83 lines
2.6 KiB
C#
83 lines
2.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_MonkeyWatch
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{
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public class WatchMonkey : MonoBehaviour
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{
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private Animator anim;
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private Animator holeAnim;
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[Header("Properties")]
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[SerializeField] private bool isPink;
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private MonkeyWatch game;
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private int direction = 0;
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public double monkeyBeat;
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private PlayerActionEvent inputEvent;
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private void Awake()
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{
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game = MonkeyWatch.instance;
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anim = GetComponent<Animator>();
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}
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public void Appear(double beat, bool instant, Animator hole, int dir)
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{
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monkeyBeat = beat;
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direction = dir;
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holeAnim = hole;
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holeAnim.DoScaledAnimationAsync("HoleOpen", 0.5f);
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anim.DoScaledAnimationAsync(isPink ? "PinkAppear" : "Appear", 0.5f, instant ? 1 : 0);
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}
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public void Disappear()
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{
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holeAnim.DoScaledAnimationAsync("HoleClose", 0.5f);
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Destroy(gameObject);
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}
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public void Prepare(double prepareBeat, double inputBeat)
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{
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anim.DoScaledAnimationAsync(isPink ? "PinkPrepare" + direction : "Prepare" + direction, 0);
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inputEvent = game.ScheduleInput(prepareBeat, inputBeat - prepareBeat, InputType.STANDARD_DOWN, Just, Miss, Empty);
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(prepareBeat, delegate
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{
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anim.DoScaledAnimationAsync(isPink ? "PinkPrepare" + direction : "Prepare" + direction, 0.5f);
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})
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});
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}
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private void Just(PlayerActionEvent caller, float state)
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{
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if (state >= 1f || state <= -1f)
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{
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SoundByte.PlayOneShot("miss");
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anim.SetInteger("hitState", 1);
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}
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else
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{
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SoundByte.PlayOneShotGame(isPink ? "monkeyWatch/clapOffbeat" : $"monkeyWatch/clapOnbeat{UnityEngine.Random.Range(1, 6)}");
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anim.SetInteger("hitState", 2);
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}
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game.PlayerMonkeyClap(isPink, state >= 1f || state <= -1f);
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anim.DoScaledAnimationAsync(isPink ? "PinkClap" + direction : "Clap" + direction, 0.5f);
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}
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private void Miss(PlayerActionEvent caller)
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{
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anim.DoScaledAnimationAsync(isPink ? "PinkMiss" : "Miss", 0.5f);
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}
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private void Empty(PlayerActionEvent caller) { }
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}
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}
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