mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-27 03:53:01 +00:00
101 lines
2.8 KiB
C#
101 lines
2.8 KiB
C#
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using HeavenStudio.Util;
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using System;
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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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namespace HeavenStudio.Games.Scripts_ClapTrap
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{
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public class Sword : MonoBehaviour
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{
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public double cueStart;
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public float cueLength;
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public string cueType;
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public bool spotlightToggle;
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private Animator dollHead;
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private Animator dollArms;
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private ClapTrap game;
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// Start is called before the first frame update
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void Awake()
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{
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game = ClapTrap.instance;
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dollHead = game.dollHead;
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dollArms = game.dollArms;
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}
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void Start()
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{
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game.ScheduleInput((float)cueStart, cueLength, ClapTrap.InputAction_BasicPress, Hit, Miss, Out);
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gameObject.SetActive(false);
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}
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// Update is called once per frame
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void Update()
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{
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}
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void KillYourselfNow()
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{
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GameObject.Destroy(gameObject);
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}
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private void Hit(PlayerActionEvent caller, float state)
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{
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if (state >= 1f || state <= -1f)
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{
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SoundByte.PlayOneShotGame($"clapTrap/barely{UnityEngine.Random.Range(1, 3)}");
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dollHead.DoScaledAnimationAsync("HeadBarely", 0.5f);
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}
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else
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{
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SoundByte.PlayOneShotGame($"clapTrap/goodClap{UnityEngine.Random.Range(1, 5)}");
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dollHead.DoScaledAnimationAsync("HeadHit", 0.5f);
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if (state >= -0.2 && state <= 0.2)
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{
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SoundByte.PlayOneShotGame($"clapTrap/clapAce");
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}
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else
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{
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SoundByte.PlayOneShotGame($"clapTrap/clapGood");
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}
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}
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dollArms.DoScaledAnimationAsync("ArmsHit", 0.5f);
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game.doll.DoScaledAnimationAsync("DollHit", 0.5f);
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game.clapEffect.DoScaledAnimationAsync("ClapEffect", 0.5f);
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gameObject.SetActive(true);
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GetComponent<Animator>().DoScaledAnimationAsync("sword" + cueType + "Hit", 0.5f);
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if (spotlightToggle) { game.currentSpotlightClaps -= 1; }
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Debug.Log(state);
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}
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private void Miss(PlayerActionEvent caller)
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{
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SoundByte.PlayOneShotGame($"clapTrap/miss");
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dollHead.DoScaledAnimationAsync("HeadMiss", 0.5f);
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dollArms.DoScaledAnimationAsync("ArmsMiss", 0.5f);
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game.doll.DoScaledAnimationAsync("DollMiss", 0.5f);
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gameObject.SetActive(true);
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GetComponent<Animator>().DoScaledAnimationAsync("sword" + cueType + "Miss", 0.5f);
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if (spotlightToggle) { game.currentSpotlightClaps -= 1; }
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}
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private void Out(PlayerActionEvent caller)
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{
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}
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}
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}
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