6ac919a232
However the new input system has a bug where if you press with two events eligible for a press, both of them interact. I don't know whether to fix this or not.
143 lines
4.5 KiB
C#
143 lines
4.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using RhythmHeavenMania.Util;
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namespace RhythmHeavenMania.Games.KarateMan
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{
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public class Bomb : PlayerActionObject
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{
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private Animator anim;
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private float startBeat;
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private float hitBeat;
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private float missBeat;
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public bool kicked;
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private bool missed;
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private bool eligible;
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public GameObject Holder;
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public GameObject RotHolder;
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private Vector3 lastRot;
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public GameObject shadow;
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private float shadowY;
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[Header("Curves")]
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[SerializeField] private AnimationCurve outCurve;
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[SerializeField] private AnimationCurve shadowHitCurve;
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private void Start()
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{
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anim = GetComponent<Animator>();
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startBeat = Conductor.instance.songPositionInBeats;
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eligible = true;
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PlayerActionInit(this.gameObject, startBeat);
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}
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public override void OnAce()
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{
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Hit();
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}
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private void Update()
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{
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shadow.transform.localPosition = new Vector3(Holder.transform.localPosition.x, shadow.transform.localPosition.y);
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if (!kicked)
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{
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if (!missed)
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{
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float normalizedBeatAnim = Conductor.instance.GetLoopPositionFromBeat(startBeat, 1.25f);
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anim.Play("BombOut", 0, normalizedBeatAnim);
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anim.speed = 0;
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float normalizedBeat = Conductor.instance.GetLoopPositionFromBeat(startBeat, 0.75f);
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StateCheckNoList(normalizedBeat);
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RotHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(0, -90, outCurve.Evaluate(normalizedBeatAnim)));
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lastRot = RotHolder.transform.eulerAngles;
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shadowY = shadow.transform.localPosition.y;
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if (normalizedBeat > 1.5f)
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{
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eligible = false;
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// explode animation
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if (normalizedBeat > 4)
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Destroy(this.gameObject);
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}
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if (PlayerInput.PressedUp())
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{
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if (state.perfect)
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{
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Hit();
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}
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else
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{
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Miss();
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}
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}
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}
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else
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{
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float normalizedBeatAnim = Conductor.instance.GetLoopPositionFromBeat(missBeat, 1f);
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anim.Play("BombMiss", 0, normalizedBeatAnim);
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anim.speed = 0;
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RotHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(lastRot.z, lastRot.z - 180, normalizedBeatAnim));
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if (normalizedBeatAnim > 2)
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{
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Destroy(this.gameObject);
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}
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}
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}
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else
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{
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float normalizedBeatAnim = Conductor.instance.GetLoopPositionFromBeat(hitBeat, 3f);
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anim.Play("BombHit", 0, normalizedBeatAnim);
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anim.speed = 0;
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RotHolder.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(lastRot.z, lastRot.z - 180, normalizedBeatAnim));
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shadow.transform.localPosition = new Vector3(shadow.transform.localPosition.x, Mathf.Lerp(shadowY, 0.881f, shadowHitCurve.Evaluate(normalizedBeatAnim)));
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shadow.transform.localScale = Holder.transform.localScale;
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if (normalizedBeatAnim > 1)
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{
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Destroy(this.gameObject);
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}
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}
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}
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public void Hit()
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{
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KarateJoe.instance.HitEffectF(new Vector3(0.9f, 2.0549f));
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Jukebox.PlayOneShotGame("karateman/bombKick");
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hitBeat = Conductor.instance.songPositionInBeats;
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kicked = true;
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RotHolder.transform.eulerAngles = lastRot;
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KarateJoe.instance.ResetKick();
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KarateJoe.instance.AnimPlay("Kick");
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}
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public void Miss()
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{
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missBeat = Conductor.instance.songPositionInBeats;
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missed = true;
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Jukebox.PlayOneShot("miss");
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KarateJoe.instance.ResetKick();
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KarateJoe.instance.AnimPlay("Kick");
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}
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}
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} |