mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 05:35:08 +00:00
00c58d5487
* Prep stuff * Tweezers now spawn in * Started converting tweezers * I hate <1 beat intervals * Actually nvm * fixed a bug * You can chain intervals now, stack them if you really wanted * Pass turn checks if crhandlerinstance exists * Fixed hairs being deleted by onion switch * Rockers rerewritten * working dough rerewritten
165 lines
No EOL
5.4 KiB
C#
165 lines
No EOL
5.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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using HeavenStudio.Util;
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using Starpelly;
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namespace HeavenStudio.Games.Scripts_RhythmTweezers
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{
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public class Tweezers : MonoBehaviour
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{
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public int hitOnFrame;
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[NonSerialized] public Animator anim;
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private Animator vegetableAnim;
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private RhythmTweezers game;
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private bool pluckingThisFrame;
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private bool holdingHair;
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public SpriteRenderer heldHairSprite;
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public Transform tweezerSpriteTrans;
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private double passTurnBeat = -1;
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private double passTurnEndBeat = -1;
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[NonSerialized] public int hairsLeft;
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private int eyeSize = 0;
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private void Awake()
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{
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anim = GetComponent<Animator>();
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vegetableAnim = RhythmTweezers.instance.VegetableAnimator;
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game = RhythmTweezers.instance;
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}
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public void Init(double beat, double endBeat)
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{
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passTurnBeat = beat;
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passTurnEndBeat = endBeat;
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Update();
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}
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private void Update()
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{
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if (passTurnBeat != -1)
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{
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// Set tweezer angle.
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float tweezerTime = Conductor.instance.GetPositionFromBeat(passTurnBeat, Math.Max(passTurnEndBeat - 1f - passTurnBeat, 1));
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var unclampedAngle = -58f + (116 * tweezerTime);
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var tweezerAngle = Mathf.Clamp(unclampedAngle, -180f, 180f);
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transform.eulerAngles = new Vector3(0, 0, tweezerAngle);
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// Set tweezer to follow vegetable.
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var currentTweezerPos = transform.localPosition;
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var vegetablePos = game.Vegetable.transform.localPosition;
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var vegetableHolderPos = game.VegetableHolder.transform.localPosition;
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transform.localPosition = new Vector3(vegetableHolderPos.x, vegetablePos.y + 1f, currentTweezerPos.z);
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if (tweezerAngle == 180)
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{
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Destroy(gameObject);
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}
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}
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}
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private void LateUpdate()
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{
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if (PlayerInput.Pressed(true))
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{
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if (!pluckingThisFrame) // Did you do a successful pluck earlier in the frame?
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{
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DropHeldHair();
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anim.Play("Tweezers_Pluck", 0, 0);
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}
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}
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pluckingThisFrame = false;
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}
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public void Pluck(bool ace, Hair hair)
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{
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DropHeldHair();
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if (ace)
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{
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SoundByte.PlayOneShotGame($"rhythmTweezers/shortPluck{UnityEngine.Random.Range(1, 21)}");
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hair.hairSprite.SetActive(false);
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hair.stubbleSprite.SetActive(true);
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hairsLeft--;
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eyeSize = Mathf.Clamp(eyeSize + 1, 0, 10);
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if (hairsLeft <= 0)
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vegetableAnim.Play("HopFinal", 0, 0);
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else
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vegetableAnim.Play("Hop" + eyeSize.ToString(), 0, 0);
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anim.Play("Tweezers_Pluck_Success", 0, 0);
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}
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else
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{
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SoundByte.PlayOneShotGame($"rhythmTweezers/shortPluck{UnityEngine.Random.Range(1, 21)}");
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SoundByte.PlayOneShot("miss");
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hair.hairSprite.SetActive(false);
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hair.missedSprite.SetActive(true);
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vegetableAnim.Play("Blink", 0, 0);
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anim.Play("Tweezers_Pluck_Fail", 0, 0);
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}
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pluckingThisFrame = true; // Prevents standard pluck from playing in LateUpdate().
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holdingHair = true;
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}
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public void LongPluck(bool ace, LongHair hair)
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{
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DropHeldHair();
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if (ace)
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{
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SoundByte.PlayOneShotGame("rhythmTweezers/longPullEnd");
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hair.hairSprite.SetActive(false);
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hair.stubbleSprite.SetActive(true);
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// Making transparent instead of disabling because animators are silly.
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hair.loop.GetComponent<SpriteRenderer>().color = Color.clear;
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hairsLeft--;
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eyeSize = Mathf.Clamp(eyeSize + 1, 0, 10);
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if (hairsLeft <= 0)
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vegetableAnim.Play("HopFinal", 0, 0);
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else
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vegetableAnim.Play("Hop" + eyeSize.ToString(), 0, 0);
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anim.Play("Tweezers_Pluck_Success", 0, 0);
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}
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pluckingThisFrame = true;
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holdingHair = true;
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}
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public void DropHeldHair()
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{
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if (!holdingHair) return;
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var droppedHair = GameObject.Instantiate(game.pluckedHairBase, game.DroppedHairsHolder.transform).GetComponent<SpriteRenderer>();
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droppedHair.gameObject.SetActive(true);
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droppedHair.transform.position = heldHairSprite.transform.position;
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droppedHair.transform.rotation = heldHairSprite.transform.rotation;
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droppedHair.sprite = heldHairSprite.sprite;
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// Make the hair spin.
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// (The prefab has a Rigidbody2D component already so that it falls)
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droppedHair.GetComponent<Rigidbody2D>().interpolation = RigidbodyInterpolation2D.Interpolate;
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droppedHair.GetComponent<Rigidbody2D>().angularVelocity = UnityEngine.Random.Range(-120f, 120f);
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holdingHair = false;
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}
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}
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} |