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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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Merge pull request #37 from CarsonKompon/wizards-waltz-3
Added the girl and new placeholder spritesheet to Wizard's Waltz
This commit is contained in:
commit
5f69cd94ba
38 changed files with 2975 additions and 887 deletions
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Load diff
36
Assets/Scripts/Games/WizardsWaltz/Girl.cs
Normal file
36
Assets/Scripts/Games/WizardsWaltz/Girl.cs
Normal file
|
@ -0,0 +1,36 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace RhythmHeavenMania.Games.WizardsWaltz
|
||||||
|
{
|
||||||
|
public class Girl : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
public Animator animator;
|
||||||
|
|
||||||
|
public GameObject[] flowers;
|
||||||
|
private int flowerCount = 0;
|
||||||
|
|
||||||
|
public void Happy()
|
||||||
|
{
|
||||||
|
animator.Play("Happy", 0, 0);
|
||||||
|
SetFlowers(1);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Sad()
|
||||||
|
{
|
||||||
|
animator.Play("Sad", 0, 0);
|
||||||
|
SetFlowers(-1);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetFlowers(int add = 0)
|
||||||
|
{
|
||||||
|
flowerCount = Mathf.Clamp(flowerCount + add, 0, flowers.Length);
|
||||||
|
for (int i = 0; i < flowers.Length; i++)
|
||||||
|
{
|
||||||
|
flowers[i].SetActive(i < flowerCount);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Games/WizardsWaltz/Girl.cs.meta
Normal file
11
Assets/Scripts/Games/WizardsWaltz/Girl.cs.meta
Normal file
|
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@ -8,6 +8,7 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
|
||||||
public class Plant : PlayerActionObject
|
public class Plant : PlayerActionObject
|
||||||
{
|
{
|
||||||
public Animator animator;
|
public Animator animator;
|
||||||
|
public SpriteRenderer spriteRenderer;
|
||||||
public float createBeat;
|
public float createBeat;
|
||||||
|
|
||||||
private WizardsWaltz game;
|
private WizardsWaltz game;
|
||||||
|
@ -21,6 +22,7 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
|
spriteRenderer.sortingOrder = (int)Math.Round((transform.position.z - 2) * 1000);
|
||||||
animator.Play("Appear", 0, 0);
|
animator.Play("Appear", 0, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -55,6 +57,16 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
|
||||||
animator.Play("Hit", 0, 0);
|
animator.Play("Hit", 0, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void IdlePlant()
|
||||||
|
{
|
||||||
|
animator.Play("IdlePlant", 0, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void IdleFlower()
|
||||||
|
{
|
||||||
|
animator.Play("IdleFlower", 0, 0);
|
||||||
|
}
|
||||||
|
|
||||||
public void Eat()
|
public void Eat()
|
||||||
{
|
{
|
||||||
animator.Play("Eat", 0, 0);
|
animator.Play("Eat", 0, 0);
|
||||||
|
|
|
@ -7,6 +7,7 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
|
||||||
{
|
{
|
||||||
public class Wizard : MonoBehaviour
|
public class Wizard : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
public Animator animator;
|
||||||
public GameObject shadow;
|
public GameObject shadow;
|
||||||
|
|
||||||
private WizardsWaltz game;
|
private WizardsWaltz game;
|
||||||
|
@ -22,11 +23,11 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
|
||||||
songPos = Conductor.instance.songPositionInBeats;
|
songPos = Conductor.instance.songPositionInBeats;
|
||||||
var am = game.beatInterval / 2f;
|
var am = game.beatInterval / 2f;
|
||||||
var x = Mathf.Sin(Mathf.PI * songPos / am) * 6;
|
var x = Mathf.Sin(Mathf.PI * songPos / am) * 6;
|
||||||
var y = Mathf.Cos(Mathf.PI * songPos / am) * 1.5f;
|
var y = Mathf.Cos(Mathf.PI * songPos / am) * 2f;
|
||||||
var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.25f;
|
var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.35f;
|
||||||
|
|
||||||
transform.position = new Vector3(x, 2 + y, -scale);
|
transform.position = new Vector3(x, 1f + y, scale * 2);
|
||||||
shadow.transform.position = new Vector3(x, -2.5f + y, -scale + 0.1f);
|
shadow.transform.position = new Vector3(x, -3.5f + y, scale * 2 + 0.1f);
|
||||||
|
|
||||||
var xscale = scale;
|
var xscale = scale;
|
||||||
if (y > 0) xscale *= -1;
|
if (y > 0) xscale *= -1;
|
||||||
|
@ -34,8 +35,23 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
|
||||||
shadow.transform.localScale = new Vector3(scale, scale, 1);
|
shadow.transform.localScale = new Vector3(scale, scale, 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void LateUpdate()
|
||||||
|
{
|
||||||
|
if (PlayerInput.Pressed(true))
|
||||||
|
{
|
||||||
|
animator.Play("Magic", 0, 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Idle()
|
||||||
|
{
|
||||||
|
animator.Play("Idle", 0, 0);
|
||||||
|
}
|
||||||
|
|
||||||
public void Magic(Plant plant, bool hit)
|
public void Magic(Plant plant, bool hit)
|
||||||
{
|
{
|
||||||
|
animator.Play("Magic", 0, 0);
|
||||||
|
|
||||||
if(plant == null)
|
if(plant == null)
|
||||||
{
|
{
|
||||||
// TODO: Play empty A press sound
|
// TODO: Play empty A press sound
|
||||||
|
@ -45,11 +61,13 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
|
||||||
{
|
{
|
||||||
Jukebox.PlayOneShotGame("wizardsWaltz/grow");
|
Jukebox.PlayOneShotGame("wizardsWaltz/grow");
|
||||||
plant.Bloom();
|
plant.Bloom();
|
||||||
|
game.girl.Happy();
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
Jukebox.PlayOneShot("miss");
|
Jukebox.PlayOneShot("miss");
|
||||||
plant.Eat();
|
plant.Eat();
|
||||||
|
game.girl.Sad();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -12,6 +12,7 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
|
||||||
{
|
{
|
||||||
[Header("References")]
|
[Header("References")]
|
||||||
public Wizard wizard;
|
public Wizard wizard;
|
||||||
|
public Girl girl;
|
||||||
public GameObject plantHolder;
|
public GameObject plantHolder;
|
||||||
public GameObject plantBase;
|
public GameObject plantBase;
|
||||||
|
|
||||||
|
@ -62,12 +63,12 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
|
||||||
var songPos = Conductor.instance.songPositionInBeats;
|
var songPos = Conductor.instance.songPositionInBeats;
|
||||||
var am = (beatInterval / 2f);
|
var am = (beatInterval / 2f);
|
||||||
var x = Mathf.Sin(Mathf.PI * songPos / am) * 6;
|
var x = Mathf.Sin(Mathf.PI * songPos / am) * 6;
|
||||||
var y = -2.5f + Mathf.Cos(Mathf.PI * songPos / am) * 1.5f;
|
var y = -3.5f + Mathf.Cos(Mathf.PI * songPos / am) * 2f;
|
||||||
var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.25f;
|
var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.35f;
|
||||||
var xscale = scale;
|
var xscale = scale;
|
||||||
if (y > -2.5f) xscale *= -1;
|
if (y > -3.5f) xscale *= -1;
|
||||||
|
|
||||||
plant.transform.localPosition = new Vector3(x, y, -scale);
|
plant.transform.localPosition = new Vector3(x, y, scale * 2);
|
||||||
plant.transform.localScale = new Vector3(xscale, scale, 1);
|
plant.transform.localScale = new Vector3(xscale, scale, 1);
|
||||||
|
|
||||||
plant.gameObject.SetActive(true);
|
plant.gameObject.SetActive(true);
|
||||||
|
|
Loading…
Reference in a new issue