HeavenStudio/Assets/Scripts/Games/NailCarpenter/Sweet.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

109 lines
3.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NaughtyBezierCurves;
using DG.Tweening;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_NailCarpenter
{
public class Sweet : MonoBehaviour
{
public double targetBeat;
public float targetX;
public float metresPerSecond;
public sweetsType sweetType;
public Animator sweetAnim;
// public SpriteRenderer sweetSprite;
public enum sweetsType
{
None = -1,
Pudding = 0,
CherryPudding = 1,
ShortCake = 2,
Cherry = 3,
LayerCake = 4,
};
private NailCarpenter game;
public void Init()
{
game = NailCarpenter.instance;
AwakeAnim();
game.ScheduleUserInput(targetBeat, 0, NailCarpenter.InputAction_SweetsHit, HammmerJust, null, null);
Update();
}
private void AwakeAnim()
{
switch (sweetType)
{
case sweetsType.Pudding:
sweetAnim.Play("puddingIdle", -1, 0);
break;
case sweetsType.CherryPudding:
sweetAnim.Play("cherryPuddingIdle", -1, 0);
break;
case sweetsType.ShortCake:
sweetAnim.Play("shortCakeIdle", -1, 0);
break;
case sweetsType.Cherry:
sweetAnim.Play("cherryIdle", -1, 0);
break;
case sweetsType.LayerCake:
sweetAnim.Play("layerCakeIdle", -1, 0);
break;
}
}
private void BreakAnim()
{
switch (sweetType)
{
case sweetsType.Pudding:
sweetAnim.DoScaledAnimationAsync("puddingBreak", 0.25f);
break;
case sweetsType.CherryPudding:
sweetAnim.DoScaledAnimationAsync("cherryPuddingBreak", 0.25f);
break;
case sweetsType.ShortCake:
sweetAnim.DoScaledAnimationAsync("shortCakeBreak", 0.25f);
break;
case sweetsType.Cherry:
sweetAnim.DoScaledAnimationAsync("cherryBreak", 0.25f);
break;
case sweetsType.LayerCake:
sweetAnim.DoScaledAnimationAsync("layerCakeBreak", 0.25f);
break;
}
}
private void HammmerJust(PlayerActionEvent caller, float state)
{
game.ScoreMiss();
BreakAnim();
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);
}
}
}
}
}