HeavenStudio/Assets/Scripts/Games/RhythmTweezers/LongHair.cs
minenice55 caf7d9465f
Play Mode Features Part 1 (#413)
* add pause menu assets

* layout and animation for pause

* make play mode prefab function

re-assign unused class inheritance

* remove filepath

* don't init medals twice

* remove PlayerActionObject

* initial attempt at anti-note lock

TODO: circumvent inputs clearing themselves making the functionality not work

* properly implement input lock prevention

* fix error on editor open

* functional pause menu

* bugfix

* make unpausing not reset current play statistics

* serialize initializer components in inspector instead of procedurally generating

* sanity check

* note for fade

* make flashes in the camera prefabs instead of in world space

remove / reorganize script files
address issue #411

* fix bug with perfect campaign

make minigame transitions hide the game canvas
adjust animation of the song credits textbox

* fully functional intro scene (placeholder for future title screen)

refactored entire game loading procedure
re-organized some files

* add interaction query to disclaimer text

* reword legal

* anchor section medals to section display

more tempo change placement controls

* operation order bugfix

* prep for future ratings and stats

* loading text

* autoload opening scene

* splash screen adjustments

added setting to force enable splash screen

* adjust setting entry
2023-05-07 20:33:15 +00:00

135 lines
4.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_RhythmTweezers
{
public class LongHair : MonoBehaviour
{
public float createBeat;
public GameObject hairSprite;
public GameObject stubbleSprite;
private RhythmTweezers game;
private Tweezers tweezers;
private Animator anim;
private int pluckState = 0;
public GameObject holder;
public GameObject loop;
private Sound pullSound;
PlayerActionEvent pluckEvent;
PlayerActionEvent endEvent;
InputType endInput;
private void Awake()
{
game = RhythmTweezers.instance;
anim = GetComponent<Animator>();
tweezers = game.Tweezers;
}
private void Start() {
game.ScheduleInput(createBeat, game.tweezerBeatOffset + game.beatInterval, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, StartJust, StartMiss, Out);
}
private void Update()
{
if (pluckState == 1)
{
bool input = PlayerInput.PressedUp();
if (endInput == InputType.DIRECTION_UP) input = PlayerInput.GetAnyDirectionUp();
if (input && !game.IsExpectingInputNow(endInput))
{
endEvent.isEligible = false;
EndEarly();
return;
}
Vector3 tst = tweezers.tweezerSpriteTrans.position;
var hairDirection = new Vector3(tst.x + 0.173f, tst.y) - holder.transform.position;
holder.transform.rotation = Quaternion.FromToRotation(Vector3.down, hairDirection);
float normalizedBeat = Conductor.instance.GetPositionFromBeat(createBeat + game.tweezerBeatOffset + game.beatInterval, 0.5f);
anim.Play("LoopPull", 0, normalizedBeat);
tweezers.anim.Play("Tweezers_LongPluck", 0, normalizedBeat);
// Auto-release if holding at release time.
if (normalizedBeat >= 1f)
endEvent.Hit(0f, 1f);
}
loop.transform.localScale = Vector2.one / holder.transform.localScale;
}
public void EndAce()
{
tweezers.LongPluck(true, this);
tweezers.hitOnFrame++;
if (pullSound != null)
pullSound.Stop();
pluckState = -1;
}
public void EndEarly()
{
var normalized = Conductor.instance.GetPositionFromBeat(createBeat + game.tweezerBeatOffset + game.beatInterval, 0.5f);
anim.Play("LoopPullReverse", 0, normalized);
tweezers.anim.Play("Idle", 0, 0);
if (pullSound != null)
pullSound.Stop();
pluckState = -1;
}
private void StartJust(PlayerActionEvent caller, float state)
{
// don't count near misses
if (state >= 1f || state <= -1f) {
pluckState = -1;
return;
}
if (PlayerInput.GetAnyDirectionDown())
{
endInput = InputType.DIRECTION_UP;
}
else
{
endInput = InputType.STANDARD_UP;
}
pullSound = Jukebox.PlayOneShotGame($"rhythmTweezers/longPull{UnityEngine.Random.Range(1, 5)}");
pluckState = 1;
endEvent = game.ScheduleInput(createBeat, game.tweezerBeatOffset + game.beatInterval + 0.5f, endInput, EndJust, Out, Out);
}
private void StartMiss(PlayerActionEvent caller)
{
// this is where perfect challenge breaks
}
private void Out(PlayerActionEvent caller) {}
private void EndJust(PlayerActionEvent caller, float state)
{
if (state <= -1f) {
EndEarly();
return;
}
EndAce();
}
void OnDestroy()
{
if (pluckEvent != null)
pluckEvent.Disable();
if (endEvent != null)
endEvent.Disable();
}
}
}