PressedUp() && !game.IsExpectingInputNow(InputType.STANDARD_UP)) {
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OctoAction(PlayerInput.Pressing(true) ? "Pop" : "Release");
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SoundByte.PlayOneShotGame("nearMiss");
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game.hasMissed = true;
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}
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}
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}
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void LateUpdate()
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{
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if (Conductor.instance.ReportBeat(ref lastReportedBeat)
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&& !anim.IsPlayingAnimationName("Bop")
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&& !anim.IsPlayingAnimationName("Happy")
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&& !anim.IsPlayingAnimationName("Angry")
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&& !anim.IsPlayingAnimationName("Oops")
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&& !anim.IsPlayingAnimationName("Release")
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&& !anim.IsPlayingAnimationName("Pop")
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&& !isPreparing
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&& !isSqueezed
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&& !cantBop )
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{
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PlayAnimation(game.bopStatus);
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}
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}
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public void PlayAnimation(int whichBop)
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{
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if (whichBop == 2 && player) whichBop = 3;
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anim.DoScaledAnimationAsync(whichBop switch {
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0 => "Bop",
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1 => "Happy",
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2 => "Angry",
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3 => "Oops",
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_ => "Bop"
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}, 0.5f);
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isPreparing =
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isSqueezed = false;
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}
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public void ForceSqueeze()
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{
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anim.DoScaledAnimationAsync("ForceSqueeze", 0.5f);
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isSqueezed = true;
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}
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public void OctopusModifiers(float x, float y, bool enable)
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{
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gameObject.transform.position = new Vector3(x, y, 0);
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foreach (var sprite in srAll) sprite.color = new Color(sprite.color.r, sprite.color.g, sprite.color.b, enable ? 1 : 0);
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isActive = enable;
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}
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public void OctoAction(string action)
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{
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if (action != "Release" || (Conductor.instance.songPositionInBeatsAsDouble - lastSqueezeBeat) > 0.15f) SoundByte.PlayOneShotGame($"octopusMachine/{action.ToLower()}");
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if (action == "Squeeze") lastSqueezeBeat = Conductor.instance.songPositionInBeatsAsDouble;
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anim.DoScaledAnimationAsync(action, 0.5f);
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isSqueezed = action == "Squeeze";
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isPreparing = false;
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queuePrepare = double.MaxValue;
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}
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public void AnimationColor(int poppingColor)
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{
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foreach (var sprite in sr) sprite.material.SetColor("_ColorAlpha", (poppingColor == 0 ? OctopusMachine.octopodesColor : OctopusMachine.octopodesSqueezedColor));
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if (poppingColor == 1) isSqueezed = true;
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}
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}
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} |