mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
5dd0d8a9df
* I'm a menace to society * Made some small fixes * added missing stuff, realignment * Added Animators * Unity Shenanigans * all contestee anims * mb * Changed how the contestee is structured in the hierachy * ymf * I love quiz show * more anim implementation * anim fixes and bg upscale * oops * implemented prepare and rest * oops2 * timer * Implemented Head Animations * Added the timer * Oopsie * there we go * changed wizards waltz default length * Added explosions * Made consecutive intervals possible * Implementing counting for the contestant * The quiz host now has numbers * host anims * host anims done * Implemented all host anims and fixed some stuff * implemented more stuff * oops * anim fixes * Bug fixes woohoo! * Fixes * Fixed something !!!! * upscale and more * updated reveal answer to not remove the black on reveal of the number * new sheet2 * Added ForceExplode * They now go grey * upscale done anim stuff * smoke and explosion * Stage0 added * KABOOM * tweaks * icon and anim fixes * Added randomPresses event and prefunction to start interval * Fixed a bug with random presses and also made the sign change color * Fixed small bug * fixed a spaceball bug * New Metronome --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: saladplainzone <chocolate2890mail@gmail.com>
90 lines
No EOL
2.2 KiB
C#
90 lines
No EOL
2.2 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_Spaceball
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{
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public class SpaceballPlayer : MonoBehaviour
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{
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private Animator _anim;
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private int _currentCostume;
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public SpriteRenderer PlayerSprite;
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public SpriteRenderer Hat;
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public HatSprite HatSprites1 = new HatSprite();
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public HatSprite HatSprites2 = new HatSprite();
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[Serializable]
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public struct HatSprite
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{
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public List<Vector2> Offsets;
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public List<Sprite> Sprites;
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}
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public static SpaceballPlayer instance { get; set; }
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private void Awake()
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{
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instance = this;
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_anim = GetComponent<Animator>();
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}
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private void Update()
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{
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if (PlayerInput.Pressed())
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{
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Swing(null);
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}
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}
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public void SetCostume(Material mat, int costumeIndex)
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{
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PlayerSprite.material = mat;
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_currentCostume = costumeIndex;
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_anim.Play("Idle", 0, 0);
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}
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public void Swing(SpaceballBall b)
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{
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if (b == null)
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{
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Jukebox.PlayOneShotGame("spaceball/swing");
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}
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else
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{
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}
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_anim.Play("Swing", 0, 0);
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}
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public void SetHatFrame(int frame)
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{
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// Unity can't serialize lists inside lists in this version, so that's annoying.
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var sprites = new HatSprite();
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switch (_currentCostume)
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{
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case 0:
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Hat.sprite = null;
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return;
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case 1:
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sprites = HatSprites1;
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break;
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case 2:
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sprites = HatSprites2;
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break;
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}
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if (sprites.Sprites.Count - 1 < frame)
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frame = 0;
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Hat.sprite = sprites.Sprites[frame];
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var offset = Vector2.zero;
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if (sprites.Offsets.Count - 1 >= frame)
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offset = sprites.Offsets[frame];
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Hat.transform.localPosition = offset;
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}
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}
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} |