87653b0d65
works perfectly, looks better, easier to type, and more efficient. what's there to hate
120 lines
4.3 KiB
C#
120 lines
4.3 KiB
C#
using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HeavenStudio.Games.Scripts_OctopusMachine
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{
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public class Octopus : MonoBehaviour
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{
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[SerializeField] SpriteRenderer[] sr;
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[SerializeField] SpriteRenderer[] srAll;
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[SerializeField] bool player;
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public Animator anim;
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public bool cantBop;
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public bool isSqueezed;
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public bool isPreparing;
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public double queuePrepare;
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double lastSqueezeBeat;
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bool isActive = true;
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private OctopusMachine game;
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void Awake()
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{
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game = OctopusMachine.instance;
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queuePrepare = double.MaxValue;
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}
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void Update()
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{
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if (queuePrepare <= Conductor.instance.songPositionInBeatsAsDouble && Conductor.instance.NotStopped()) {
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if (!(isPreparing || isSqueezed || anim.IsPlayingAnimationNames("Release", "Pop")))
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{
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anim.DoScaledAnimationFromBeatAsync("Prepare", 0.5f, queuePrepare);
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isPreparing = true;
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queuePrepare = double.MaxValue;
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}
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}
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if (isActive && player)
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{
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if (PlayerInput.GetIsAction(OctopusMachine.InputAction_BasicPress) && !game.IsExpectingInputNow(OctopusMachine.InputAction_BasicPress))
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{
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OctoAction("Squeeze");
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SoundByte.PlayOneShotGame("nearMiss");
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game.hasMissed = true;
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}
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if (PlayerInput.GetIsAction(OctopusMachine.InputAction_BasicRelease) && !game.IsExpectingInputNow(OctopusMachine.InputAction_BasicRelease))
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{
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OctoAction("Release");
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SoundByte.PlayOneShotGame("nearMiss");
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game.hasMissed = true;
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}
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else if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch
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&& PlayerInput.GetIsAction(OctopusMachine.InputAction_FlickRelease) && !game.IsExpectingInputNow(OctopusMachine.InputAction_FlickRelease))
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{
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OctoAction("Pop");
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SoundByte.PlayOneShotGame("nearMiss");
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game.hasMissed = true;
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}
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}
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}
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public void RequestBop()
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{
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if (!anim.IsPlayingAnimationNames("Bop", "Happy", "Angry", "Oops", "Release", "Pop") && !isPreparing && !isSqueezed && !cantBop)
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{
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PlayAnimation(game.bopStatus);
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}
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}
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public void PlayAnimation(int whichBop)
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{
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if (whichBop == 2 && player) whichBop = 3;
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anim.DoScaledAnimationAsync(whichBop switch
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{
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0 => "Bop",
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1 => "Happy",
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2 => "Angry",
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3 => "Oops",
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_ => "Bop"
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}, 0.5f);
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isPreparing =
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isSqueezed = false;
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}
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public void ForceSqueeze()
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{
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anim.DoScaledAnimationAsync("ForceSqueeze", 0.5f);
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isSqueezed = true;
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}
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public void OctopusModifiers(float x, float y, bool enable)
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{
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gameObject.transform.position = new Vector3(x, y, 0);
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foreach (var sprite in srAll) sprite.color = new Color(sprite.color.r, sprite.color.g, sprite.color.b, enable ? 1 : 0);
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isActive = enable;
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}
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public void OctoAction(string action)
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{
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if (action != "Release" || (Conductor.instance.songPositionInBeatsAsDouble - lastSqueezeBeat) > 0.15f) SoundByte.PlayOneShotGame($"octopusMachine/{action.ToLower()}");
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if (action == "Squeeze") lastSqueezeBeat = Conductor.instance.songPositionInBeatsAsDouble;
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anim.DoScaledAnimationAsync(action, 0.5f);
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isSqueezed = action == "Squeeze";
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isPreparing = false;
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queuePrepare = double.MaxValue;
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}
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public void AnimationColor(int poppingColor)
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{
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foreach (var sprite in sr) sprite.material.SetColor("_ColorAlpha", (poppingColor == 0 ? OctopusMachine.octopodesColor : OctopusMachine.octopodesSqueezedColor));
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if (poppingColor == 1) isSqueezed = true;
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}
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}
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} |