HeavenStudio/Assets/Scripts/Games/LumBEARjack/LBJBigObject.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

162 lines
5.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using UnityEngine.UIElements;
namespace HeavenStudio.Games.Scripts_LumBEARjack
{
public class LBJBigObject : MonoBehaviour
{
[Header("Components")]
[SerializeField] private SpriteRenderer _logSR;
[SerializeField] private Sprite _logCutSprite;
[SerializeField] private SpriteRenderer _ballSR1;
[SerializeField] private Sprite _ballCutSprite;
[SerializeField] private SpriteRenderer _ballSR2;
private LBJBear _bear;
private LBJObjectRotate _rotateObject;
private LumBEARjack.BigType _type;
private bool _right = true;
private PlayerActionEvent _hitActionEvent;
private PlayerActionEvent _cutActionEvent;
private double _rotationBeat;
private double _rotationLength;
private void Awake()
{
_rotateObject = GetComponent<LBJObjectRotate>();
_logSR.gameObject.SetActive(false);
_ballSR2.gameObject.SetActive(false);
}
public void Init(LBJBear bear, double beat, double length, LumBEARjack.BigType type, bool right, double startUpBeat = -1)
{
_bear = bear;
_type = type;
_right = right;
_rotationBeat = beat + (length / 4 * 2);
_rotationLength = length / 4;
switch (_type)
{
case LumBEARjack.BigType.log:
_logSR.gameObject.SetActive(true);
break;
case LumBEARjack.BigType.bigBall:
_ballSR1.gameObject.SetActive(true);
_ballSR2.gameObject.SetActive(true);
break;
}
if (startUpBeat <= beat + (length / 4 * 2)) _hitActionEvent = LumBEARjack.instance.ScheduleInput(beat, length / 4 * 2, Minigame.InputAction_BasicPress, JustHit, Miss, Blank);
else
{
_rotationBeat = beat + (length / 4 * 3);
_logSR.sprite = _logCutSprite;
_ballSR1.sprite = _ballCutSprite;
}
_cutActionEvent = LumBEARjack.instance.ScheduleInput(beat, length / 4 * 3, Minigame.InputAction_BasicPress, JustCut, Miss, Blank);
Update();
}
private void Update()
{
if (PlayerInput.GetIsAction(Minigame.InputAction_BasicPress) && !LumBEARjack.instance.IsExpectingInputNow(Minigame.InputAction_BasicPress))
{
LumBEARjack.instance.ScoreMiss();
Miss(null);
if (_hitActionEvent != null)
{
_hitActionEvent.Disable();
_hitActionEvent.QueueDeletion();
}
return;
}
if (_type == LumBEARjack.BigType.bigBall)
{
_rotateObject.SingleMove(_rotationBeat, _rotationLength, _right);
return;
}
_rotateObject.Move(_rotationBeat, _rotationLength, _right);
}
private void JustHit(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f)
{
_bear.SwingWhiff(false);
Miss(caller);
return;
}
SoundByte.PlayOneShotGame("lumbearjack/hitVoice" + (Random.Range(1, 3) == 1 ? "A" : "B"));
SoundByte.PlayOneShotGame("lumbearjack/baseHit");
LumBEARjack.instance.DoBigObjectEffect(_type, true);
string hitSound = _type switch
{
LumBEARjack.BigType.log => "bigLogHit",
LumBEARjack.BigType.bigBall => "bigBallHit",
_ => throw new System.NotImplementedException(),
};
SoundByte.PlayOneShotGame("lumbearjack/" + hitSound);
_bear.CutMid();
_rotationBeat = _cutActionEvent.startBeat + _cutActionEvent.timer;
_logSR.sprite = _logCutSprite;
_ballSR1.sprite = _ballCutSprite;
}
private void JustCut(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f)
{
_bear.SwingWhiff(false);
Miss(caller);
return;
}
SoundByte.PlayOneShotGame("lumbearjack/bigLogCutVoice");
LumBEARjack.instance.DoBigObjectEffect(_type, false);
string cutSound = _type switch
{
LumBEARjack.BigType.log => "bigLogCut",
LumBEARjack.BigType.bigBall => "bigBallCut",
_ => throw new System.NotImplementedException(),
};
SoundByte.PlayOneShotGame("lumbearjack/" + cutSound, -1, 1, (_type == LumBEARjack.BigType.bigBall) ? 2 : 1);
if (_type == LumBEARjack.BigType.bigBall) SoundByte.PlayOneShotGame("lumbearjack/bigBallHit", -1, 1.5f);
_bear.Cut(caller.startBeat + caller.timer, false, false);
Destroy(gameObject);
}
private void Miss(PlayerActionEvent caller)
{
SoundByte.PlayOneShot("miss");
if (_cutActionEvent != null)
{
_cutActionEvent.Disable();
_cutActionEvent.QueueDeletion();
}
SpriteRenderer sr = _type switch
{
LumBEARjack.BigType.log => _logSR,
LumBEARjack.BigType.bigBall => _ballSR2,
_ => throw new System.NotImplementedException(),
};
LumBEARjack.instance.ActivateMissEffect(sr.transform, sr);
Destroy(gameObject);
}
private void Blank(PlayerActionEvent caller) { }
}
}