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

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
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namespace HeavenStudio.Games.Scripts_WizardsWaltz
{
public class Plant : MonoBehaviour
{
public Animator animator;
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public SpriteRenderer spriteRenderer;
public double createBeat;
private WizardsWaltz game;
private bool passed = false;
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public int order = 0;
public void Init(bool spawnedInactive)
{
game = WizardsWaltz.instance;
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spriteRenderer.sortingOrder = order;
animator.Play("Appear", 0, spawnedInactive ? 1 : 0);
}
public void StartInput(double beat, float length)
{
game.ScheduleInput(beat, length, WizardsWaltz.InputAction_Press, Just, Miss, Out);
}
private void Update()
{
if (!passed && Conductor.instance.songPositionInBeats > createBeat + game.beatInterval)
{
StartCoroutine(FadeOut());
passed = true;
}
}
public void Bloom()
{
animator.Play("Hit", 0, 0);
}
public void IdlePlant()
{
animator.Play("IdlePlant", 0, 0);
}
public void IdleFlower()
{
animator.Play("IdleFlower", 0, 0);
}
public void Eat()
{
animator.Play("Eat", 0, 0);
}
public void EatLoop()
{
animator.Play("EatLoop", 0, 0);
}
public void Ace()
{
game.wizard.Magic(this, true);
}
public void NearMiss()
{
game.wizard.Magic(this, false);
}
private void Just(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f) {
NearMiss();
return;
}
Ace();
}
private void Miss(PlayerActionEvent caller)
{
// this is where perfect challenge breaks
}
private void Out(PlayerActionEvent caller) {}
public IEnumerator FadeOut()
{
yield return new WaitForSeconds(Conductor.instance.secPerBeat * game.beatInterval / 2f);
Destroy(gameObject);
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game.currentPlants.Remove(this);
}
}
}