HeavenStudio/Assets/Scripts/Games/LumBEARjack/LBJBear.cs

116 lines
4 KiB
C#
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LumBEARjack (#734) * Heh * prefab cat * minigame script + sounds imported * more catgrab * oops * functional objects non visual * More cat ghrab 2 * persist/stretchy logs + cue disable sound + sigh * finished cat grab * sdfsdfsdf * oops * Oops. * Freedom * More * more anime * anims almost dune * all anims * Oops. * Fixing bad animation * I have made a severe and continuous lapse in judgement * bear bop + cut + whiff visuals implemented * rest visuals implemented * added log visuals cut * accomadation for persist/stretch * Oops345 * CATS! * sorting layer oops * fix catgrab object being flipped * bug fix and huh choice * sorting layer fix * anim fixes * upscale almost * upscale done * Huge zoom in * left cat put * two main cats done * particles for main logs * Particles implemented * particle tweaks * bg cats placed * bg cats + zoom toggle * slide offset * more bg cat * new object sheet * bg cats final * more particle * particles fr * Oops * catdance update * I have created an Issue * fixed a lot of shit * Paricle fix * particle fix again im sorry * object upscale wip and more * Mistakes * freezer particle and tweaks * resorted * more particle nonsense im sorry everything hurts * freezer break implement * penguin fix * sorry * halves + upscales done + particles done * fixed particles * particle fixes 2000 * fixed cat dance and rest * snow * icon * oops232323 * Sigh * snow implementation * baby done * layering fix * actual layering fix * particle tweaks * windsnowshit * new rotation * rotation pivots set * all particles should be good now * bat fix * bg cats work better * miss implemented * layer arm fix * rotation changed * expose camera ease + spam prevention * it was just 1 beat long * custom objects * custom objects initial implementation * bomb + ball fix * new sounds * oops * More * big ball implementation 2 * Oops. * Update LBJCatMove.cs --------- Co-authored-by: ev <85412919+iloveoatmeal2022@users.noreply.github.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2024-03-04 03:50:39 +00:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_LumBEARjack
{
public class LBJBear : MonoBehaviour
{
[Header("Components")]
[SerializeField] private Animator _anim;
[SerializeField] private Transform _cameraPoint;
[Header("Properties")]
[SerializeField] private double _zoomInLength = 0.25;
[SerializeField] private float _zoomInPower = 4f;
[SerializeField] private EasingFunction.Ease _ease = EasingFunction.Ease.EaseOutBounce;
private bool _rested = false;
private LumBEARjack.RestSoundChoice _restSound;
private float _cameraPointZFrom;
private EasingFunction.Function _cameraFunc;
private void Awake()
{
_cameraPointZFrom = _cameraPoint.localPosition.z;
_cameraFunc = EasingFunction.GetEasingFunction(_ease);
}
public void SwingWhiff(bool sound = true)
{
if (_rested) return;
if (sound) SoundByte.PlayOneShotGame("lumbearjack/swing", -1, SoundByte.GetPitchFromCents(Random.Range(-200, 201), false));
_anim.DoScaledAnimationAsync("BeastWhiff", 0.75f);
}
public void Cut(double beat, bool huh, bool huhL, bool zoomIn = false)
{
_anim.DoScaledAnimationAsync(huh ? "BeastHalfCut" : "BeastCut", 0.75f);
if (zoomIn) ActivateZoomIn();
if (!huh) return;
BeatAction.New(this, new()
{
new(beat + 1, delegate
{
_anim.DoScaledAnimationAsync(huhL ? "BeastHuhL" : "BeastHuhR", 0.5f);
}),
new(beat + 2, delegate
{
_anim.DoScaledAnimationAsync("BeastReady", 0.75f);
})
});
}
public void CutMid(bool noImpact = false)
{
_anim.DoScaledAnimationAsync("BeastCutMid" + (noImpact ? "NoImpact" : ""), 0.75f);
}
public void Bop()
{
if (_anim.IsPlayingAnimationNames("BeastWhiff", "BeastRest") || _rested) return;
_anim.DoScaledAnimationAsync("BeastBop", 0.75f);
}
public void Rest(bool instant, LumBEARjack.RestSoundChoice sound)
{
_anim.DoScaledAnimationAsync("BeastRest", 0.5f, instant ? 1 : 0);
_rested = true;
_restSound = sound;
}
public void RestSound()
{
switch (_restSound)
{
case LumBEARjack.RestSoundChoice.Random:
SoundByte.PlayOneShotGame("lumbearjack/sigh" + (Random.Range(1, 3) == 1 ? "A" : "B"));
break;
case LumBEARjack.RestSoundChoice.restA:
SoundByte.PlayOneShotGame("lumbearjack/sighA");
break;
case LumBEARjack.RestSoundChoice.restB:
SoundByte.PlayOneShotGame("lumbearjack/sighB");
break;
default:
break;
}
}
private Coroutine _currentZoomCo;
private void ActivateZoomIn()
{
if (_currentZoomCo != null) StopCoroutine(_currentZoomCo);
_currentZoomCo = StartCoroutine(ActivateZoomInCo());
}
private IEnumerator ActivateZoomInCo()
{
double startBeat = Conductor.instance.songPositionInBeatsAsDouble;
float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, _zoomInLength, false);
while (normalizedBeat <= 1f)
{
normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, _zoomInLength, false);
float newZ = _cameraFunc(_cameraPointZFrom + _zoomInPower, _cameraPointZFrom, Mathf.Clamp01(normalizedBeat));
_cameraPoint.localPosition = new Vector3(_cameraPoint.localPosition.x, _cameraPoint.localPosition.y, newZ);
yield return null;
}
}
}
}