mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 13:45:10 +00:00
e6e5eaf0c4
* setup * proper scene setup * full scene setup * some scripts * anims galore * movements and some anims * transformative! * smoke * tweak * anchored em bitches * smoke improvements * barelies! * transformation persistance, curtain and audience reactions * forgot to make prepare persistant * visual edits * scaling tweaks --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
165 lines
5.3 KiB
C#
165 lines
5.3 KiB
C#
using HeavenStudio.Util;
|
|
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
namespace HeavenStudio.Games.Scripts_TramAndPauline
|
|
{
|
|
public class AgbAnimalKid : MonoBehaviour
|
|
{
|
|
[Header("Components")]
|
|
[SerializeField] private Transform rootBody;
|
|
[SerializeField] private Animator trampolineAnim;
|
|
[SerializeField] private Animator bodyAnim;
|
|
[SerializeField] private ParticleSystem transformParticle;
|
|
[SerializeField] private ParticleSystem smokeParticle;
|
|
|
|
[Header("Properties")]
|
|
[SerializeField] private float jumpHeight = 3f;
|
|
[SerializeField] private float jumpHeightIdle = 0.8f;
|
|
[SerializeField] private float prepareHeight = 0.5f;
|
|
|
|
private double jumpBeat = double.MinValue;
|
|
private double prepareBeat = double.MinValue;
|
|
private bool preparing = false;
|
|
private bool isFox = true;
|
|
|
|
private EasingFunction.Function upFunc;
|
|
private EasingFunction.Function downFunc;
|
|
|
|
private void Awake()
|
|
{
|
|
upFunc = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseOutQuad);
|
|
downFunc = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInQuad);
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
var cond = Conductor.instance;
|
|
|
|
if (!cond.isPlaying) return;
|
|
|
|
float newY = 0f;
|
|
|
|
float normalizedUpBeat = cond.GetPositionFromBeat(jumpBeat, 1);
|
|
float normalizedDownBeat = cond.GetPositionFromBeat(jumpBeat + 1, 1);
|
|
|
|
if (normalizedUpBeat >= 0f && normalizedUpBeat <= 1f)
|
|
{
|
|
newY = upFunc(0, jumpHeight, normalizedUpBeat);
|
|
}
|
|
else if (normalizedDownBeat >= 0f && normalizedDownBeat <= 1f)
|
|
{
|
|
newY = downFunc(jumpHeight, 0, normalizedDownBeat);
|
|
}
|
|
else if (!preparing)
|
|
{
|
|
if (isBarely)
|
|
{
|
|
bodyAnim.Play("BarelyIdle", 0, 0);
|
|
}
|
|
else bodyAnim.Play(isFox ? "FoxIdle" : "HumanIdle", 0, 0);
|
|
BounceUpdate(cond, ref newY);
|
|
}
|
|
else
|
|
{
|
|
PrepareUpdate(cond, ref newY);
|
|
}
|
|
|
|
rootBody.transform.localPosition = new Vector3(0, newY, 0);
|
|
}
|
|
|
|
private void BounceUpdate(Conductor cond, ref float newY)
|
|
{
|
|
double startBeat = (jumpBeat != double.MinValue) ? jumpBeat : 0;
|
|
float normalizedBeat = cond.GetPositionFromBeat(startBeat, 1) % 1;
|
|
float trampolinePos = 0f;
|
|
|
|
if (normalizedBeat < 0.5f)
|
|
{
|
|
newY = upFunc(0, jumpHeightIdle, normalizedBeat * 2);
|
|
trampolinePos = upFunc(0, 1, normalizedBeat * 2);
|
|
}
|
|
else
|
|
{
|
|
newY = downFunc(jumpHeightIdle, 0, (normalizedBeat - 0.5f) * 2);
|
|
trampolinePos = downFunc(1, 0, (normalizedBeat - 0.5f) * 2);
|
|
}
|
|
|
|
trampolineAnim.DoNormalizedAnimation("Bounce", trampolinePos);
|
|
}
|
|
|
|
private void PrepareUpdate(Conductor cond, ref float newY)
|
|
{
|
|
float normalizedBeat = cond.GetPositionFromBeat(prepareBeat, 0.5f);
|
|
|
|
if (normalizedBeat >= 0f && normalizedBeat <= 1f)
|
|
{
|
|
newY = upFunc(prepareHeight, 0, normalizedBeat);
|
|
trampolineAnim.DoNormalizedAnimation("Prepare", normalizedBeat);
|
|
}
|
|
else if (normalizedBeat > 1f)
|
|
{
|
|
trampolineAnim.DoNormalizedAnimation("Prepare", 1);
|
|
newY = 0f;
|
|
}
|
|
}
|
|
|
|
public void Jump(double beat)
|
|
{
|
|
jumpBeat = beat;
|
|
preparing = false;
|
|
if (isBarely)
|
|
{
|
|
bodyAnim.Play("JumpBarely", 0, 0);
|
|
}
|
|
else bodyAnim.Play(isFox ? "JumpFox" : "JumpHuman", 0, 0);
|
|
trampolineAnim.DoScaledAnimationAsync("Jump", 0.25f);
|
|
}
|
|
|
|
public void Prepare(double beat, bool inactive = false)
|
|
{
|
|
if (preparing) return;
|
|
prepareBeat = beat;
|
|
preparing = true;
|
|
if (inactive)
|
|
{
|
|
if (isBarely)
|
|
{
|
|
bodyAnim.DoNormalizedAnimation("PrepareBarely", 1);
|
|
}
|
|
else bodyAnim.DoNormalizedAnimation(isFox ? "Prepare" : "PrepareHuman", 1);
|
|
}
|
|
else
|
|
{
|
|
if (isBarely)
|
|
{
|
|
bodyAnim.DoScaledAnimationAsync("PrepareBarely", 0.15f);
|
|
}
|
|
else bodyAnim.DoScaledAnimationAsync(isFox ? "Prepare" : "PrepareHuman", 0.15f);
|
|
}
|
|
}
|
|
|
|
private bool isBarely = false;
|
|
|
|
public void Transform(bool barely)
|
|
{
|
|
isBarely = barely;
|
|
if (isBarely)
|
|
{
|
|
bodyAnim.DoScaledAnimationAsync("TransformBarely", 0.15f);
|
|
}
|
|
else bodyAnim.DoScaledAnimationAsync(isFox ? "TransformHuman" : "TransformFox", 0.15f);
|
|
smokeParticle.SetAsyncScaling(0.5f);
|
|
transformParticle.PlayScaledAsync(0.5f);
|
|
isFox = !isFox;
|
|
}
|
|
|
|
public void SetTransform(bool fox)
|
|
{
|
|
isFox = fox;
|
|
}
|
|
}
|
|
}
|
|
|