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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-23 10:05:14 +00:00
Coin Toss Functionnal (Needs Miss and Blank animation)
This commit is contained in:
parent
fdfcbe8948
commit
72b4ef1aeb
11 changed files with 175 additions and 86 deletions
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@ -524,6 +580,7 @@ Transform:
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@ -542,6 +599,7 @@ MonoBehaviour:
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EligibleHits: []
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firstEnable: 0
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isThrowing: 0
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@ -553,7 +611,6 @@ GameObject:
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@ -597,27 +654,3 @@ Animator:
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BIN
Assets/Resources/Sfx/games/coinToss/applause.ogg
Normal file
BIN
Assets/Resources/Sfx/games/coinToss/applause.ogg
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Binary file not shown.
22
Assets/Resources/Sfx/games/coinToss/applause.ogg.meta
Normal file
22
Assets/Resources/Sfx/games/coinToss/applause.ogg.meta
Normal file
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Assets/Resources/Sfx/games/coinToss/miss.wav
Normal file
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Assets/Resources/Sfx/games/coinToss/miss.wav.meta
Normal file
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Assets/Resources/Sfx/games/coinToss/miss.wav.meta
Normal file
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@ -1,56 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using System;
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using UnityEngine;
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using NaughtyBezierCurves;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_CoinToss
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{
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public class Arm : PlayerActionObject
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{
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private Boolean isThrowing;
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private Animator handAnimator;
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private CoinToss game;
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// Start is called before the first frame update
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private void Awake()
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{
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isThrowing = false;
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game = CoinToss.instance;
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handAnimator = game.handAnimator;
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}
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// Update is called once per frame
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private void Update()
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{
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if (PlayerInput.Pressed() && state.perfect)
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{
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if (isThrowing)
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{
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Catch_Success();
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isThrowing = false;
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}
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}
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}
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public override void OnAce()
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{
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if(isThrowing)
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{
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Catch_Success();
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isThrowing = false;
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}
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}
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public void Catch_Success()
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{
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Jukebox.PlayOneShotGame("coinToss/catch");
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handAnimator.Play("Catch_success", 0, 0);
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}
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}
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}
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51
Assets/Scripts/Games/CoinToss/Coin.cs
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51
Assets/Scripts/Games/CoinToss/Coin.cs
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@ -0,0 +1,51 @@
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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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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_CoinToss
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{
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public class Coin : PlayerActionObject
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{
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public float startBeat;
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void Awake()
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{
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PlayerActionInit(this.gameObject, startBeat);
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}
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public override void OnAce()
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{
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Hit();
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}
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void Update()
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{
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if (Conductor.instance.GetPositionFromBeat(startBeat, 1f) >= 6.3f)
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MissCoin();
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, 6f);
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StateCheck(normalizedBeat);
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if (PlayerInput.Pressed())
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{
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if (state.perfect)
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{
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Hit();
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}
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}
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public void Hit()
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{
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CoinToss.instance.Catch_Success();
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Destroy(this.gameObject);
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}
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public void MissCoin()
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{
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CoinToss.instance.Catch_Miss();
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Destroy(this.gameObject);
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}
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}
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}
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@ -1,5 +1,5 @@
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@ -27,16 +27,16 @@ namespace HeavenStudio.Games
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{
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public static CoinToss instance { get; set; }
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public Boolean isThrowing;
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public GameObject coin_cue;
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[Header("Animators")]
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public Animator handAnimator;
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private void Awake()
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{
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instance = this;
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isThrowing = false;
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}
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private void Update()
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@ -55,7 +55,24 @@ namespace HeavenStudio.Games
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handAnimator.Play("Throw", 0, 0);
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isThrowing = true;
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GameObject coin = Instantiate(coin_cue);
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coin.SetActive(true);
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Coin c = coin.GetComponent<Coin>();
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c.startBeat = beat;
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}
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public void Catch_Success()
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{
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Jukebox.PlayOneShotGame("coinToss/catch");
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handAnimator.Play("Catch_success", 0, 0);
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isThrowing = false;
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}
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public void Catch_Miss()
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{
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Jukebox.PlayOneShotGame("coinToss/miss");
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}
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}
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}
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