using System.Collections; using System.Collections.Generic; using UnityEngine; using RhythmHeavenMania.Util; namespace RhythmHeavenMania.Games.ClappyTrio { public class ClappyTrio : Minigame { public int lionCount = 3; public List Lion; [SerializeField] private Sprite[] faces; private bool isClapping; private float currentClappingLength; private float lastClapStart; private int clapIndex; private ClappyTrioPlayer ClappyTrioPlayer; public bool playerHitLast = false; public static ClappyTrio instance { get; set; } private void Awake() { instance = this; } public override void OnGameSwitch() { for (int i = 0; i < Lion.Count; i++) { SetFace(i, 0); } PlayAnimationAll("Idle"); } private void Start() { float maxWidth = 9.2f; float minus = 0; float newSpacing = maxWidth / lionCount; if (lionCount > 3) { Lion[0].transform.localPosition = new Vector3(-1.5f, 0); maxWidth = 6.2f; minus = 1.5f; } for (int i = 1; i < lionCount; i++) { GameObject lion = Instantiate(Lion[0], Lion[0].transform.parent); // lion.transform.localPosition = new Vector3(Lion[0].transform.localPosition.x + (1.0333f * lionCount) - i, 0); lion.transform.localPosition = new Vector3((newSpacing) * (i) - minus, 0); Lion.Add(lion); if (i == lionCount - 1) { ClappyTrioPlayer = lion.AddComponent(); } } /*LionMiddle = Instantiate(LionLeft, LionLeft.transform.parent); LionMiddle.transform.localPosition = new Vector3(3.1f, 0); LionPlayer = Instantiate(LionLeft, LionLeft.transform.parent); LionPlayer.transform.localPosition = new Vector3(6.2f, 0); ClappyTrioPlayer = LionPlayer.AddComponent(); lionHeadLeft = LionLeft.transform.GetChild(1).GetComponent(); lionHeadMiddle = LionMiddle.transform.GetChild(1).GetComponent(); lionHeadPlayer = LionPlayer.transform.GetChild(1).GetComponent();*/ } private void Update() { if (isClapping) { float songPosBeat = Conductor.instance.songPositionInBeats; for (int i = 0; i < Lion.Count; i++) { float minus = 0; // i spent like 25 minutes trying to figure out what was wrong with this when i forgot to subtract the currentClapLength :( if (i == Lion.Count - 1) minus = 0.35f; if (songPosBeat > lastClapStart + (currentClappingLength * (i) - minus) && songPosBeat < lastClapStart + (currentClappingLength * (i + 1)) && clapIndex == i) { if (i == Lion.Count - 1) { ClappyTrioPlayer.SetClapAvailability(lastClapStart + (currentClappingLength * i - 0.35f)); clapIndex = 0; isClapping = false; currentClappingLength = 0; ClappyTrioPlayer.clapStarted = false; } else { SetFace(i, 4); Lion[i].GetComponent().Play("Clap", 0, 0); Jukebox.PlayOneShotGame("clappyTrio/leftClap"); clapIndex++; } break; } } /*if (songPosBeat > lastClapStart && songPosBeat < lastClapStart + 1 && clapIndex == 0) { Debug.Log(Conductor.instance.songPositionInBeats); SetFace(0, 4); Lion[0].GetComponent().Play("Clap", 0, 0); Jukebox.PlayOneShotGame("clappyTrio/leftClap"); clapIndex++; } else if (songPosBeat > lastClapStart + currentClappingLength && songPosBeat < lastClapStart + (currentClappingLength * 2) && clapIndex == 1) { Debug.Log(Conductor.instance.songPositionInBeats); SetFace(1, 4); Lion[1].GetComponent().Play("Clap", 0, 0); Jukebox.PlayOneShotGame("clappyTrio/middleClap"); clapIndex++; } else if (songPosBeat > lastClapStart + (currentClappingLength * 2 - 0.35f) && clapIndex == 2) { Debug.Log(Conductor.instance.songPositionInBeats); ClappyTrioPlayer.SetClapAvailability(lastClapStart + (currentClappingLength * 2 - 0.35f)); clapIndex = 0; isClapping = false; currentClappingLength = 0; ClappyTrioPlayer.clapStarted = false; }*/ } } public void Clap(float beat, float length) { ClappyTrioPlayer.clapStarted = true; ClappyTrioPlayer.canHit = true; // this is technically a lie, this just restores the ability to hit playerHitLast = false; isClapping = true; lastClapStart = beat; currentClappingLength = length; } public void Prepare(int type) { for (int i = 0; i < Lion.Count; i++) { SetFace(i, type); } PlayAnimationAll("Prepare"); Jukebox.PlayOneShotGame("clappyTrio/ready"); } public void Bop() { if (playerHitLast) { for (int i = 0; i < Lion.Count; i++) { SetFace(i, 1); } } else { for (int i = 0; i < Lion.Count; i++) { if (i == Lion.Count - 1) { SetFace(i, 0); } else { SetFace(i, 2); } } } PlayAnimationAll("Bop"); } private void PlayAnimationAll(string anim) { for (int i = 0; i < Lion.Count; i++) { Lion[i].GetComponent().Play(anim, -1, 0); } } public void SetFace(int lion, int type) { Lion[lion].transform.GetChild(1).GetComponent().sprite = faces[type]; } } }