HeavenStudio/Assets/Scripts/Games/AnimalAcrobat/ObstacleInput.cs
2023-10-07 18:58:08 +02:00

82 lines
2.9 KiB
C#

using HeavenStudio.Util;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Scripts_AnimalAcrobat
{
public class ObstacleInput : MonoBehaviour
{
[SerializeField] private Animator _monkey;
[SerializeField] private double _holdLength;
private AcrobatObstacle _mainScript;
private AnimalAcrobat _game;
private void Awake()
{
_game = AnimalAcrobat.instance;
_mainScript = GetComponent<AcrobatObstacle>();
_mainScript.OnInit += Init;
}
public void Init(double beat, bool beforeGiraffe)
{
_game.ScheduleInput(beat - 1, 1, InputType.STANDARD_DOWN, beforeGiraffe ? JustHoldGiraffe : JustHold, Empty, Empty);
_game.ScheduleInput(beat, _holdLength, InputType.STANDARD_UP, JustRelease, Empty, Empty);
_monkey.gameObject.SetActive(false);
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("animalAcrobat/eek", beat + _holdLength - 2),
new MultiSound.Sound("animalAcrobat/eek", beat + _holdLength - 1)
});
}
private void JustHold(PlayerActionEvent caller, float state)
{
SoundByte.PlayOneShotGame("animalAcrobat/catch");
_monkey.gameObject.SetActive(true);
_monkey.DoScaledAnimationAsync("PlayerHang", 0.75f);
_game.PlayerSetActive(false);
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(0, delegate {}),
new BeatAction.Action(caller.startBeat + caller.timer + (_holdLength * 0.5), delegate
{
_monkey.DoScaledAnimationAsync("PlayerHanging", 0.5f);
})
});
}
private void JustHoldGiraffe(PlayerActionEvent caller, float state)
{
SoundByte.PlayOneShotGame("animalAcrobat/giraffeCatch");
_monkey.gameObject.SetActive(true);
_monkey.DoScaledAnimationAsync("PlayerHang", 0.75f);
_game.PlayerSetActive(false);
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(0, delegate {}),
new BeatAction.Action(caller.startBeat + caller.timer + (_holdLength * 0.5), delegate
{
_monkey.DoScaledAnimationAsync("PlayerHanging", 0.5f);
})
});
}
private void JustRelease(PlayerActionEvent caller, float state)
{
SoundByte.PlayOneShotGame("animalAcrobat/release");
SoundByte.PlayOneShotGame("animalAcrobat/turn", caller.startBeat + caller.timer + 1);
_monkey.gameObject.SetActive(false);
}
private void Empty(PlayerActionEvent caller) { }
}
}