HeavenStudio/Assets/Scripts/Games/NightWalkAgb/AgbPlayYan.cs
2023-06-25 15:14:37 +02:00

180 lines
6.6 KiB
C#

using HeavenStudio.Util;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Scripts_AgbNightWalk
{
public class AgbPlayYan : SuperCurveObject
{
private enum JumpingState
{
Flying,
Walking,
Jumping,
Shocked,
Falling,
Whiffing,
Floating
}
private JumpingState jumpingState;
private AgbNightWalk game;
private double jumpBeat;
[SerializeField] private List<Animator> balloons = new List<Animator>();
[SerializeField] private GameObject star;
private Path jumpPath;
private Path whiffPath;
private Animator anim;
private float fallStartY;
private double playYanFallBeat;
private double walkBeat;
[SerializeField] private float randomMinBalloonX = -0.45f;
[SerializeField] private float randomMaxBalloonX = 0.45f;
private void Awake()
{
game = AgbNightWalk.instance;
jumpPath = game.GetPath("Jump");
whiffPath = game.GetPath("Whiff");
anim = GetComponent<Animator>();
foreach (var balloon in balloons)
{
balloon.Play("Idle", 0, UnityEngine.Random.Range(0f, 1f));
Transform balloonTrans = balloon.transform.parent;
balloonTrans.localPosition = new Vector3(balloonTrans.localPosition.x + UnityEngine.Random.Range(randomMinBalloonX, randomMaxBalloonX), balloonTrans.localPosition.y);
}
}
private void Update()
{
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
switch (jumpingState)
{
case JumpingState.Jumping:
Vector3 pos = GetPathPositionFromBeat(jumpPath, Math.Min(jumpBeat + 1, cond.songPositionInBeatsAsDouble), jumpBeat);
transform.localPosition = pos;
float normalizedBeat = cond.GetPositionFromBeat(jumpBeat, jumpPath.positions[0].duration);
if (normalizedBeat >= 1f)
{
Walk();
}
break;
case JumpingState.Walking:
transform.localPosition = Vector3.zero;
anim.DoScaledAnimation("Walk", walkBeat, 0.5f, 0.75f);
if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
{
Whiff(cond.songPositionInBeatsAsDouble);
}
break;
case JumpingState.Flying:
transform.localPosition = Vector3.zero;
break;
case JumpingState.Shocked:
break;
case JumpingState.Falling:
float normalizedFallBeat = cond.GetPositionFromBeat(playYanFallBeat, 2);
EasingFunction.Function func = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInQuad);
float newPlayYanY = func(fallStartY, -12, normalizedFallBeat);
transform.localPosition = new Vector3(0, newPlayYanY);
break;
case JumpingState.Whiffing:
Vector3 pos2 = GetPathPositionFromBeat(whiffPath, Math.Min(jumpBeat + 0.5, cond.songPositionInBeatsAsDouble), jumpBeat);
transform.localPosition = pos2;
float normalizedBeat2 = cond.GetPositionFromBeat(jumpBeat, 0.5);
if (normalizedBeat2 >= 1f)
{
Walk();
}
break;
case JumpingState.Floating:
float normalizedFloatBeat = cond.GetPositionFromBeat(playYanFallBeat, 10);
EasingFunction.Function funcF = EasingFunction.GetEasingFunction(EasingFunction.Ease.Linear);
float newPlayYanYF = funcF(fallStartY, 12, normalizedFloatBeat);
transform.localPosition = new Vector3(0, newPlayYanYF);
break;
}
}
}
public void Shock()
{
jumpingState = JumpingState.Shocked;
anim.DoScaledAnimationAsync("Shock", 0.5f);
fallStartY = transform.localPosition.y;
SoundByte.PlayOneShotGame("nightWalkAgb/shock");
}
public void Fall(double beat)
{
jumpingState = JumpingState.Falling;
anim.Play("Jump", 0, 0);
playYanFallBeat = beat;
SoundByte.PlayOneShotGame("nightWalkAgb/fall");
Update();
}
public void Float(double beat)
{
jumpingState = JumpingState.Floating;
anim.Play("Jump", 0, 0);
playYanFallBeat = beat;
fallStartY = transform.localPosition.y;
star.SetActive(true);
Update();
}
public void Jump(double beat)
{
jumpingState = JumpingState.Jumping;
jumpBeat = beat;
anim.Play("Jump", 0, 0);
jumpPath.positions[0].duration = 1 - (float)Conductor.instance.SecsToBeats(Minigame.earlyTime, Conductor.instance.GetBpmAtBeat(jumpBeat));
Update();
}
public void Whiff(double beat)
{
jumpingState = JumpingState.Whiffing;
jumpBeat = beat;
anim.Play("Jump", 0, 0);
SoundByte.PlayOneShotGame("nightWalkAgb/whiff");
Update();
}
public void Walk()
{
if (jumpingState == JumpingState.Walking) return;
jumpingState = JumpingState.Walking;
walkBeat = Conductor.instance.songPositionInBeats;
}
public void PopBalloon(int index, bool instant)
{
if (instant)
{
balloons[index].DoNormalizedAnimation("Pop", 1);
return;
}
balloons[index].DoScaledAnimationAsync("Pop", 0.5f);
}
public void PopAll()
{
foreach (var balloon in balloons)
{
balloon.DoNormalizedAnimation("Pop", 1);
}
}
public void Hide()
{
anim.gameObject.SetActive(false);
}
}
}