HeavenStudio/Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs

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using HeavenStudio.Util;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using NaughtyBezierCurves;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class NtrSamuraiLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("samuraiSliceNtr", "Samurai Slice (DS) \n<color=#eb5454>[WIP]</color>", "00165D", false, false, new List<GameAction>()
{
new GameAction("spawn object", delegate
{
SamuraiSliceNtr.instance.ObjectIn(eventCaller.currentEntity.beat, eventCaller.currentEntity.type, (int) eventCaller.currentEntity.valA);
}, 8, false, new List<Param>()
{
new Param("type", SamuraiSliceNtr.ObjectType.Melon, "Object", "The object to spawn"),
new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "The amount of coins the object spills out when sliced"),
}),
//new GameAction("start bopping", delegate { SamuraiSliceNtr.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 1),
},
new List<string>() {"ntr", "normal"},
"ntrsamurai", "en",
new List<string>() {"en"}
);
}
}
}
namespace HeavenStudio.Games
{
using Scripts_NtrSamurai;
public class SamuraiSliceNtr : Minigame
{
public enum ObjectType {
Melon,
Fish,
Demon
}
[Header("References")]
public NtrSamurai player;
public GameObject launcher;
public GameObject objectPrefab;
public GameObject childParent;
public Transform objectHolder;
public BezierCurve3D InCurve;
public BezierCurve3D LaunchCurve;
public BezierCurve3D LaunchHighCurve;
public BezierCurve3D NgLaunchCurve;
public BezierCurve3D DebrisLeftCurve;
public BezierCurve3D DebrisRightCurve;
//game scene
public static SamuraiSliceNtr instance;
public GameEvent bop = new GameEvent();
private void Awake()
{
instance = this;
}
// Update is called once per frame
void Update()
{
var cond = Conductor.instance;
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
{
player.Bop();
childParent.GetComponent<NtrSamuraiChild>().Bop();
}
if (PlayerInput.AltPressed())
DoStep();
if (PlayerInput.AltPressedUp() && player.isStepping())
DoUnStep();
if (PlayerInput.Pressed())
DoSlice();
}
public void DoStep()
{
Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_launchThrough");
player.Step(false);
launcher.GetComponent<Animator>().Play("Launch", -1, 0);
}
public void DoUnStep()
{
player.Step(true);
launcher.GetComponent<Animator>().Play("UnStep", -1, 0);
}
public void DoSlice()
{
if (player.isStepping())
{
launcher.GetComponent<Animator>().Play("UnStep", -1, 0);
}
Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_through");
player.Slash();
}
public void Bop(float beat, float length)
{
bop.length = length;
bop.startBeat = beat;
}
public void ObjectIn(float beat, int type = (int) ObjectType.Melon, int value = 1)
{
var mobj = GameObject.Instantiate(objectPrefab, objectHolder);
var mobjDat = mobj.GetComponent<NtrSamuraiObject>();
mobjDat.startBeat = beat;
mobjDat.type = type;
mobjDat.holdingCash = value;
mobj.SetActive(true);
Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_in00");
}
public NtrSamuraiChild CreateChild(float beat)
{
var mobj = GameObject.Instantiate(childParent, objectHolder);
var mobjDat = mobj.GetComponent<NtrSamuraiChild>();
mobjDat.startBeat = beat;
mobjDat.isMain = false;
mobjDat.Bop();
mobj.SetActive(true);
return mobjDat;
}
}
}