HeavenStudio/Assets/Scripts/Games/MonkeyWatch/MonkeyClockArrow.cs
2023-08-08 20:49:36 +02:00

110 lines
3.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using Starpelly;
using UnityEngine.UIElements;
namespace HeavenStudio.Games.Scripts_MonkeyWatch
{
public class MonkeyClockArrow : MonoBehaviour
{
[Header("Components")]
[SerializeField] private Animator anim;
[SerializeField] private Transform anchorRotateTransform;
[SerializeField] private Animator playerMonkeyAnim;
[SerializeField] private ParticleSystem yellowClap;
[SerializeField] private ParticleSystem pinkClap;
[SerializeField] private Transform shadowTrans;
[Header("Properties")]
[SerializeField] private float shadowXRange = 2f;
private MonkeyWatch game;
private void Awake()
{
game = MonkeyWatch.instance;
}
private void Update()
{
if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
{
PlayerClap(false, false, true);
}
}
public void Move()
{
anchorRotateTransform.localEulerAngles = new Vector3(0, 0, anchorRotateTransform.localEulerAngles.z - 6);
anim.DoScaledAnimationAsync("Click", 0.4f);
MoveShadow();
}
private void MoveShadow()
{
float realAngle = anchorRotateTransform.localEulerAngles.z % 360 - 360;
realAngle *= -1;
float x;
if (realAngle <= 180)
{
float normalizedAngle = Mathp.Normalize(realAngle, 0, 180);
Debug.Log("normalizedAngle: " + normalizedAngle);
x = Mathf.Lerp(0, shadowXRange, normalizedAngle);
}
else
{
float normalizedAngle = Mathp.Normalize(realAngle, 180, 360);
Debug.Log("normalizedAngle: " + normalizedAngle);
x = Mathf.Lerp(shadowXRange, 0, normalizedAngle);
}
Debug.Log("X: " + x);
shadowTrans.localPosition = new Vector3(x, 0);
}
public void MoveToAngle(float angle)
{
anchorRotateTransform.localEulerAngles = new Vector3(0, 0, -angle);
}
public bool PlayerIsClapAnim()
{
return !playerMonkeyAnim.IsAnimationNotPlaying();
}
public void PlayerClap(bool big, bool barely, bool whiff)
{
if (playerMonkeyAnim.IsPlayingAnimationName("PlayerClapBarely") && whiff) return;
if (whiff)
{
game.middleMonkey.DoScaledAnimationAsync("MiddleMonkeyMiss", 0.4f);
SoundByte.PlayOneShot("miss");
}
if (barely || whiff)
{
playerMonkeyAnim.DoScaledAnimationAsync("PlayerClapBarely", 0.4f);
}
else
{
playerMonkeyAnim.DoScaledAnimationAsync(big ? "PlayerClapBig" : "PlayerClap", 0.4f);
if (big)
{
pinkClap.transform.eulerAngles = Vector3.zero;
pinkClap.transform.GetChild(0).GetComponent<ParticleSystem>().SetAsyncScaling(0.4f);
pinkClap.PlayScaledAsync(0.4f);
}
else
{
yellowClap.transform.eulerAngles = Vector3.zero;
yellowClap.transform.GetChild(0).GetComponent<ParticleSystem>().SetAsyncScaling(0.4f);
yellowClap.PlayScaledAsync(0.4f);
}
}
}
}
}