2023-02-20 05:48:50 +00:00
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using System;
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2021-12-25 12:16:40 +00:00
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using System.Collections.Generic;
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2023-02-20 05:48:50 +00:00
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2021-12-25 12:16:40 +00:00
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using UnityEngine;
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2022-03-14 14:21:05 +00:00
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using HeavenStudio.Util;
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2022-03-14 14:21:05 +00:00
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namespace HeavenStudio.Games.Scripts_Spaceball
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{
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public class SpaceballPlayer : MonoBehaviour
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{
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private Animator _anim;
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private int _currentCostume;
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public SpriteRenderer PlayerSprite;
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public SpriteRenderer Hat;
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public HatSprite HatSprites1 = new HatSprite();
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public HatSprite HatSprites2 = new HatSprite();
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[Serializable]
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public struct HatSprite
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{
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public List<Vector2> Offsets;
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public List<Sprite> Sprites;
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}
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public static SpaceballPlayer instance { get; set; }
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private void Awake()
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{
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instance = this;
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_anim = GetComponent<Animator>();
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}
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private void Update()
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{
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if (PlayerInput.GetIsAction(Spaceball.InputAction_BasicPress, out _))
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{
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Swing(null);
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}
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}
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public void SetCostume(Material mat, int costumeIndex)
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{
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PlayerSprite.material = mat;
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_currentCostume = costumeIndex;
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_anim.Play("Idle", 0, 0);
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}
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public void Swing(SpaceballBall b)
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{
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if (b == null)
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{
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SoundByte.PlayOneShotGame("spaceball/swing");
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}
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else
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{
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}
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_anim.Play("Swing", 0, 0);
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}
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public void SetHatFrame(int frame)
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{
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// Unity can't serialize lists inside lists in this version, so that's annoying.
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var sprites = new HatSprite();
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switch (_currentCostume)
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{
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case 0:
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Hat.sprite = null;
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return;
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case 1:
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sprites = HatSprites1;
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break;
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case 2:
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sprites = HatSprites2;
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break;
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}
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if (sprites.Sprites.Count - 1 < frame)
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frame = 0;
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Hat.sprite = sprites.Sprites[frame];
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var offset = Vector2.zero;
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if (sprites.Offsets.Count - 1 >= frame)
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offset = sprites.Offsets[frame];
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Hat.transform.localPosition = offset;
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}
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}
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}
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