mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-22 17:45:16 +00:00
Trick on the Class: object paths
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19 changed files with 1972 additions and 463 deletions
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Assets/Resources/Sfx/games/trickClass/shock_impact.wav.meta
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@ -13,7 +13,7 @@ TextureImporter:
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second: mobTrick_girl_torso
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- first:
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213: 8820173711875456571
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second: mobTrick_bg_desk
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second: mobTrick_bgDesk3
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- first:
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@ -26,6 +26,12 @@ TextureImporter:
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- first:
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@ -123,7 +129,7 @@ TextureImporter:
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34
Assets/Scripts/Games/TrickClass/MobTrickObj.cs
Normal file
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Assets/Scripts/Games/TrickClass/MobTrickObj.cs
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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_TrickClass
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{
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public class MobTrickObj : PlayerActionObject
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{
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public bool flyType;
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public float startBeat;
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bool flying = true;
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float flyBeats;
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[NonSerialized] public BezierCurve3D curve;
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private TrickClass game;
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private void Awake()
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{
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game = TrickClass.instance;
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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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}
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}
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Assets/Scripts/Games/TrickClass/MobTrickObj.cs.meta
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Assets/Scripts/Games/TrickClass/MobTrickObj.cs.meta
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using DG.Tweening;
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using NaughtyBezierCurves;
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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
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{
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/**
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mob_Trick
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**/
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using Scripts_TrickClass;
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public class TrickClass : MonoBehaviour
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{
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public enum TrickObjType {
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Plane,
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Shock,
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Ball,
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Chair,
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Phone
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}
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[Header("References")]
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public GameObject ballPrefab;
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public GameObject planePrefab;
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public GameObject shockPrefab;
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public Transform objHolder;
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[Header("Curves")]
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public BezierCurve3D ballTossCurve;
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public BezierCurve3D ballMissCurve;
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public BezierCurve3D planeTossCurve;
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public BezierCurve3D planeMissCurve;
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public BezierCurve3D shockTossCurve;
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public static TrickClass instance;
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{
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instance = this;
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}
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public void TossObject(float beat, int type)
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{
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switch (type)
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{
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case (int) TrickObjType.Plane:
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Jukebox.PlayOneShotGame("trickClass/girl_toss_plane");
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break;
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default:
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Jukebox.PlayOneShotGame("trickClass/girl_toss_ball");
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break;
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}
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SpawnObject(beat, type);
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}
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public void SpawnObject(float beat, int type)
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{
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GameObject objectToSpawn;
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BezierCurve3D curve;
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bool isPlane = false;
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switch (type)
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{
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case (int) TrickObjType.Plane:
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objectToSpawn = planePrefab;
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curve = planeTossCurve;
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isPlane = true;
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break;
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default:
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objectToSpawn = ballPrefab;
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curve = ballTossCurve;
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break;
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}
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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 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>()
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue