using System.Collections; using System.Collections.Generic; using UnityEngine; using HeavenStudio.Util; namespace HeavenStudio.Games.Scripts_TossBoys { public class TossKid : MonoBehaviour { [SerializeField] ParticleSystem _hitEffect; [SerializeField] GameObject arrow; Animator anim; [SerializeField] string prefix; TossBoys game; public bool crouch; bool preparing; private void Awake() { anim = GetComponent(); game = TossBoys.instance; DoAnimationScaledAsync("Idle", 20f); } public void HitBall(bool hit = true) { if (hit) { ParticleSystem spawnedEffect = Instantiate(_hitEffect, transform); spawnedEffect.Play(); DoAnimationScaledAsync(crouch ? "CrouchHit" : "Hit", 0.5f); } else if (!anim.IsPlayingAnimationName(prefix + "Whiff") && !anim.IsPlayingAnimationName(prefix + "Miss")) { DoAnimationScaledAsync("Whiff", 0.5f); SoundByte.PlayOneShotGame("tossBoys/whiff"); } crouch = false; preparing = false; } public void Bop() { if (crouch || preparing) return; DoAnimationScaledAsync("Bop", 0.5f); } public void Crouch() { DoAnimationScaledAsync("Crouch", 0.5f); crouch = true; } public void UnCrouch() { DoAnimationScaledAsync("Idle", 1f); crouch = false; } public void PopBall() { DoAnimationScaledAsync("Slap", 0.5f); preparing = false; } public void PopBallPrepare() { if (preparing) return; DoAnimationScaledAsync("PrepareHand", 0.5f); preparing = true; } public void Miss() { DoAnimationScaledAsync("Miss", 0.5f); } public void Barely() { DoAnimationScaledAsync("Barely", 0.5f); } public void ShowArrow(double startBeat, float length) { BeatAction.New(game, new List(){ new BeatAction.Action(startBeat, delegate { arrow.SetActive(true); }), new BeatAction.Action(startBeat + length, delegate { arrow.SetActive(false); }), }); } void DoAnimationScaledAsync(string name, float time) { anim.DoScaledAnimationAsync(prefix + name, time); } } }