using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using System;
namespace HeavenStudio.Games.Scripts_CropStomp
{
public class Farmer : MonoBehaviour
public double nextStompBeat;
private CropStomp game;
PlayerActionEvent stomp;
[SerializeField] private Transform collectedHolder;
[SerializeField] private GameObject plantLeftRef;
[SerializeField] private GameObject plantRightRef;
[SerializeField] private GameObject plantLastRef;
[SerializeField] private Sprite[] veggieSprites;
[SerializeField] private GameObject startPlant;
private List<GameObject> spawnedPlants = new List<GameObject>();
private int lastVeggieType;
[SerializeField] private float plantDistance = 0.5f;
[SerializeField] private float plantStartDistance = 0.1f;
[NonSerialized] public int plantThreshold = 8;
[NonSerialized] public int plantLimit = 80;
public static int collectedPlants = 0;
private void OnDestroy()
if (!Conductor.instance.isPlaying)
collectedPlants = 0;
UpdatePlants();
}
public void Init()
game = CropStomp.instance;
private void Update()
if (!game.isMarching)
return;
Conductor cond = Conductor.instance;
if (stomp == null && cond.isPlaying)
if (GameManager.instance.currentGame == "cropStomp")
stomp = game.ScheduleUserInput(nextStompBeat - 1f, 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
stomp.countsForAccuracy = false;
if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
game.bodyAnim.Play("Crouch", 0, 0);
public void CollectPlant(int veggieType)
if (collectedPlants > plantLimit) return;
if (collectedPlants <= plantLimit - plantThreshold) lastVeggieType = veggieType;
collectedPlants++;
public void UpdatePlants()
startPlant.SetActive(collectedPlants >= plantThreshold);
if (spawnedPlants.Count > 0)
foreach (var plant in spawnedPlants)
Destroy(plant);
spawnedPlants.Clear();
for (int i = 0; i <= collectedPlants - (plantThreshold * 2) && i <= plantLimit - (plantThreshold * 2); i += plantThreshold)
bool isLast = i == plantLimit - (plantThreshold * 2);
int realIndex = i / plantThreshold;
GameObject spawnedPlant;
if (isLast)
spawnedPlant = Instantiate(plantLastRef, collectedHolder);
spawnedPlant.GetComponent<SpriteRenderer>().sprite = veggieSprites[lastVeggieType];
else spawnedPlant = Instantiate((realIndex % 2 == 0) ? plantRightRef : plantLeftRef, collectedHolder);
spawnedPlant.transform.localPosition = new Vector3(0, (realIndex * plantDistance) + plantStartDistance, 0);
spawnedPlant.GetComponent<SpriteRenderer>().sortingOrder = -realIndex - 2;
spawnedPlant.SetActive(true);
spawnedPlants.Add(spawnedPlant);
private void Just(PlayerActionEvent caller, float state)
// REMARK: does not count for performance
Stomp(state >= 1f || state <= -1f);
private void Miss(PlayerActionEvent caller)
if (GameManager.instance.currentGame != "cropStomp") return;
nextStompBeat += 2f;
stomp?.Disable();
private void Out(PlayerActionEvent caller) {}
void Stomp(bool ng)
if (ng)
else
game.Stomp();
game.bodyAnim.Play("Stomp", 0, 0);