mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-12-03 23:07:30 +00:00
5952d4d8d1
* i Am trying * changes * i moved boxes by like 3 pixels * particle * done w the pose particle * edited the particle a bit oops * The dazzles is now initiliazed * Lol added a script to the girl prefab * girl * Girl in scene activated * Added animator to girl * should be good now * almost all the animations * night walk stars * oops * scddfxcdx * Got Started on the inputs * Started on custom poses * box stuff * anim changes * Custom poses! * oops * grr * Box moment * Stretchables crouch + star enable/disable dropdown * fixed box animation * anim fix again * Bopping added * Fixes to bops and other weird stuff * mis s stuff * oops * Sound improvements * blackflash is funky * The heads are in... kinda * Angy >:( * small fix * fixed heads * fixed mouth * Whiff inputs should be more accurate now * Fixed every possible Issue I could find * Fixed the lighting, only missing an icon now * Force hold event added + sound fixes * made them autobop by default * anims fixes lol * Fixed some inputs being inaccurate * temp icon * oops * some tweaks and We are done! * Count in is more accurate * fixed the sounds yet again * new icon * oops --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
159 lines
4.6 KiB
C#
159 lines
4.6 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using HeavenStudio.Util;
|
|
|
|
namespace HeavenStudio.Games.Scripts_TheDazzles
|
|
{
|
|
public class TheDazzlesGirl : MonoBehaviour
|
|
{
|
|
[SerializeField] List<Sprite> headSpriteEmotions = new List<Sprite>();
|
|
public enum Emotion
|
|
{
|
|
Neutral = 0,
|
|
Happy = 1,
|
|
Angry = 2,
|
|
Ouch = 3
|
|
}
|
|
public enum Expression
|
|
{
|
|
Neutral = 0,
|
|
Happy = 1,
|
|
Angry = 2,
|
|
Ouch = 3,
|
|
OpenMouth = 4
|
|
}
|
|
public bool canBop = true;
|
|
bool holding = false;
|
|
bool preparingPose = false;
|
|
public bool hasOuched;
|
|
public Emotion currentEmotion;
|
|
Animator anim;
|
|
[SerializeField] Animator lightingAnim;
|
|
[SerializeField] Animator holdEffectAnim;
|
|
[SerializeField] SpriteRenderer headSprite;
|
|
[SerializeField] GameObject blackFlash;
|
|
[SerializeField] List<SpriteRenderer> bodyParts = new List<SpriteRenderer>();
|
|
TheDazzles game;
|
|
|
|
void Awake()
|
|
{
|
|
anim = GetComponent<Animator>();
|
|
game = TheDazzles.instance;
|
|
}
|
|
|
|
public void PickHead(Expression expression)
|
|
{
|
|
headSprite.sprite = headSpriteEmotions[(int)expression];
|
|
}
|
|
|
|
public void Prepare(bool hit = true)
|
|
{
|
|
if (hit)
|
|
{
|
|
holdEffectAnim.DoScaledAnimationAsync("HoldBox", 0.25f);
|
|
blackFlash.SetActive(true);
|
|
lightingAnim.Play("Dark", 0, 0);
|
|
}
|
|
holding = true;
|
|
hasOuched = false;
|
|
if (preparingPose)
|
|
{
|
|
Hold();
|
|
return;
|
|
}
|
|
anim.Play("Prepare", 0, 0);
|
|
}
|
|
|
|
public void StartReleaseBox(float beat)
|
|
{
|
|
BeatAction.New(game.gameObject, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat - 1f, delegate {if (holding) holdEffectAnim.DoScaledAnimationAsync("ReleaseBox", 0.25f);})
|
|
});
|
|
}
|
|
|
|
public void Pose(bool hit = true)
|
|
{
|
|
if (hit)
|
|
{
|
|
anim.DoScaledAnimationAsync("Pose", 0.5f);
|
|
lightingAnim.DoScaledAnimationAsync("PoseFlash", 0.5f);
|
|
hasOuched = false;
|
|
}
|
|
else
|
|
{
|
|
anim.DoScaledAnimationAsync("MissPose", 0.5f);
|
|
lightingAnim.DoScaledAnimationAsync("MissFlash", 0.5f);
|
|
currentEmotion = Emotion.Ouch;
|
|
hasOuched = true;
|
|
}
|
|
holdEffectAnim.Play("HoldNothing", 0, 0);
|
|
holding = false;
|
|
preparingPose = false;
|
|
blackFlash.SetActive(false);
|
|
}
|
|
|
|
public void EndPose()
|
|
{
|
|
if (holding || hasOuched) return;
|
|
anim.DoScaledAnimationAsync("EndPose", 0.5f);
|
|
}
|
|
|
|
public void Hold()
|
|
{
|
|
preparingPose = true;
|
|
if (!holding) return;
|
|
anim.DoScaledAnimationAsync("Hold", 0.5f);
|
|
}
|
|
|
|
public void Ouch()
|
|
{
|
|
anim.DoScaledAnimationAsync("Ouch", 0.5f);
|
|
currentEmotion = Emotion.Ouch;
|
|
hasOuched = true;
|
|
}
|
|
|
|
public void UnPrepare()
|
|
{
|
|
game.ScoreMiss(1f);
|
|
holdEffectAnim.Play("HoldNothing", 0, 0);
|
|
canBop = true;
|
|
if (preparingPose)
|
|
{
|
|
anim.DoScaledAnimationAsync("StopHold", 0.5f);
|
|
}
|
|
else
|
|
{
|
|
anim.DoScaledAnimationAsync("EndPrepare", 0.5f);
|
|
}
|
|
holding = false;
|
|
preparingPose = false;
|
|
hasOuched = true;
|
|
blackFlash.SetActive(false);
|
|
lightingAnim.Play("Lit", 0, 0);
|
|
}
|
|
|
|
public void Bop()
|
|
{
|
|
if (!canBop || holding) return;
|
|
switch (currentEmotion)
|
|
{
|
|
case Emotion.Neutral:
|
|
anim.DoScaledAnimationAsync("IdleBop", 0.4f);
|
|
break;
|
|
case Emotion.Happy:
|
|
anim.DoScaledAnimationAsync("HappyBop", 0.4f);
|
|
break;
|
|
case Emotion.Angry:
|
|
PickHead(Expression.Angry);
|
|
anim.DoScaledAnimationAsync("IdleBop", 0.4f);
|
|
break;
|
|
case Emotion.Ouch:
|
|
anim.DoScaledAnimationAsync("OuchBop", 0.4f);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|