Trick on the Class: object paths

This commit is contained in:
minenice55 2022-04-10 17:37:37 -04:00
parent 369c38c183
commit ddc6b84063
19 changed files with 1972 additions and 463 deletions

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@ -26,6 +26,12 @@ TextureImporter:
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@ -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()
{
}
}
}

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@ -1,14 +1,40 @@
using DG.Tweening;
using NaughtyBezierCurves;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games
{
/**
mob_Trick
**/
using Scripts_TrickClass;
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;
@ -16,5 +42,44 @@ namespace HeavenStudio.Games
{
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;
}
}
}

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@ -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>()
{