mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 21:55:09 +00:00
63a2814caa
* make BeatActions coroutines instead of componentrs * pooled scheduled sounds implement S' entity seek * remove debug prints from last two changes * implement absolute time tracking implement DSP time resyncing * optimize GameManager * update TMPro * update IDE packages * fix dsp sync making the drift worse * fix issue with the JSL dll * relocate debug print * make scheduled pitch setter functional * any cpu
89 lines
2.4 KiB
C#
89 lines
2.4 KiB
C#
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<Animator>();
|
|
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");
|
|
}
|
|
}
|
|
|
|
public void Bop()
|
|
{
|
|
if (!anim.IsAnimationNotPlaying() || crouch || preparing) return;
|
|
DoAnimationScaledAsync("Bop", 0.5f);
|
|
}
|
|
|
|
public void Crouch()
|
|
{
|
|
DoAnimationScaledAsync("Crouch", 0.5f);
|
|
crouch = true;
|
|
}
|
|
|
|
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<BeatAction.Action>(){
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|