HeavenStudioPlus/Assets/Scripts/Games/CoinToss/CoinToss.cs

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C#
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using DG.Tweening;
using NaughtyBezierCurves;
using HeavenStudio.Util;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class NtrCoinLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("coinToss", "Coin Toss \n [One coin at a time!]", "B4E6F6", false, false, new List<GameAction>()
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{
new GameAction("toss", delegate { CoinToss.instance.TossCoin(eventCaller.currentEntity.beat, eventCaller.currentEntity.toggle); }, 7, false, parameters: new List<Param>()
{
new Param("toggle", false, "Audience Reaction", "Enable Audience Reaction"),
}),
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});
}
}
}
namespace HeavenStudio.Games
{
using Scripts_CoinToss;
public class CoinToss : Minigame
{
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//Right now, you can only throw one coin at a time.
//..Which makes sense, you only have one coin in the original game
//Though it would need a bit of code rewrite to make it work with multiple coins
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public static CoinToss instance { get; set; }
public Boolean isThrowing;
public GameObject coin_cue;
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public GameObject current_coin;
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[Header("Animators")]
public Animator handAnimator;
private void Awake()
{
instance = this;
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isThrowing = false;
current_coin = null;
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}
private void Update()
{
//pass
}
private void LateUpdate()
{
//pass
}
public void TossCoin(float beat, bool audienceReacting)
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{
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//Play sound and animations
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Jukebox.PlayOneShotGame("coinToss/throw");
handAnimator.Play("Throw", 0, 0);
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//Game state says the hand is throwing the coin
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isThrowing = true;
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//Delete the current coin to clean up overlapping instances
if(current_coin != null)
{
Destroy(current_coin);
current_coin = null;
}
//Create a new coin to throw
GameObject coin = Instantiate(coin_cue);
coin.SetActive(true);
Coin c = coin.GetComponent<Coin>();
c.startBeat = beat;
c.audienceReacting = audienceReacting;
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current_coin = coin;
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}
public void Catch_Success(bool audienceReacting)
{
Jukebox.PlayOneShotGame("coinToss/catch");
if(audienceReacting) Jukebox.PlayOneShotGame("coinToss/applause");
handAnimator.Play("Catch_success", 0, 0);
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isThrowing = false;
}
public void Catch_Miss(bool audienceReacting)
{
Jukebox.PlayOneShotGame("coinToss/miss");
if(audienceReacting) Jukebox.PlayOneShotGame("coinToss/disappointed");
handAnimator.Play("Pickup", 0, 0);
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isThrowing = false;
}
public void Catch_Empty()
{
handAnimator.Play("Catch_empty", 0, 0);
isThrowing = false;
}
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}
}