using HeavenStudio.Util; using System; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace HeavenStudio.Games.Scripts_TotemClimb { public class TCFrog : MonoBehaviour { [NonSerialized] public double beat; [SerializeField] private Animator _animLeft; [SerializeField] private Animator _animMiddle; [SerializeField] private Animator _animRight; [SerializeField] private Animator _anim; [SerializeField] private Transform _jumperPointLeft; [SerializeField] private Transform _jumperPointMiddle; [SerializeField] private Transform _jumperPointRight; public Transform JumperPointLeft => _jumperPointLeft; public Transform JumperPointMiddle => _jumperPointMiddle; public Transform JumperPointRight => _jumperPointRight; private bool _hasWings = false; private bool _flapSet = false; // I hate unity private void Update() { if (!_anim.GetCurrentAnimatorStateInfo(0).IsName("Wings") && _hasWings && !_flapSet) { _anim.Play("Wings", 0, 0); _flapSet = true; } } public void FallPiece(int part) { if (_hasWings) _anim.Play("WingsNoFlap", 0, 0); switch (part) { case -1: _animLeft.DoScaledAnimationAsync("Fall", 0.5f); break; case 0: _animMiddle.DoScaledAnimationAsync("Fall", 0.5f); break; default: _animRight.DoScaledAnimationAsync("Fall", 0.5f); break; } } public void SetHasWings() { _hasWings = true; } } }