HeavenStudio/Assets/Scripts/Games/TramAndPauline/AgbAnimalKid.cs

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C#
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using HeavenStudio.Util;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Scripts_TramAndPauline
{
public class AgbAnimalKid : MonoBehaviour
{
[Header("Components")]
[SerializeField] private Transform rootBody;
[SerializeField] private Animator trampolineAnim;
[SerializeField] private Animator bodyAnim;
[SerializeField] private ParticleSystem transformParticle;
[SerializeField] private ParticleSystem smokeParticle;
[Header("Properties")]
[SerializeField] private float jumpHeight = 3f;
[SerializeField] private float jumpHeightIdle = 0.8f;
[SerializeField] private float prepareHeight = 0.5f;
private double jumpBeat = double.MinValue;
private double prepareBeat = double.MinValue;
private bool preparing = false;
private bool isFox = true;
private EasingFunction.Function upFunc;
private EasingFunction.Function downFunc;
private void Awake()
{
upFunc = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseOutQuad);
downFunc = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInQuad);
}
private void Update()
{
var cond = Conductor.instance;
if (!cond.isPlaying) return;
float newY = 0f;
float normalizedUpBeat = cond.GetPositionFromBeat(jumpBeat, 1);
float normalizedDownBeat = cond.GetPositionFromBeat(jumpBeat + 1, 1);
if (normalizedUpBeat >= 0f && normalizedUpBeat <= 1f)
{
newY = upFunc(0, jumpHeight, normalizedUpBeat);
}
else if (normalizedDownBeat >= 0f && normalizedDownBeat <= 1f)
{
newY = downFunc(jumpHeight, 0, normalizedDownBeat);
}
else if (!preparing)
{
if (isBarely)
{
bodyAnim.Play("BarelyIdle", 0, 0);
}
else bodyAnim.Play(isFox ? "FoxIdle" : "HumanIdle", 0, 0);
BounceUpdate(cond, ref newY);
}
else
{
PrepareUpdate(cond, ref newY);
}
rootBody.transform.localPosition = new Vector3(0, newY, 0);
}
private void BounceUpdate(Conductor cond, ref float newY)
{
double startBeat = (jumpBeat != double.MinValue) ? jumpBeat : 0;
float normalizedBeat = cond.GetPositionFromBeat(startBeat, 1) % 1;
float trampolinePos = 0f;
if (normalizedBeat < 0.5f)
{
newY = upFunc(0, jumpHeightIdle, normalizedBeat * 2);
trampolinePos = upFunc(0, 1, normalizedBeat * 2);
}
else
{
newY = downFunc(jumpHeightIdle, 0, (normalizedBeat - 0.5f) * 2);
trampolinePos = downFunc(1, 0, (normalizedBeat - 0.5f) * 2);
}
trampolineAnim.DoNormalizedAnimation("Bounce", trampolinePos);
}
private void PrepareUpdate(Conductor cond, ref float newY)
{
float normalizedBeat = cond.GetPositionFromBeat(prepareBeat, 0.5f);
if (normalizedBeat >= 0f && normalizedBeat <= 1f)
{
newY = upFunc(prepareHeight, 0, normalizedBeat);
trampolineAnim.DoNormalizedAnimation("Prepare", normalizedBeat);
}
else if (normalizedBeat > 1f)
{
trampolineAnim.DoNormalizedAnimation("Prepare", 1);
newY = 0f;
}
}
public void Jump(double beat)
{
jumpBeat = beat;
preparing = false;
if (isBarely)
{
bodyAnim.Play("JumpBarely", 0, 0);
}
else bodyAnim.Play(isFox ? "JumpFox" : "JumpHuman", 0, 0);
trampolineAnim.DoScaledAnimationAsync("Jump", 0.25f);
}
public void Prepare(double beat, bool inactive = false)
{
if (preparing) return;
prepareBeat = beat;
preparing = true;
if (inactive)
{
if (isBarely)
{
bodyAnim.DoNormalizedAnimation("PrepareBarely", 1);
}
else bodyAnim.DoNormalizedAnimation(isFox ? "Prepare" : "PrepareHuman", 1);
}
else
{
if (isBarely)
{
bodyAnim.DoScaledAnimationAsync("PrepareBarely", 0.15f);
}
else bodyAnim.DoScaledAnimationAsync(isFox ? "Prepare" : "PrepareHuman", 0.15f);
}
}
private bool isBarely = false;
public void Transform(bool barely)
{
isBarely = barely;
if (isBarely)
{
bodyAnim.DoScaledAnimationAsync("TransformBarely", 0.15f);
}
else bodyAnim.DoScaledAnimationAsync(isFox ? "TransformHuman" : "TransformFox", 0.15f);
smokeParticle.SetAsyncScaling(0.5f);
transformParticle.PlayScaledAsync(0.5f);
isFox = !isFox;
}
public void SetTransform(bool fox)
{
isFox = fox;
}
}
}