mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-25 02:55:15 +00:00
Converted everything to new curves and made playerballs handle themselves input-wise
This commit is contained in:
parent
dee630ea45
commit
5b3c59eabd
7 changed files with 494 additions and 1900 deletions
File diff suppressed because it is too large
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@ -7,36 +7,190 @@ using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_WorkingDough
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{
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public class PlayerEnterDoughBall : MonoBehaviour
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public class PlayerEnterDoughBall : SuperCurveObject
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{
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public double startBeat;
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public float firstBeatsToTravel = 0.5f;
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public float secondBeatsToTravel = 0.5f;
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public bool goingDown = false;
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public bool deletingAutomatically = true;
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[NonSerialized] public BezierCurve3D firstCurve;
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[NonSerialized] public BezierCurve3D secondCurve;
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private enum State
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{
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None,
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Entering,
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Hit,
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Barely,
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Miss,
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Weak
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}
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private State currentState;
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private double startBeat;
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private bool big;
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private Path enterPath;
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private Path hitPath;
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private Path barelyPath;
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private Path missPath;
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private Path weakPath;
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private WorkingDough game;
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private PlayerActionEvent wrongInput;
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private PlayerActionEvent rightInput;
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private void Awake()
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{
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game = WorkingDough.instance;
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}
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public void Init(double beat, bool isBig)
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{
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startBeat = beat;
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big = isBig;
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enterPath = game.GetPath("PlayerEnter");
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hitPath = game.GetPath("PlayerHit");
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barelyPath = game.GetPath("PlayerBarely");
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missPath = game.GetPath("PlayerMiss");
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weakPath = game.GetPath("PlayerWeak");
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rightInput = game.ScheduleInput(beat, 1, isBig ? InputType.STANDARD_ALT_DOWN : InputType.STANDARD_DOWN, Just, Miss, Empty);
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wrongInput = game.ScheduleUserInput(beat, 1, isBig ? InputType.STANDARD_DOWN : InputType.STANDARD_ALT_DOWN, WrongInput, Empty, Empty);
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currentState = State.Entering;
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Update();
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}
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private void Update()
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{
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var cond = Conductor.instance;
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float flyPos = 0f;
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if (goingDown)
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if (cond.isPlaying && !cond.isPaused)
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{
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flyPos = cond.GetPositionFromBeat(startBeat + firstBeatsToTravel, secondBeatsToTravel);
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Vector3 pos = new Vector3();
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double beat = cond.songPositionInBeats;
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switch (currentState)
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{
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case State.None:
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break;
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case State.Entering:
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pos = GetPathPositionFromBeat(enterPath, Math.Max(beat, startBeat), startBeat);
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break;
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case State.Hit:
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pos = GetPathPositionFromBeat(hitPath, Math.Max(beat, startBeat), startBeat);
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if (beat >= startBeat + 1)
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{
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Destroy(gameObject);
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}
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break;
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case State.Miss:
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pos = GetPathPositionFromBeat(missPath, Math.Max(beat, startBeat), startBeat);
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if (beat >= startBeat + 1)
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{
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Destroy(gameObject);
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}
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break;
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case State.Weak:
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pos = GetPathPositionFromBeat(weakPath, Math.Max(beat, startBeat), startBeat);
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if (beat >= startBeat + 1)
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{
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Destroy(gameObject);
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}
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break;
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case State.Barely:
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pos = GetPathPositionFromBeat(barelyPath, Math.Max(beat, startBeat), startBeat);
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if (beat >= startBeat + 2)
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{
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Destroy(gameObject);
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}
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break;
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}
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transform.position = pos;
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}
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}
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transform.position = secondCurve.GetPoint(flyPos);
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if (flyPos > 1f) if (deletingAutomatically) GameObject.Destroy(gameObject);
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private void Just(PlayerActionEvent caller, float state)
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{
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wrongInput.Disable();
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double beat = Conductor.instance.songPositionInBeats;
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startBeat = beat;
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game.playerImpact.SetActive(true);
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BeatAction.New(game.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 0.1f, delegate { game.playerImpact.SetActive(false); }),
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});
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if (state >= 1f || state <= -1f)
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{
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currentState = State.Barely;
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if (big)
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{
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SoundByte.PlayOneShotGame("workingDough/BigBarely");
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game.doughDudesPlayer.GetComponent<Animator>().Play("BigDoughJump", 0, 0);
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}
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else
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{
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SoundByte.PlayOneShotGame("workingDough/SmallBarely");
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game.doughDudesPlayer.GetComponent<Animator>().Play("SmallDoughJump", 0, 0);
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}
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Update();
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return;
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}
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currentState = State.Hit;
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if (big)
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{
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SoundByte.PlayOneShotGame("workingDough/rightBig");
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game.doughDudesPlayer.GetComponent<Animator>().Play("BigDoughJump", 0, 0);
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game.backgroundAnimator.Play("BackgroundFlash", 0, 0);
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}
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else
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{
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flyPos = cond.GetPositionFromBeat(startBeat, firstBeatsToTravel);
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transform.position = firstCurve.GetPoint(flyPos);
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if (flyPos > 1f) goingDown = true;
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SoundByte.PlayOneShotGame("workingDough/rightSmall");
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game.doughDudesPlayer.GetComponent<Animator>().Play("SmallDoughJump", 0, 0);
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}
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BeatAction.New(game.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 0.9f, delegate { game.arrowSRRightPlayer.sprite = game.redArrowSprite; }),
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new BeatAction.Action(beat + 1f, delegate { game.arrowSRRightPlayer.sprite = game.whiteArrowSprite; }),
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new BeatAction.Action(beat + 2f, delegate { game.SpawnBGBall(beat + 2f, big); }),
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});
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Update();
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}
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private void WrongInput(PlayerActionEvent caller, float state)
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{
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double beat = Conductor.instance.songPositionInBeats;
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rightInput.Disable();
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game.playerImpact.SetActive(true);
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BeatAction.New(game.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 0.1f, delegate { game.playerImpact.SetActive(false); }),
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});
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if (big)
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{
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currentState = State.Weak;
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startBeat = beat;
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game.doughDudesPlayer.GetComponent<Animator>().Play("SmallDoughJump", 0, 0);
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SoundByte.PlayOneShotGame("workingDough/BigBallTooWeak");
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Update();
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}
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else
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{
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GameObject.Instantiate(game.breakParticleEffect, game.breakParticleHolder);
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game.doughDudesPlayer.GetComponent<Animator>().Play("BigDoughJump", 0, 0);
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SoundByte.PlayOneShotGame("workingDough/BreakBall");
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Destroy(gameObject);
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}
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}
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private void Miss(PlayerActionEvent caller)
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{
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double beat = caller.timer + caller.startBeat;
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currentState = State.Miss;
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startBeat = beat;
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Update();
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BeatAction.New(game.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 0.25f, delegate { game.missImpact.SetActive(true); }),
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new BeatAction.Action(beat + 0.25f, delegate { SoundByte.PlayOneShotGame("workingDough/BallMiss"); }),
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new BeatAction.Action(beat + 0.35f, delegate { game.missImpact.SetActive(false); }),
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});
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}
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private void Empty(PlayerActionEvent caller) { }
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}
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}
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@ -102,9 +102,7 @@ namespace HeavenStudio.Games.Loaders
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namespace HeavenStudio.Games
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{
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using HeavenStudio.Games.Scripts_DoubleDate;
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using Scripts_WorkingDough;
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using System.Net.Sockets;
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public class WorkingDough : Minigame
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{
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@ -116,22 +114,22 @@ namespace HeavenStudio.Games
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[SerializeField] GameObject ballTransporterRightPlayer; //Close and open animations
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[SerializeField] GameObject ballTransporterLeftPlayer; //Close and open animations
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[SerializeField] GameObject npcImpact;
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[SerializeField] GameObject playerImpact;
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public GameObject playerImpact;
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[SerializeField] GameObject smallBallNPC;
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[SerializeField] GameObject bigBallNPC;
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[SerializeField] Transform ballHolder;
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[SerializeField] SpriteRenderer arrowSRLeftNPC;
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[SerializeField] SpriteRenderer arrowSRRightNPC;
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[SerializeField] SpriteRenderer arrowSRLeftPlayer;
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[SerializeField] SpriteRenderer arrowSRRightPlayer;
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public SpriteRenderer arrowSRRightPlayer;
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[SerializeField] GameObject NPCBallTransporters;
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[SerializeField] GameObject PlayerBallTransporters;
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[SerializeField] GameObject playerEnterSmallBall;
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[SerializeField] GameObject playerEnterBigBall;
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[SerializeField] GameObject missImpact;
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[SerializeField] Transform breakParticleHolder;
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[SerializeField] GameObject breakParticleEffect;
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[SerializeField] Animator backgroundAnimator;
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public GameObject missImpact;
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public Transform breakParticleHolder;
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public GameObject breakParticleEffect;
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public Animator backgroundAnimator;
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[SerializeField] Animator conveyerAnimator;
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[SerializeField] GameObject smallBGBall;
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[SerializeField] GameObject bigBGBall;
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@ -164,8 +162,6 @@ namespace HeavenStudio.Games
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public double beat;
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public float interval;
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}
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private List<GameObject> currentBalls = new List<GameObject>();
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public bool shouldMiss = true;
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public bool spaceshipRisen = false;
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public bool spaceshipRising = false;
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bool liftingDoughDudes;
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@ -176,16 +172,6 @@ namespace HeavenStudio.Games
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string gandwMovingAnimName;
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[Header("Curves")]
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public BezierCurve3D playerEnterUpCurve;
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public BezierCurve3D playerEnterDownCurve;
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public BezierCurve3D playerExitUpCurve;
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public BezierCurve3D playerExitDownCurve;
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public BezierCurve3D playerMissCurveFirst;
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public BezierCurve3D playerMissCurveSecond;
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public BezierCurve3D playerBarelyCurveFirst;
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public BezierCurve3D playerBarelyCurveSecond;
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public BezierCurve3D playerWrongInputTooWeakFirstCurve;
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public BezierCurve3D playerWrongInputTooWeakSecondCurve;
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[SerializeField] SuperCurveObject.Path[] ballBouncePaths;
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new void OnDrawGizmos()
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{
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@ -223,7 +209,6 @@ namespace HeavenStudio.Games
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void Start()
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{
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shouldMiss = true;
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ballTriggerSetInterval = true;
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conveyerAnimator.Play("ConveyerBelt", 0, 0);
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doughDudesHolderAnim.Play("OnGround", 0, 0);
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@ -401,11 +386,8 @@ namespace HeavenStudio.Games
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var spawnedBall = GameObject.Instantiate(objectToSpawn, ballHolder);
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var ballComponent = spawnedBall.GetComponent<PlayerEnterDoughBall>();
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ballComponent.startBeat = beat;
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ballComponent.firstCurve = playerEnterUpCurve;
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ballComponent.secondCurve = playerEnterDownCurve;
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ballComponent.deletingAutomatically = false;
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currentBalls.Add(spawnedBall);
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spawnedBall.SetActive(true);
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ballComponent.Init(beat, isBig);
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if (isBig && !bigModePlayer)
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{
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@ -413,42 +395,13 @@ namespace HeavenStudio.Games
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bigModePlayer = true;
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}
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//shouldMiss = true;
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if (isBig)
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{
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ScheduleInput(beat, 1, InputType.STANDARD_ALT_DOWN, JustBig, MissBig, Nothing);
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ScheduleUserInput(beat, 1, InputType.STANDARD_DOWN, WrongInputBig, Nothing, Nothing);
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}
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else
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{
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ScheduleInput(beat, 1, InputType.STANDARD_DOWN, JustSmall, MissSmall, Nothing);
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ScheduleUserInput(beat, 1, InputType.STANDARD_ALT_DOWN, WrongInputSmall, Nothing, Nothing);
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}
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BeatAction.New(doughDudesPlayer, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { spawnedBall.SetActive(true); }),
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new BeatAction.Action(beat, delegate { arrowSRLeftPlayer.sprite = redArrowSprite; }),
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new BeatAction.Action(beat + 0.1f, delegate { arrowSRLeftPlayer.sprite = whiteArrowSprite; }),
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});
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}
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public void SpawnPlayerBallResult(double beat, bool isBig, BezierCurve3D firstCurve, BezierCurve3D secondCurve, float firstBeatsToTravel, float secondBeatsToTravel)
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{
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var objectToSpawn = isBig ? playerEnterBigBall : playerEnterSmallBall;
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var spawnedBall = GameObject.Instantiate(objectToSpawn, ballHolder);
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var ballComponent = spawnedBall.GetComponent<PlayerEnterDoughBall>();
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ballComponent.startBeat = beat;
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ballComponent.firstCurve = firstCurve;
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ballComponent.secondCurve = secondCurve;
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ballComponent.firstBeatsToTravel = firstBeatsToTravel;
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ballComponent.secondBeatsToTravel = secondBeatsToTravel;
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spawnedBall.SetActive(true);
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}
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public static void PreSetIntervalStart(double beat, float interval)
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{
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beat -= 1f;
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@ -556,170 +509,7 @@ namespace HeavenStudio.Games
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}
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}
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void WrongInputBig(PlayerActionEvent caller, float state)
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{
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double beat = caller.startBeat + caller.timer;
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shouldMiss = false;
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if (currentBalls.Count > 0)
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{
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GameObject currentBall = currentBalls[0];
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currentBalls.Remove(currentBall);
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GameObject.Destroy(currentBall);
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}
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doughDudesPlayer.GetComponent<Animator>().Play("SmallDoughJump", 0, 0);
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SoundByte.PlayOneShotGame("workingDough/BigBallTooWeak");
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SpawnPlayerBallResult(beat, true, playerWrongInputTooWeakFirstCurve, playerWrongInputTooWeakSecondCurve, 0.5f, 1f);
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playerImpact.SetActive(true);
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 0.1f, delegate { playerImpact.SetActive(false); }),
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});
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}
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void WrongInputSmall(PlayerActionEvent caller, float state)
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{
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double beat = caller.startBeat + caller.timer;
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shouldMiss = false;
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if (currentBalls.Count > 0)
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{
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GameObject currentBall = currentBalls[0];
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currentBalls.Remove(currentBall);
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GameObject.Destroy(currentBall);
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}
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GameObject.Instantiate(breakParticleEffect, breakParticleHolder);
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doughDudesPlayer.GetComponent<Animator>().Play("BigDoughJump", 0, 0);
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SoundByte.PlayOneShotGame("workingDough/BreakBall");
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playerImpact.SetActive(true);
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 0.1f, delegate { playerImpact.SetActive(false); }),
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});
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}
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void MissBig(PlayerActionEvent caller)
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{
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if (!shouldMiss)
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{
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shouldMiss = true;
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return;
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}
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if (currentBalls.Count > 0)
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{
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GameObject currentBall = currentBalls[0];
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currentBalls.Remove(currentBall);
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GameObject.Destroy(currentBall);
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}
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double beat = caller.startBeat + caller.timer;
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SpawnPlayerBallResult(beat, true, playerMissCurveFirst, playerMissCurveSecond, 0.25f, 0.75f);
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 0.25f, delegate { missImpact.SetActive(true); }),
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new BeatAction.Action(beat + 0.25f, delegate { SoundByte.PlayOneShotGame("workingDough/BallMiss"); }),
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new BeatAction.Action(beat + 0.35f, delegate { missImpact.SetActive(false); }),
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});
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}
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void MissSmall(PlayerActionEvent caller)
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{
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if (!shouldMiss)
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{
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shouldMiss = true;
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return;
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}
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if (currentBalls.Count > 0)
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{
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GameObject currentBall = currentBalls[0];
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currentBalls.Remove(currentBall);
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GameObject.Destroy(currentBall);
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}
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double beat = caller.startBeat + caller.timer;
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SpawnPlayerBallResult(beat, false, playerMissCurveFirst, playerMissCurveSecond, 0.25f, 0.75f);
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 0.25f, delegate { missImpact.SetActive(true); }),
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new BeatAction.Action(beat + 0.25f, delegate { SoundByte.PlayOneShotGame("workingDough/BallMiss"); }),
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new BeatAction.Action(beat + 0.35f, delegate { missImpact.SetActive(false); }),
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});
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}
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void JustSmall(PlayerActionEvent caller, float state)
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{
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if (GameManager.instance.currentGame != "workingDough") return;
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double beat = caller.startBeat + caller.timer;
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if (currentBalls.Count > 0)
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{
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GameObject currentBall = currentBalls[0];
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currentBalls.Remove(currentBall);
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GameObject.Destroy(currentBall);
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}
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if (state >= 1f || state <= -1f)
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{
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SoundByte.PlayOneShotGame("workingDough/SmallBarely");
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doughDudesPlayer.GetComponent<Animator>().Play("SmallDoughJump", 0, 0);
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playerImpact.SetActive(true);
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SpawnPlayerBallResult(beat, false, playerBarelyCurveFirst, playerBarelyCurveSecond, 0.75f, 1f);
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 0.1f, delegate { playerImpact.SetActive(false); }),
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});
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return;
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}
|
||||
Success(false, beat);
|
||||
}
|
||||
|
||||
void JustBig(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (GameManager.instance.currentGame != "workingDough") return;
|
||||
double beat = caller.startBeat + caller.timer;
|
||||
if (currentBalls.Count > 0)
|
||||
{
|
||||
GameObject currentBall = currentBalls[0];
|
||||
currentBalls.Remove(currentBall);
|
||||
GameObject.Destroy(currentBall);
|
||||
}
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("workingDough/BigBarely");
|
||||
doughDudesPlayer.GetComponent<Animator>().Play("BigDoughJump", 0, 0);
|
||||
|
||||
playerImpact.SetActive(true);
|
||||
SpawnPlayerBallResult(beat, true, playerBarelyCurveFirst, playerBarelyCurveSecond, 0.75f, 1f);
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 0.1f, delegate { playerImpact.SetActive(false); }),
|
||||
});
|
||||
return;
|
||||
}
|
||||
Success(true, beat);
|
||||
}
|
||||
|
||||
void Success(bool isBig, double beat)
|
||||
{
|
||||
if (isBig)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("workingDough/rightBig");
|
||||
doughDudesPlayer.GetComponent<Animator>().Play("BigDoughJump", 0, 0);
|
||||
backgroundAnimator.Play("BackgroundFlash", 0, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
SoundByte.PlayOneShotGame("workingDough/rightSmall");
|
||||
doughDudesPlayer.GetComponent<Animator>().Play("SmallDoughJump", 0, 0);
|
||||
}
|
||||
playerImpact.SetActive(true);
|
||||
SpawnPlayerBallResult(beat, isBig, playerExitUpCurve, playerExitDownCurve, 0.5f, 0.5f);
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 0.1f, delegate { playerImpact.SetActive(false); }),
|
||||
new BeatAction.Action(beat + 0.9f, delegate { arrowSRRightPlayer.sprite = redArrowSprite; }),
|
||||
new BeatAction.Action(beat + 1f, delegate { arrowSRRightPlayer.sprite = whiteArrowSprite; }),
|
||||
new BeatAction.Action(beat + 2f, delegate { SpawnBGBall(beat + 2f, isBig); }),
|
||||
});
|
||||
}
|
||||
|
||||
void SpawnBGBall(double beat, bool isBig)
|
||||
public void SpawnBGBall(double beat, bool isBig)
|
||||
{
|
||||
var objectToSpawn = isBig ? bigBGBall : smallBGBall;
|
||||
var spawnedBall = GameObject.Instantiate(objectToSpawn, ballHolder);
|
||||
|
|
Binary file not shown.
|
@ -1,5 +1,5 @@
|
|||
ManifestFileVersion: 0
|
||||
CRC: 1415167567
|
||||
CRC: 1948290001
|
||||
AssetBundleManifest:
|
||||
AssetBundleInfos:
|
||||
Info_0:
|
||||
|
|
Binary file not shown.
|
@ -1,12 +1,12 @@
|
|||
ManifestFileVersion: 0
|
||||
CRC: 3596492217
|
||||
CRC: 2220090338
|
||||
Hashes:
|
||||
AssetFileHash:
|
||||
serializedVersion: 2
|
||||
Hash: 26fc96c0b54cb5ee3474b9ad21d4b9e0
|
||||
Hash: 06d5394e1d51faa84944419ebe2ca495
|
||||
TypeTreeHash:
|
||||
serializedVersion: 2
|
||||
Hash: 3668fa81f90fca9e5e9f534bf7badde8
|
||||
Hash: 7188f40e1d00b452805d78c9f260c8d4
|
||||
HashAppended: 0
|
||||
ClassTypes:
|
||||
- Class: 1
|
||||
|
@ -29,12 +29,8 @@ ClassTypes:
|
|||
Script: {instanceID: 0}
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||||
- Class: 95
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||||
Script: {instanceID: 0}
|
||||
- Class: 114
|
||||
Script: {fileID: 11500000, guid: 066a41e004f415b4eb74d5e61a2aadbe, type: 3}
|
||||
- Class: 114
|
||||
Script: {fileID: 11500000, guid: f589a35cd43c5a146b78729182754157, type: 3}
|
||||
- Class: 114
|
||||
Script: {fileID: 11500000, guid: b0cca3244f403c24f819a870f31cdc29, type: 3}
|
||||
- Class: 114
|
||||
Script: {fileID: 11500000, guid: 90b8363d14ba26043977a371000195e9, type: 3}
|
||||
- Class: 114
|
||||
|
|
Loading…
Reference in a new issue