using System.Collections; using System.Collections.Generic; using UnityEngine; using HeavenStudio.Util; 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; private List spawnedPlants = new List(); [SerializeField] private float plantDistance = 0.5f; public int plantThreshold = 8; public int plantLimit = 80; private static int collectedPlants = 0; private void OnDestroy() { if (!Conductor.instance.isPlaying) { collectedPlants = 0; UpdatePlants(); } } public void Init() { game = CropStomp.instance; if (!Conductor.instance.isPlaying) { collectedPlants = 0; } UpdatePlants(); } 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() { if (collectedPlants >= plantLimit) return; collectedPlants++; UpdatePlants(); } public void UpdatePlants() { if (spawnedPlants.Count > 0) { foreach (var plant in spawnedPlants) { Destroy(plant); } spawnedPlants.Clear(); } for (int i = 0; i < collectedPlants && i < plantLimit; i += plantThreshold) { GameObject spawnedPlant = Instantiate(((i / plantThreshold) % 2 == 0) ? plantRightRef : plantLeftRef, collectedHolder); spawnedPlant.transform.localPosition = new Vector3(0, (i / plantThreshold) * plantDistance + plantDistance, 0); spawnedPlant.GetComponent().sortingOrder = (i / plantThreshold) - 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; if (!game.isMarching) return; // REMARK: does not count for performance nextStompBeat += 2f; stomp?.Disable(); stomp = game.ScheduleUserInput(nextStompBeat - 1f, 1f, InputType.STANDARD_DOWN, Just, Miss, Out); stomp.countsForAccuracy = false; } private void Out(PlayerActionEvent caller) {} void Stomp(bool ng) { if (GameManager.instance.currentGame != "cropStomp") return; if (!game.isMarching) return; if (ng) { game.bodyAnim.Play("Crouch", 0, 0); } else { game.Stomp(); game.bodyAnim.Play("Stomp", 0, 0); } nextStompBeat += 2f; stomp?.Disable(); stomp = game.ScheduleUserInput(nextStompBeat - 1f, 1f, InputType.STANDARD_DOWN, Just, Miss, Out); stomp.countsForAccuracy = false; } } }