85 lines
2.7 KiB
C#
85 lines
2.7 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Lemon.GenericLib.VFX;
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public class TileVisuals : MonoBehaviour
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{
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[Header("Runtime")]
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[Space]
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[Header("Refereces")]
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private TileDrawer tileDrawer;
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[SerializeField] private HitFlash frontFlash;
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[SerializeField] private HitFlash backFlash;
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[SerializeField] private float flashDuration;
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[SerializeField] private float shakeDuration = 0.2f;
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private float entireDuration = 1.5f;
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private VFX_Manager vfxManager;
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private CameraController cameraController;
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private bool isPlayer;
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private bool initialized = false;
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private void CheckInit()
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{
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if (!initialized)
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{
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//initialization code here
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tileDrawer = GetComponent<TileDrawer>();
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entireDuration = tileDrawer.board.CollapseCycleTime;
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isPlayer = tileDrawer.board.controlledByPlayer;
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tileDrawer.onStateChange += updateVisuals;
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vfxManager = VFX_Manager.insatnceVFXM;
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cameraController = CameraController.instanceCC;
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initialized = true;
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}
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}
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private void Start()
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{
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CheckInit();
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}
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private void updateVisuals(TileDrawer.TileState tileState){
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CheckInit();
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switch (tileState)
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{
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case TileDrawer.TileState.idle:
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break;
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case TileDrawer.TileState.pending:
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StopCoroutine(FlashingCoroutine());
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StartCoroutine(FlashingCoroutine());
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break;
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case TileDrawer.TileState.poof:
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vfxManager?.spawnVFX("Explosion", transform.position);
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vfxManager?.spawnVFX("ParticlePuff", transform.position);
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if (isPlayer) {
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Debug.Log("bro!!!'");
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cameraController?.ApplyScreenShake(shakeDuration,10, true); //why does this not work!!!
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}
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break;
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case TileDrawer.TileState.dropped:
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vfxManager?.spawnVFX("ParticlePound", transform.position + (Vector3.down * 0.5f));
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break;
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case TileDrawer.TileState.none:
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break;
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default:
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break;
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}
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}
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IEnumerator FlashingCoroutine() {
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frontFlash.Flash(flashDuration);
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//backFlash.Flash(flashDuration);
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yield return new WaitForSeconds(entireDuration - (flashDuration * 3));
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frontFlash.Flash(flashDuration);
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// backFlash.Flash(flashDuration);
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yield return new WaitForSeconds(flashDuration * 2);
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frontFlash.Flash(flashDuration);
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//backFlash.Flash(flashDuration);
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}
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}
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