HeavenStudioPlus/Assets/Scripts/Games/OctopusMachine/Octopus.cs
AstrlJelly 30a275da8b Collapsing Properties Update + Animation From Beat Method (#575)
* 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)
2023-10-27 20:19:11 +00:00

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4.2 KiB
C#

using HeavenStudio.Util;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Scripts_OctopusMachine
{
public class Octopus : MonoBehaviour
{
[SerializeField] SpriteRenderer[] sr;
[SerializeField] SpriteRenderer[] srAll;
[SerializeField] bool player;
public Animator anim;
public bool cantBop;
public bool isSqueezed;
public bool isPreparing;
public double queuePrepare;
public double lastReportedBeat = 0f;
double lastSqueezeBeat;
bool isActive = true;
private OctopusMachine game;
void Awake()
{
game = OctopusMachine.instance;
queuePrepare = double.MaxValue;
}
void Update()
{
if (queuePrepare <= Conductor.instance.songPositionInBeatsAsDouble && Conductor.instance.NotStopped()) {
if (!(isPreparing || isSqueezed || anim.IsPlayingAnimationName("Release") || anim.IsPlayingAnimationName("Pop")))
{
anim.DoScaledAnimationFromBeatAsync("Prepare", 0.5f, queuePrepare);
isPreparing = true;
queuePrepare = double.MaxValue;
}
}
if (isActive && player)
{
if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN)) {
OctoAction("Squeeze");
SoundByte.PlayOneShotGame("nearMiss");
game.hasMissed = true;
}
if (PlayerInput.PressedUp() && !game.IsExpectingInputNow(InputType.STANDARD_UP)) {
OctoAction(PlayerInput.Pressing(true) ? "Pop" : "Release");
SoundByte.PlayOneShotGame("nearMiss");
game.hasMissed = true;
}
}
}
void LateUpdate()
{
if (Conductor.instance.ReportBeat(ref lastReportedBeat)
&& !anim.IsPlayingAnimationName("Bop")
&& !anim.IsPlayingAnimationName("Happy")
&& !anim.IsPlayingAnimationName("Angry")
&& !anim.IsPlayingAnimationName("Oops")
&& !anim.IsPlayingAnimationName("Release")
&& !anim.IsPlayingAnimationName("Pop")
&& !isPreparing
&& !isSqueezed
&& !cantBop )
{
PlayAnimation(game.bopStatus);
}
}
public void PlayAnimation(int whichBop)
{
if (whichBop == 2 && player) whichBop = 3;
anim.DoScaledAnimationAsync(whichBop switch {
0 => "Bop",
1 => "Happy",
2 => "Angry",
3 => "Oops",
_ => "Bop"
}, 0.5f);
isPreparing =
isSqueezed = false;
}
public void ForceSqueeze()
{
anim.DoScaledAnimationAsync("ForceSqueeze", 0.5f);
isSqueezed = true;
}
public void OctopusModifiers(float x, float y, bool enable)
{
gameObject.transform.position = new Vector3(x, y, 0);
foreach (var sprite in srAll) sprite.color = new Color(sprite.color.r, sprite.color.g, sprite.color.b, enable ? 1 : 0);
isActive = enable;
}
public void OctoAction(string action)
{
if (action != "Release" || (Conductor.instance.songPositionInBeatsAsDouble - lastSqueezeBeat) > 0.15f) SoundByte.PlayOneShotGame($"octopusMachine/{action.ToLower()}");
if (action == "Squeeze") lastSqueezeBeat = Conductor.instance.songPositionInBeatsAsDouble;
anim.DoScaledAnimationAsync(action, 0.5f);
isSqueezed = action == "Squeeze";
isPreparing = false;
queuePrepare = double.MaxValue;
}
public void AnimationColor(int poppingColor)
{
foreach (var sprite in sr) sprite.material.SetColor("_ColorAlpha", (poppingColor == 0 ? OctopusMachine.octopodesColor : OctopusMachine.octopodesSqueezedColor));
if (poppingColor == 1) isSqueezed = true;
}
}
}