HeavenStudio/Assets/Scripts/CircleCursor.cs
minenice55 875c1ee66c improve look of cursor
make assetbundles use chunk-based compression
refactor assetbundle loading methods a bit
2023-10-02 21:45:44 -04:00

101 lines
3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using HeavenStudio.Games;
namespace HeavenStudio
{
public class CircleCursor : MonoBehaviour
{
[SerializeField] private bool follow = false;
[SerializeField] private float mouseMoveSpeed;
[Header("DSGuy")]
[SerializeField] private GameObject DSGuy;
[SerializeField] private Animator DSGuyAnimator;
[SerializeField] private float flickCoeff = 0.35f;
[SerializeField] private float flickInitMul = 1.5f;
public GameObject InnerCircle;
[SerializeField] private GameObject Circle;
private bool isOpen;
private Vector3 vel, flickStart, flickDeltaPos;
private void Start()
{
// Cursor.visible = false;
}
private void Open()
{
vel = Vector3.zero;
flickDeltaPos = Vector3.zero;
DSGuyAnimator.Play("Open", -1);
Circle.SetActive(false);
isOpen = true;
}
private void Close()
{
DSGuyAnimator.Play("Close", -1);
Circle.SetActive(true);
isOpen = false;
}
private void Flick(Vector3 startPos, Vector3 newVel)
{
flickStart = startPos;
vel = newVel;
DSGuyAnimator.Play("Flick", -1);
Circle.SetActive(true);
isOpen = false;
}
private void Update()
{
Vector3 pos = PlayerInput.GetInputController(1).GetPointer();
Vector3 deltaPos = pos - transform.position;
if (follow)
{
Vector2 direction = (pos - transform.position).normalized;
this.GetComponent<Rigidbody2D>().velocity = new Vector2(direction.x * mouseMoveSpeed, direction.y * mouseMoveSpeed);
}
else
{
gameObject.transform.position = pos;
if (vel.magnitude > 0.05f)
{
vel -= flickCoeff * Time.deltaTime * vel;
flickDeltaPos += vel * Time.deltaTime;
DSGuy.transform.position = flickStart + flickDeltaPos;
}
else
{
vel = Vector3.zero;
flickDeltaPos = Vector3.zero;
DSGuy.transform.position = pos;
}
if (PlayerInput.GetIsAction(Minigame.InputAction_BasicPress))
{
Open();
}
else if (PlayerInput.GetIsAction(Minigame.InputAction_BasicRelease))
{
Close();
}
else if (PlayerInput.GetIsAction(Minigame.InputAction_FlickRelease))
{
Flick(pos, deltaPos * flickInitMul);
}
if ((!PlayerInput.PlayerHasControl()) && isOpen)
{
Close();
}
}
}
}
}