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ShapeAnimation.cs
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167 lines (119 loc) · 4.32 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using UnityEngine.UI;
using System;
using UniRx;
//変形時のアニメーションを制御するスクリプト。敵とプレイヤーに使用
public class ShapeAnimation : MonoBehaviour
{
[SerializeField]
private SpriteRenderer eyesParent;//この親オブジェクトのSpriteを変更する
[SerializeField]
private List<SpriteRenderer> eyesSprites;//目のSpriteたち
[SerializeField]
private float scaleTime = 0.1f;
[SerializeField]
private float scaleAmount = 0.1f;
private Transform defaultTransform;
private Sequence sequence;
private Vector3 scaleVector;
private PlayerMover playerMover;
private DrawPhysicsLine drawer;
private ShapeInputController inputController;
private EnemyBehavior enemyBehavior;
private int blinkJudgeNum;
private bool isGoal = false;
private float scaleTimeCounter;
private bool isPlus;
// Start is called before the first frame update
void Awake()
{
playerMover = GetComponent<PlayerMover>();
drawer = GetComponent<DrawPhysicsLine>();
inputController = GetComponent<ShapeInputController>();
enemyBehavior = GetComponent<EnemyBehavior>();
}
void Start()
{
defaultTransform = transform;
if (enemyBehavior != null)//敵を変形させる場合
{
//UniRxで目の位置を受け取る
enemyBehavior.morphed.Subscribe(i =>
{
PlayMorphAnimation(i);
});
}
if (drawer != null)
{
drawer.changeShape.Subscribe(i =>
{
PlayMorphAnimation(inputController.getPointerDownPosition);
});
}
playerMover.isGoal.Subscribe(i =>
{
if (isGoal) return;
isGoal = true;
SoundManager.i.PlayOneShot(7, 0.5f);
});
}
void Update()
{
GoalAnimation();//ゴール通知を受け取ったらゴールアニメーションを作動させる
if (isGoal) return;
collideEyes();
if (UnityEngine.Random.Range(0, 200) == 0)//1/200の確率で瞬きさせる
{
StartCoroutine(blink());
}
}
//キラキラ目に変更し、スケールの拡大縮小を繰り返す
private void GoalAnimation()
{
if (!isGoal) return;
eyesParent.sprite = eyesSprites[3].sprite;
scaleTimeCounter += Time.deltaTime;
if (scaleTimeCounter > scaleTime)
{
scaleTimeCounter = 0;
isPlus = !isPlus;
}
scaleVector = isPlus ? Vector3.one * 0.001f : Vector3.one * -0.001f;
transform.localScale += scaleVector;
}
//衝突した際の表情を変更
private void collideEyes()
{
if (playerMover.state == PlayerMover.PlayerState.IsCollide)//衝突した際に変更
{
eyesParent.sprite = eyesSprites[2].sprite;
return;
}
else if (playerMover.state == PlayerMover.PlayerState.Running && eyesParent.sprite == eyesSprites[2].sprite)//衝突挙動が終わり、まだ目が戻っていない場合
{
eyesParent.sprite = eyesSprites[0].sprite;
}
}
//変形時のアニメーションを行うメソッド
//プレイヤーの場合はタイミングの兼ね合い上、DrawPhysicsLineスクリプトにてこのメソッドが呼ばれる
public void PlayMorphAnimation(Vector3 eyePosition)
{
scaleVector = Vector3.one * scaleAmount;
sequence = DOTween.Sequence();
sequence.Append(transform.DOScale(transform.localScale + scaleVector, scaleTime))
.Append(transform.DOScale(defaultTransform.localScale, scaleTime));
eyesParent.transform.localPosition = new Vector3(eyePosition.x,
eyePosition.y,
eyePosition.z);
if (gameObject.CompareTag("Player")) SoundManager.i.PlayOneShot(1, 0.5f);
}
private IEnumerator blink()
{
eyesParent.sprite = eyesSprites[1].sprite;
yield return new WaitForSeconds(0.1f);
eyesParent.sprite = eyesSprites[0].sprite;
}
}