mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-23 10:05:14 +00:00
45e4490a76
* oops! deleted the branch with no backup! basically have to rebuild prefab. at least i kept the animations and scripts. not actually that bad but like half an hour of my life was lost getting all these files back together * started moving animation stuff and allat to a separate Octopus.cs script * changed order of octopodes; it's much more intuitive for it to be left to right than right to left i think the sprites are too low res tho :( only 2k for 22 sprites not including the text stuff * did some stuf * pushing stuff for unity editor * basically just everything. still more work that needs to be done tho * unity update color stuff idk * icon
158 lines
No EOL
4.8 KiB
C#
158 lines
No EOL
4.8 KiB
C#
using HeavenStudio.Util;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HeavenStudio.Games.Scripts_OctopusMachine
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{
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public class Octopus : MonoBehaviour
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{
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[SerializeField] Animator anim;
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[SerializeField] SpriteRenderer sr;
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[SerializeField] bool player;
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private OctopusMachine game;
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public static Octopus instance;
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void Awake()
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{
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game = OctopusMachine.instance;
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}
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void Update()
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{
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}
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void LateUpdate()
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{
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if (Conductor.instance.ReportBeat(ref game.lastReportedBeat)/* && !game.isPreparing && game.bopOn*/)
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{
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//if (anim.IsAnimationNotPlaying() || anim.IsPlayingAnimationName("Idle"))
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if (game.isHappy) {
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anim.DoScaledAnimation("Happy", 0.5f);
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} else if (game.isAngry) {
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anim.DoScaledAnimation("Angry", 0.5f);
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} else if (game.isShocked) {
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anim.DoScaledAnimation("Oops", 0.5f);
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} else {
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anim.DoScaledAnimation("Bop", 0.5f);
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}
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}
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}
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void OnDestroy()
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{
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}
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public void TogglePresence(bool disappear)
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{
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gameObject.SetActive(false);
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}
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public void MissPose()
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{
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}
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public void StartCrouch()
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{
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}
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public void StartYell()
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{
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/*
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if (singing || disappeared) return;
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singing = true;
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anim.SetBool("Mega", true);
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anim.Play("OpenMouth", 0, 0);
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shouldMegaClose = true;
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if (currentSound != null) Jukebox.KillLoop(currentSound, 0f);
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Jukebox.PlayOneShotGame("gleeClub/LoudWailStart");
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currentSound = Jukebox.PlayOneShotGame("gleeClub/LoudWailLoop", -1, currentPitch, 1f, true);
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BeatAction.New(game.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(Conductor.instance.songPositionInBeats + 1f, delegate { UnYell(); })
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});
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*/
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}
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void UnYell()
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{
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//if (singing && !anim.GetCurrentAnimatorStateInfo(0).IsName("YellIdle")) anim.Play("YellIdle", 0, 0);
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}
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public void StartSinging(bool forced = false)
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{
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/*
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if ((singing && !forced) || disappeared) return;
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singing = true;
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anim.SetBool("Mega", false);
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shouldMegaClose = false;
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anim.Play("OpenMouth", 0, 0);
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if (currentSound != null) Jukebox.KillLoop(currentSound, 0f);
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currentSound = Jukebox.PlayOneShotGame("gleeClub/WailLoop", -1, currentPitch, 1f, true);
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*/
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}
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public void StopSinging(bool mega = false, bool playSound = true)
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{
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/*
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if (!singing || disappeared) return;
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singing = false;
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anim.Play(mega ? "MegaCloseMouth" : "CloseMouth", 0, 0);
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if (currentSound != null) Jukebox.KillLoop(currentSound, 0f);
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if (playSound) Jukebox.PlayOneShotGame("gleeClub/StopWail");
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*/
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}
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public void Bop(float beat)
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{
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if (!game.isPreparing && game.bopOn)
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{
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if (anim.IsAnimationNotPlaying() || anim.IsPlayingAnimationName("Idle"))
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if (game.isHappy) {
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anim.DoScaledAnimation("Happy", 0.5f);
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} else if (game.isAngry) {
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anim.DoScaledAnimation("Angry", 0.5f);
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} else if (game.isShocked) {
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anim.DoScaledAnimation("Oops", 0.5f);
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} else {
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anim.DoScaledAnimation("Bop", 0.5f);
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}
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}
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}
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public void PlayAnimation(float beat, bool keepBopping, int whichBop)
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{
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switch (whichBop)
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{
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case 0:
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anim.DoScaledAnimation("Bop", 0.5f);
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break;
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case 1:
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anim.DoScaledAnimation("Happy", 0.5f);
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break;
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case 2:
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anim.DoScaledAnimation("Angry", 0.5f);
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break;
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case 3:
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anim.DoScaledAnimation("Oops", 0.5f);
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break;
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}
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if (keepBopping) {
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game.isHappy = whichBop == 1 ? keepBopping : !keepBopping;
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game.isAngry = whichBop == 2 ? keepBopping : !keepBopping;
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game.isShocked = whichBop == 3 ? keepBopping : !keepBopping;
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}
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}
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public void GameplayModifiers(bool isActive, Color octoColor)
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{
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gameObject.SetActive(isActive);
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sr.color = octoColor;
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}
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}
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} |