using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NaughtyBezierCurves;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_WorkingDough
{
public class PlayerEnterDoughBall : SuperCurveObject
private enum State
None,
Entering,
Hit,
Barely,
Miss,
Weak
}
private State currentState;
private double startBeat = double.MinValue;
private bool big;
private Path enterPath;
private Path hitPath;
private Path barelyPath;
private Path missPath;
private Path weakPath;
private WorkingDough game;
private PlayerActionEvent wrongInput;
private PlayerActionEvent rightInput;
[SerializeField] private GameObject gandw;
private void Awake()
game = WorkingDough.instance;
public void Init(double beat, bool isBig, bool hasGandw)
startBeat = beat;
big = isBig;
enterPath = game.GetPath("PlayerEnter");
hitPath = game.GetPath("PlayerHit");
barelyPath = game.GetPath("PlayerBarely");
missPath = game.GetPath("PlayerMiss");
weakPath = game.GetPath("PlayerWeak");
rightInput = game.ScheduleInput(beat, 1, isBig ? InputType.STANDARD_ALT_DOWN : InputType.STANDARD_DOWN, Just, Miss, Empty);
wrongInput = game.ScheduleUserInput(beat, 1, isBig ? InputType.STANDARD_DOWN : InputType.STANDARD_ALT_DOWN, WrongInput, Empty, Empty);
currentState = State.Entering;
if (gandw != null) gandw.SetActive(hasGandw);
Update();
private void Update()
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
if (startBeat > double.MinValue)
Vector3 pos = new Vector3();
double beat = cond.songPositionInBeats;
switch (currentState)
case State.None:
break;
case State.Entering:
pos = GetPathPositionFromBeat(enterPath, Math.Max(beat, startBeat), startBeat);
case State.Hit:
pos = GetPathPositionFromBeat(hitPath, Math.Max(beat, startBeat), startBeat);
if (beat >= startBeat + 1)
Destroy(gameObject);
case State.Miss:
pos = GetPathPositionFromBeat(missPath, Math.Max(beat, startBeat), startBeat);
case State.Weak:
pos = GetPathPositionFromBeat(weakPath, Math.Max(beat, startBeat), startBeat);
case State.Barely:
pos = GetPathPositionFromBeat(barelyPath, Math.Max(beat, startBeat), startBeat);
if (beat >= startBeat + 2)
if (startBeat <= beat) transform.position = pos;
else transform.position = new Vector3(-80, -80);
private void Just(PlayerActionEvent caller, float state)
wrongInput.Disable();
double beat = Conductor.instance.songPositionInBeats;
game.playerImpact.SetActive(true);
BeatAction.New(game.gameObject, new List<BeatAction.Action>()
new BeatAction.Action(beat + 0.1f, delegate { game.playerImpact.SetActive(false); }),
});
if (state >= 1f || state <= -1f)
currentState = State.Barely;
SoundByte.PlayOneShot("miss");
if (big)
SoundByte.PlayOneShotGame("workingDough/bigPlayer");
game.doughDudesPlayer.GetComponent<Animator>().DoScaledAnimationAsync("BigDoughJump", 0.5f);
else
SoundByte.PlayOneShotGame("workingDough/smallPlayer");
game.doughDudesPlayer.GetComponent<Animator>().DoScaledAnimationAsync("SmallDoughJump", 0.5f);
return;
currentState = State.Hit;
SoundByte.PlayOneShotGame("workingDough/hitBigPlayer");
game.backgroundAnimator.Play("BackgroundFlash", 0, 0);
SoundByte.PlayOneShotGame("workingDough/hitSmallPlayer");
bool hasGandw = false;
if (gandw != null) hasGandw = gandw.activeSelf;
new BeatAction.Action(beat + 0.9f, delegate { game.arrowSRRightPlayer.sprite = game.redArrowSprite; }),
new BeatAction.Action(beat + 1f, delegate { game.arrowSRRightPlayer.sprite = game.whiteArrowSprite; }),
new BeatAction.Action(beat + 2f, delegate { game.SpawnBGBall(beat + 2f, big, hasGandw); }),
private void WrongInput(PlayerActionEvent caller, float state)
rightInput.Disable();
currentState = State.Weak;
SoundByte.PlayOneShotGame("workingDough/tooBig");
GameObject.Instantiate(game.breakParticleEffect, game.breakParticleHolder);
SoundByte.PlayOneShotGame("workingDough/tooSmall");
private void Miss(PlayerActionEvent caller)
double beat = caller.timer + caller.startBeat;
currentState = State.Miss;
new BeatAction.Action(beat + 0.25f, delegate { game.missImpact.SetActive(true); }),
new BeatAction.Action(beat + 0.25f, delegate { SoundByte.PlayOneShotGame("workingDough/BallMiss"); }),
new BeatAction.Action(beat + 0.35f, delegate { game.missImpact.SetActive(false); }),
private void Empty(PlayerActionEvent caller) { }