HeavenStudio/Assets/Scripts/Games/NailCarpenter/Sweet.cs
wookywok 2fab37113d
Big Nail Carpenter Updates (#743)
* Made Nail half-speed, changed long nail from hold B to press B, touched up animations

- Made Nail Carpenter half-speed -- it shouldn't change much, just remember to double your tempo!

- Also changed the long nail input from hold and release to simply pressing B -- the old way gives less reaction time and is just less fun overall

- Also touched up the animations to make them snappier and improve gamefeel

* Cleaned up animations a bit further, changed 'fusuma' to 'shoji'

* Further animation improvements

Hit animations are now instant, and the hammer animation is about snappy and responsive as it should be

* Fixed touch controls

FIxed touch controls being a miss no matter what

* reimplemented touch mode whiffing

cuz i forgor

* fixed a sound effect playing at the wrong time

* 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

* remove stray sfx call

* add missing exclaim animations to the forced object types

* improve chunk based spawning

improve animator setup

* remove unused stuff

* new animations

girl randomly blinks
puddings bounce when passing the girl
nails pop out when missing

* fix the sweet break check

---------

Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-03-15 19:18:21 +00:00

123 lines
3.7 KiB
C#

using System.Collections.Generic;
using UnityEngine;
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;
bool broken = false;
public enum sweetsType
{
None = -1,
Pudding = 0,
CherryPudding = 1,
ShortCake = 2,
Cherry = 3,
LayerCake = 4,
};
private NailCarpenter game;
public void Init()
{
game = NailCarpenter.instance;
broken = false;
AwakeAnim();
game.ScheduleUserInput(targetBeat, 0, NailCarpenter.InputAction_SweetsHit, HammmerJust, null, null);
Update();
if (sweetType == sweetsType.Pudding)
{
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(targetBeat, delegate
{
if (!broken)
{
sweetAnim.Play("puddingBeat", -1, 0);
}
})
});
}
}
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()
{
broken = true;
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.Carpenter.DoScaledAnimationAsync("eyeBlink", 0.25f, animLayer: 1);
}
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);
}
}
}
}
}