Trick on the Class: object paths
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physicsShape: []
|
||||||
bones: []
|
bones: []
|
||||||
|
|
|
@ -0,0 +1,34 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
using NaughtyBezierCurves;
|
||||||
|
|
||||||
|
using HeavenStudio.Util;
|
||||||
|
|
||||||
|
namespace HeavenStudio.Games.Scripts_TrickClass
|
||||||
|
{
|
||||||
|
public class MobTrickObj : PlayerActionObject
|
||||||
|
{
|
||||||
|
public bool flyType;
|
||||||
|
public float startBeat;
|
||||||
|
bool flying = true;
|
||||||
|
|
||||||
|
float flyBeats;
|
||||||
|
|
||||||
|
[NonSerialized] public BezierCurve3D curve;
|
||||||
|
|
||||||
|
private TrickClass game;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
game = TrickClass.instance;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: eb420e9087e23a64eb3ca43a7620c211
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -1,14 +1,40 @@
|
||||||
|
using DG.Tweening;
|
||||||
|
using NaughtyBezierCurves;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
|
using HeavenStudio.Util;
|
||||||
|
|
||||||
namespace HeavenStudio.Games
|
namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
/**
|
/**
|
||||||
mob_Trick
|
mob_Trick
|
||||||
**/
|
**/
|
||||||
|
|
||||||
|
using Scripts_TrickClass;
|
||||||
public class TrickClass : MonoBehaviour
|
public class TrickClass : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
public enum TrickObjType {
|
||||||
|
Plane,
|
||||||
|
Shock,
|
||||||
|
Ball,
|
||||||
|
Chair,
|
||||||
|
Phone
|
||||||
|
}
|
||||||
|
|
||||||
|
[Header("References")]
|
||||||
|
public GameObject ballPrefab;
|
||||||
|
public GameObject planePrefab;
|
||||||
|
public GameObject shockPrefab;
|
||||||
|
public Transform objHolder;
|
||||||
|
|
||||||
|
[Header("Curves")]
|
||||||
|
public BezierCurve3D ballTossCurve;
|
||||||
|
public BezierCurve3D ballMissCurve;
|
||||||
|
public BezierCurve3D planeTossCurve;
|
||||||
|
public BezierCurve3D planeMissCurve;
|
||||||
|
public BezierCurve3D shockTossCurve;
|
||||||
|
|
||||||
public static TrickClass instance;
|
public static TrickClass instance;
|
||||||
|
|
||||||
|
@ -16,5 +42,44 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
instance = this;
|
instance = this;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void TossObject(float beat, int type)
|
||||||
|
{
|
||||||
|
switch (type)
|
||||||
|
{
|
||||||
|
case (int) TrickObjType.Plane:
|
||||||
|
Jukebox.PlayOneShotGame("trickClass/girl_toss_plane");
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
Jukebox.PlayOneShotGame("trickClass/girl_toss_ball");
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
SpawnObject(beat, type);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SpawnObject(float beat, int type)
|
||||||
|
{
|
||||||
|
GameObject objectToSpawn;
|
||||||
|
BezierCurve3D curve;
|
||||||
|
bool isPlane = false;
|
||||||
|
switch (type)
|
||||||
|
{
|
||||||
|
case (int) TrickObjType.Plane:
|
||||||
|
objectToSpawn = planePrefab;
|
||||||
|
curve = planeTossCurve;
|
||||||
|
isPlane = true;
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
objectToSpawn = ballPrefab;
|
||||||
|
curve = ballTossCurve;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
var mobj = GameObject.Instantiate(objectToSpawn, objHolder);
|
||||||
|
var thinker = mobj.GetComponent<MobTrickObj>();
|
||||||
|
|
||||||
|
thinker.startBeat = beat;
|
||||||
|
thinker.flyType = isPlane;
|
||||||
|
thinker.curve = curve;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -464,7 +464,13 @@ namespace HeavenStudio
|
||||||
}),
|
}),
|
||||||
new Minigame("trickClass", "Trick on the Class\n<color=#eb5454>[WIP don't use]</color>", "C0171D", false, false, new List<GameAction>()
|
new Minigame("trickClass", "Trick on the Class\n<color=#eb5454>[WIP don't use]</color>", "C0171D", false, false, new List<GameAction>()
|
||||||
{
|
{
|
||||||
|
new GameAction("toss", delegate
|
||||||
|
{
|
||||||
|
TrickClass.instance.TossObject(eventCaller.currentEntity.beat, eventCaller.currentEntity.type);
|
||||||
|
}, 3, false, new List<Param>()
|
||||||
|
{
|
||||||
|
new Param("type", TrickClass.TrickObjType.Ball, "Object", "The object to toss")
|
||||||
|
}),
|
||||||
}),
|
}),
|
||||||
/*new Minigame("spaceDance", "Space Dance", "B888F8", new List<GameAction>()
|
/*new Minigame("spaceDance", "Space Dance", "B888F8", new List<GameAction>()
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in New Issue