HeavenStudio/Assets/Scripts/Games/WizardsWaltz/Wizard.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_WizardsWaltz
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{
public class Wizard : MonoBehaviour
{
public Animator animator;
public GameObject shadow;
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private float newBeat = 0;
private int beats = 0;
private WizardsWaltz game;
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private float songPos;
private void Awake()
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{
game = WizardsWaltz.instance;
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}
void Update()
{
songPos = Conductor.instance.songPositionInBeats - game.wizardBeatOffset;
var am = game.beatInterval / 2f;
var x = Mathf.Sin(Mathf.PI * songPos / am) * 6;
var y = Mathf.Cos(Mathf.PI * songPos / am);
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var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.35f;
transform.position = new Vector3(x, 3f - y * 0.5f, 0);
shadow.transform.position = new Vector3(x, -3f + y * 1.5f, 0);
var xscale = scale;
if (y > 0) xscale *= -1;
transform.localScale = new Vector3(xscale, scale, 1);
shadow.transform.localScale = new Vector3(scale, scale, 1);
}
private void LateUpdate()
{
if (PlayerInput.Pressed(true))
{
animator.Play("Magic", 0, 0);
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Jukebox.PlayOneShotGame("wizardsWaltz/wand");
}
}
public void Idle()
{
animator.Play("Idle", 0, 0);
}
public void Magic(Plant plant, bool hit)
{
animator.Play("Magic", 0, 0);
if(plant == null)
{
// TODO: Play empty A press sound
return;
}
if (hit)
{
Jukebox.PlayOneShotGame("wizardsWaltz/grow");
plant.Bloom();
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game.girl.Happy();
}
else
{
Jukebox.PlayOneShot("miss");
plant.Eat();
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game.girl.Sad();
}
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}
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}
}