HeavenStudio/Assets/Scripts/Games/Fillbots/NtrFillbot.cs
2023-06-11 00:35:15 +02:00

133 lines
5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_Fillbots
{
public enum BotSize
{
Small,
Medium,
Large
}
public enum BotVariant
{
Normal,
HoneyBee,
WarioWare
}
public class NtrFillbot : MonoBehaviour
{
[Header("Properties")]
[SerializeField] private BotSize size;
[SerializeField] private BotVariant variant;
public double holdLength = 4;
[SerializeField] private float limbFallHeight = 15f;
[Header("Body Parts")]
[SerializeField] private Animator fullBody;
[SerializeField] private Animator legs;
private Transform legsTrans;
[SerializeField] private Animator body;
private Transform bodyTrans;
[SerializeField] private Animator head;
private Transform headTrans;
private float legsPosY;
private float bodyPosY;
private float headPosY;
private double startBeat = -1;
private bool legsHaveFallen;
private bool bodyHasFallen;
private bool headHasFallen;
private Fillbots game;
private void Awake()
{
game = Fillbots.instance;
legsTrans = legs.GetComponent<Transform>();
headTrans = head.GetComponent<Transform>();
bodyTrans = body.GetComponent<Transform>();
legsPosY = legsTrans.position.y;
headPosY = headTrans.position.y;
bodyPosY = bodyTrans.position.y;
legsTrans.position = new Vector3(legsTrans.position.x, legsTrans.position.y + limbFallHeight);
headTrans.position = new Vector3(headTrans.position.x, headTrans.position.y + limbFallHeight);
bodyTrans.position = new Vector3(bodyTrans.position.x, bodyTrans.position.y + limbFallHeight);
}
public void Init(double beat)
{
startBeat = beat;
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { legs.Play("Impact", 0, 0); legsHaveFallen = true; legsTrans.position = new Vector3(legsTrans.position.x, legsPosY); }),
new BeatAction.Action(beat + 1, delegate { body.Play("Impact", 0, 0); bodyHasFallen = true; bodyTrans.position = new Vector3(bodyTrans.position.x, bodyPosY);}),
new BeatAction.Action(beat + 2, delegate { head.Play("Impact", 0, 0); headHasFallen = true; headTrans.position = new Vector3(headTrans.position.x, headPosY);}),
new BeatAction.Action(beat + 3, delegate
{
fullBody.gameObject.SetActive(true);
legs.gameObject.SetActive(false);
head.gameObject.SetActive(false);
body.gameObject.SetActive(false);
})
});
string sizePrefix = size switch
{
BotSize.Small => "small",
BotSize.Medium => "medium",
BotSize.Large => "big",
_ => throw new System.NotImplementedException()
};
MultiSound.Play(new MultiSound.Sound[]
{
new MultiSound.Sound("fillbots/" + sizePrefix + "Fall", beat),
new MultiSound.Sound("fillbots/" + sizePrefix + "Fall", beat + 1),
new MultiSound.Sound("fillbots/" + sizePrefix + "Fall", beat + 2),
});
}
private void Update()
{
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
if (startBeat != -1)
{
if (!legsHaveFallen)
{
float normalizedBeat = cond.GetPositionFromBeat(startBeat - 0.25, 0.25);
float lerpedY = Mathf.Lerp(legsPosY + limbFallHeight, legsPosY, normalizedBeat);
legsTrans.position = new Vector3(legsTrans.position.x, Mathf.Clamp(lerpedY, legsPosY, legsPosY + limbFallHeight));
}
if (!bodyHasFallen)
{
float normalizedBeat = cond.GetPositionFromBeat(startBeat - 0.25 + 1, 0.25);
float lerpedY = Mathf.Lerp(bodyPosY + limbFallHeight, bodyPosY, normalizedBeat);
bodyTrans.position = new Vector3(bodyTrans.position.x, Mathf.Clamp(lerpedY, bodyPosY, bodyPosY + limbFallHeight));
}
if (!headHasFallen)
{
float normalizedBeat = cond.GetPositionFromBeat(startBeat - 0.25 + 2, 0.25);
float lerpedY = Mathf.Lerp(headPosY + limbFallHeight, headPosY, normalizedBeat);
headTrans.position = new Vector3(headTrans.position.x, Mathf.Clamp(lerpedY, headPosY, headPosY + limbFallHeight));
}
}
}
}
}
}