HeavenStudio/Assets/Scripts/Games/RhythmTweezers/Hair.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

70 lines
1.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
namespace HeavenStudio.Games.Scripts_RhythmTweezers
{
public class Hair : MonoBehaviour
{
public float createBeat;
public GameObject hairSprite;
public GameObject stubbleSprite;
public GameObject missedSprite;
private RhythmTweezers game;
private Tweezers tweezers;
private bool plucked;
PlayerActionEvent pluckEvent;
private void Awake()
{
game = RhythmTweezers.instance;
tweezers = game.Tweezers;
}
private void Start() {
pluckEvent = game.ScheduleInput(createBeat, game.tweezerBeatOffset + game.beatInterval, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, Just, Miss, Out);
}
private void Update()
{
}
public void Ace()
{
tweezers.Pluck(true, this);
tweezers.hitOnFrame++;
plucked = true;
}
public void NearMiss()
{
tweezers.Pluck(false, this);
tweezers.hitOnFrame++;
plucked = true;
}
private void Just(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f) {
NearMiss();
return;
}
Ace();
}
private void Miss(PlayerActionEvent caller)
{
// this is where perfect challenge breaks
}
private void Out(PlayerActionEvent caller) {}
void OnDestroy()
{
if (pluckEvent != null)
pluckEvent.Disable();
}
}
}