HeavenStudio/Assets/Scripts/Games/LumBEARjack/LBJBear.cs
Rapandrasmus f9113ccff7
LumBEARjack (#734)
* Heh

* prefab cat

* minigame script + sounds imported

* more catgrab

* oops

* functional objects non visual

* More cat ghrab 2

* persist/stretchy logs + cue disable sound + sigh

* finished cat grab

* sdfsdfsdf

* oops

* Oops.

* Freedom

* More

* more anime

* anims almost dune

* all anims

* Oops.

* Fixing bad animation

* I have made a severe and continuous lapse in judgement

* bear bop + cut + whiff visuals implemented

* rest visuals implemented

* added log visuals cut

* accomadation for persist/stretch

* Oops345

* CATS!

* sorting layer oops

* fix catgrab object being flipped

* bug fix and huh choice

* sorting layer fix

* anim fixes

* upscale almost

* upscale done

* Huge zoom in

* left cat put

* two main cats done

* particles for main logs

* Particles implemented

* particle tweaks

* bg cats placed

* bg cats + zoom toggle

* slide offset

* more bg cat

* new object sheet

* bg cats final

* more particle

* particles fr

* Oops

* catdance update

* I have created an Issue

* fixed a lot of shit

* Paricle fix

* particle fix again im sorry

* object upscale wip and more

* Mistakes

* freezer particle and tweaks

* resorted

* more particle nonsense im sorry everything hurts

* freezer break implement

* penguin fix

* sorry

* halves + upscales done + particles done

* fixed particles

* particle fixes 2000

* fixed cat dance and rest

* snow

* icon

* oops232323

* Sigh

* snow implementation

* baby done

* layering fix

* actual layering fix

* particle tweaks

* windsnowshit

* new rotation

* rotation pivots set

* all particles should be good now

* bat fix

* bg cats work better

* miss implemented

* layer arm fix

* rotation changed

* expose camera ease + spam prevention

* it was just 1 beat long

* custom objects

* custom objects initial implementation

* bomb + ball fix

* new sounds

* oops

* More

* big ball implementation 2

* Oops.

* Update LBJCatMove.cs

---------

Co-authored-by: ev <85412919+iloveoatmeal2022@users.noreply.github.com>
Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2024-03-04 03:50:39 +00:00

116 lines
4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_LumBEARjack
{
public class LBJBear : MonoBehaviour
{
[Header("Components")]
[SerializeField] private Animator _anim;
[SerializeField] private Transform _cameraPoint;
[Header("Properties")]
[SerializeField] private double _zoomInLength = 0.25;
[SerializeField] private float _zoomInPower = 4f;
[SerializeField] private EasingFunction.Ease _ease = EasingFunction.Ease.EaseOutBounce;
private bool _rested = false;
private LumBEARjack.RestSoundChoice _restSound;
private float _cameraPointZFrom;
private EasingFunction.Function _cameraFunc;
private void Awake()
{
_cameraPointZFrom = _cameraPoint.localPosition.z;
_cameraFunc = EasingFunction.GetEasingFunction(_ease);
}
public void SwingWhiff(bool sound = true)
{
if (_rested) return;
if (sound) SoundByte.PlayOneShotGame("lumbearjack/swing", -1, SoundByte.GetPitchFromCents(Random.Range(-200, 201), false));
_anim.DoScaledAnimationAsync("BeastWhiff", 0.75f);
}
public void Cut(double beat, bool huh, bool huhL, bool zoomIn = false)
{
_anim.DoScaledAnimationAsync(huh ? "BeastHalfCut" : "BeastCut", 0.75f);
if (zoomIn) ActivateZoomIn();
if (!huh) return;
BeatAction.New(this, new()
{
new(beat + 1, delegate
{
_anim.DoScaledAnimationAsync(huhL ? "BeastHuhL" : "BeastHuhR", 0.5f);
}),
new(beat + 2, delegate
{
_anim.DoScaledAnimationAsync("BeastReady", 0.75f);
})
});
}
public void CutMid(bool noImpact = false)
{
_anim.DoScaledAnimationAsync("BeastCutMid" + (noImpact ? "NoImpact" : ""), 0.75f);
}
public void Bop()
{
if (_anim.IsPlayingAnimationNames("BeastWhiff", "BeastRest") || _rested) return;
_anim.DoScaledAnimationAsync("BeastBop", 0.75f);
}
public void Rest(bool instant, LumBEARjack.RestSoundChoice sound)
{
_anim.DoScaledAnimationAsync("BeastRest", 0.5f, instant ? 1 : 0);
_rested = true;
_restSound = sound;
}
public void RestSound()
{
switch (_restSound)
{
case LumBEARjack.RestSoundChoice.Random:
SoundByte.PlayOneShotGame("lumbearjack/sigh" + (Random.Range(1, 3) == 1 ? "A" : "B"));
break;
case LumBEARjack.RestSoundChoice.restA:
SoundByte.PlayOneShotGame("lumbearjack/sighA");
break;
case LumBEARjack.RestSoundChoice.restB:
SoundByte.PlayOneShotGame("lumbearjack/sighB");
break;
default:
break;
}
}
private Coroutine _currentZoomCo;
private void ActivateZoomIn()
{
if (_currentZoomCo != null) StopCoroutine(_currentZoomCo);
_currentZoomCo = StartCoroutine(ActivateZoomInCo());
}
private IEnumerator ActivateZoomInCo()
{
double startBeat = Conductor.instance.songPositionInBeatsAsDouble;
float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, _zoomInLength, false);
while (normalizedBeat <= 1f)
{
normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, _zoomInLength, false);
float newZ = _cameraFunc(_cameraPointZFrom + _zoomInPower, _cameraPointZFrom, Mathf.Clamp01(normalizedBeat));
_cameraPoint.localPosition = new Vector3(_cameraPoint.localPosition.x, _cameraPoint.localPosition.y, newZ);
yield return null;
}
}
}
}