f938ab84f5
* everything yeah. everything..? just needs an icon * ass buns * clean up + split up the blocks * quick refresh just so this doesn't get stale and fall behind in the codebase * NOT DONE YET! gonna finish tomorrow * it's done!! * oh oops gotta actually load the game
137 lines
5 KiB
C#
137 lines
5 KiB
C#
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
using HeavenStudio.Util;
|
|
|
|
namespace HeavenStudio.Games.Scripts_MannequinFactory
|
|
{
|
|
public class MannequinHead : MonoBehaviour
|
|
{
|
|
public double startBeat;
|
|
public bool needSlap;
|
|
|
|
[Header("Animators")]
|
|
[SerializeField] SpriteRenderer headSr;
|
|
[SerializeField] Sprite[] heads;
|
|
[SerializeField] SpriteRenderer eyesSr;
|
|
[SerializeField] Sprite[] eyes;
|
|
[SerializeField] Animator headAnim;
|
|
|
|
int turnStatus;
|
|
|
|
public MannequinFactory game;
|
|
|
|
private void Start()
|
|
{
|
|
game.slapScheduledBeat = startBeat + 4;
|
|
|
|
turnStatus = needSlap ? 0 : 1;
|
|
headSr.sprite = heads[turnStatus];
|
|
|
|
BeatAction.New(game, new List<BeatAction.Action> {
|
|
new(startBeat + 1, delegate { headAnim.DoScaledAnimationAsync("Move1", 0.3f); }),
|
|
new(startBeat + 3, delegate { if (game.gameManager.autoplay) headAnim.DoScaledAnimationAsync("Move2", 0.3f); }),
|
|
new(startBeat + 4, delegate {
|
|
PlayerActionEvent input;
|
|
if (turnStatus == 1) {
|
|
input = game.ScheduleInput(startBeat, 5, MannequinFactory.InputAction_Second, StampJust, StampMiss, null);
|
|
} else {
|
|
input = game.ScheduleUserInput(startBeat, 5, MannequinFactory.InputAction_Second, StampUnJust, StampMiss, null);
|
|
}
|
|
input.IsHittable = () => !game.StampAnim.IsPlayingAnimationNames("StampEmpty", "StampJust");
|
|
}),
|
|
});
|
|
|
|
PlayerActionEvent input;
|
|
if (needSlap) {
|
|
input = game.ScheduleInput(startBeat, 3, MannequinFactory.InputAction_First, SlapJust, SlapMiss, null);
|
|
} else {
|
|
input = game.ScheduleUserInput(startBeat, 3, MannequinFactory.InputAction_First, SlapUnJust, SlapMiss, null);
|
|
}
|
|
input.IsHittable = () => !game.HandAnim.IsPlayingAnimationNames("SlapEmpty", "SlapJust");
|
|
}
|
|
|
|
private void SlapJust(PlayerActionEvent caller, float state)
|
|
{
|
|
SlapHit(state);
|
|
headSr.sprite = heads[turnStatus];
|
|
}
|
|
|
|
private void SlapUnJust(PlayerActionEvent caller, float state)
|
|
{
|
|
eyesSr.transform.localScale = new Vector2(-1, 1);
|
|
headSr.transform.localScale = new Vector2(-1, 1);
|
|
headSr.sprite = heads[0];
|
|
game.ScoreMiss();
|
|
SlapHit(state);
|
|
}
|
|
|
|
private void SlapHit(float state)
|
|
{
|
|
if (state >= 1f || state <= -1f) SoundByte.PlayOneShot("nearMiss");
|
|
turnStatus++;
|
|
SoundByte.PlayOneShotGame("mannequinFactory/slap");
|
|
game.HandAnim.DoScaledAnimationAsync("SlapJust", 0.3f);
|
|
headAnim.Play("Slapped", 0, 0);
|
|
}
|
|
|
|
private void SlapMiss(PlayerActionEvent caller)
|
|
{
|
|
headAnim.DoScaledAnimationAsync("Move2", 0.3f);
|
|
}
|
|
|
|
private void StampHit(float state)
|
|
{
|
|
if (state >= 1f || state <= -1f) SoundByte.PlayOneShot("nearMiss");
|
|
headAnim.DoScaledAnimationAsync("Stamp", 0.3f);
|
|
game.StampAnim.DoScaledAnimationAsync("StampJust", 0.3f);
|
|
SoundByte.PlayOneShotGame("mannequinFactory/eyes");
|
|
eyesSr.gameObject.SetActive(true);
|
|
}
|
|
|
|
private void StampJust(PlayerActionEvent caller, float state)
|
|
{
|
|
StampHit(state);
|
|
|
|
MultiSound.Play(new MultiSound.Sound[] {
|
|
new MultiSound.Sound("mannequinFactory/claw1", startBeat + 6),
|
|
new MultiSound.Sound("mannequinFactory/claw2", startBeat + 6.5),
|
|
});
|
|
BeatAction.New(game, new List<BeatAction.Action> {
|
|
new BeatAction.Action(startBeat + 5.75, delegate { headAnim.DoScaledAnimationAsync("Grabbed1", 0.3f); }),
|
|
new BeatAction.Action(startBeat + 6 , delegate { headAnim.DoScaledAnimationAsync("Grabbed2", 0.3f); }),
|
|
});
|
|
}
|
|
|
|
private void StampUnJust(PlayerActionEvent caller, float state)
|
|
{
|
|
StampHit(state);
|
|
eyesSr.sprite = eyes[1];
|
|
|
|
BeatAction.New(game, new List<BeatAction.Action> {
|
|
new BeatAction.Action(startBeat + 6, delegate {
|
|
SoundByte.PlayOneShotGame("mannequinFactory/miss");
|
|
headAnim.DoScaledAnimationAsync("StampMiss", 0.3f);
|
|
}),
|
|
});
|
|
}
|
|
|
|
private void StampMiss(PlayerActionEvent caller)
|
|
{
|
|
headAnim.DoScaledAnimationAsync("Move3", 0.3f);
|
|
BeatAction.New(game, new List<BeatAction.Action> {
|
|
new BeatAction.Action(startBeat + 6.5, delegate {
|
|
SoundByte.PlayOneShotGame("mannequinFactory/miss");
|
|
headAnim.DoScaledAnimationAsync("Miss", 0.3f);
|
|
}),
|
|
});
|
|
}
|
|
|
|
// animation event
|
|
public void DestroySelf()
|
|
{
|
|
Destroy(this);
|
|
}
|
|
}
|
|
}
|