HeavenStudio/Assets/Scripts/Games/NailCarpenter/Nail.cs
minenice55 8d5609a065 spawning logic overhaul
also fixed issue where sweets would be hittable if a nail could be instead
cues at full speed for testing need to halve the speed of everything later
2024-03-07 01:58:51 -05:00

85 lines
2.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NaughtyBezierCurves;
using DG.Tweening;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
namespace HeavenStudio.Games.Scripts_NailCarpenter
{
public class Nail : MonoBehaviour
{
public double targetBeat;
public float targetX;
public float metresPerSecond;
public Animator nailAnim;
private NailCarpenter game;
public void Init()
{
game = NailCarpenter.instance;
game.ScheduleInput(targetBeat, 0, NailCarpenter.InputAction_RegPress, HammmerJust, HammmerMiss, null);
//wrong input
if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch)
{
game.ScheduleUserInput(targetBeat, 0, NailCarpenter.InputAction_AltPress, strongHammmerJust, null, null);
}
Update();
}
private void HammmerJust(PlayerActionEvent caller, float state)
{
game.Carpenter.DoScaledAnimationAsync("carpenterHit", 0.25f);
if (state >= 1f || state <= -1f)
{
nailAnim.DoScaledAnimationAsync(
(state >= 1f ? "nailBendRight" : "nailBendLeft"), 0.25f);
SoundByte.PlayOneShot("miss");
return;
}
SoundByte.PlayOneShotGame("nailCarpenter/HammerWeak");
nailAnim.DoScaledAnimationAsync("nailHammered", 0.25f);
}
private void strongHammmerJust(PlayerActionEvent caller, float state)
{
game.ScoreMiss();
game.Carpenter.DoScaledAnimationAsync("carpenterHit", 0.25f);
if (state >= 1f || state <= -1f)
{
nailAnim.DoScaledAnimationAsync(
(state >= 1f ? "nailBendRight" : "nailBendLeft"), 0.25f);
SoundByte.PlayOneShot("miss");
return;
}
SoundByte.PlayOneShotGame("nailCarpenter/HammerStrong");
nailAnim.DoScaledAnimationAsync("nailStrongHammered", 0.25f);
}
private void HammmerMiss(PlayerActionEvent caller)
{
game.EyeAnim.DoScaledAnimationAsync("eyeBlink", 0.25f);
}
private void Update()
{
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
double beat = cond.songPositionInBeats;
Vector3 pos = transform.position;
pos.x = targetX + (float)((beat - targetBeat) * metresPerSecond);
transform.position = pos;
if (targetBeat != double.MinValue)
{
if (beat >= targetBeat + 9) Destroy(gameObject);
}
}
}
}
}