mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 06:05:10 +00:00
2fab37113d
* Made Nail half-speed, changed long nail from hold B to press B, touched up animations - Made Nail Carpenter half-speed -- it shouldn't change much, just remember to double your tempo! - Also changed the long nail input from hold and release to simply pressing B -- the old way gives less reaction time and is just less fun overall - Also touched up the animations to make them snappier and improve gamefeel * Cleaned up animations a bit further, changed 'fusuma' to 'shoji' * Further animation improvements Hit animations are now instant, and the hammer animation is about snappy and responsive as it should be * Fixed touch controls FIxed touch controls being a miss no matter what * reimplemented touch mode whiffing cuz i forgor * fixed a sound effect playing at the wrong time * spawning logic overhaul also fixed issue where sweets would be hittable if a nail could be instead cues at full speed for testing need to halve the speed of everything later * remove stray sfx call * add missing exclaim animations to the forced object types * improve chunk based spawning improve animator setup * remove unused stuff * new animations girl randomly blinks puddings bounce when passing the girl nails pop out when missing * fix the sweet break check --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
123 lines
No EOL
3.7 KiB
C#
123 lines
No EOL
3.7 KiB
C#
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_NailCarpenter
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{
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public class Sweet : MonoBehaviour
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{
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public double targetBeat;
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public float targetX;
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public float metresPerSecond;
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public sweetsType sweetType;
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public Animator sweetAnim;
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bool broken = false;
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public enum sweetsType
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{
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None = -1,
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Pudding = 0,
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CherryPudding = 1,
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ShortCake = 2,
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Cherry = 3,
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LayerCake = 4,
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};
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private NailCarpenter game;
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public void Init()
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{
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game = NailCarpenter.instance;
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broken = false;
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AwakeAnim();
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game.ScheduleUserInput(targetBeat, 0, NailCarpenter.InputAction_SweetsHit, HammmerJust, null, null);
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Update();
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if (sweetType == sweetsType.Pudding)
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{
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BeatAction.New(this, new List<BeatAction.Action>()
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{
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new BeatAction.Action(targetBeat, delegate
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{
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if (!broken)
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{
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sweetAnim.Play("puddingBeat", -1, 0);
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}
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})
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});
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}
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}
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private void AwakeAnim()
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{
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switch (sweetType)
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{
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case sweetsType.Pudding:
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sweetAnim.Play("puddingIdle", -1, 0);
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break;
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case sweetsType.CherryPudding:
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sweetAnim.Play("cherryPuddingIdle", -1, 0);
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break;
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case sweetsType.ShortCake:
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sweetAnim.Play("shortCakeIdle", -1, 0);
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break;
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case sweetsType.Cherry:
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sweetAnim.Play("cherryIdle", -1, 0);
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break;
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case sweetsType.LayerCake:
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sweetAnim.Play("layerCakeIdle", -1, 0);
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break;
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}
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}
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private void BreakAnim()
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{
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broken = true;
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switch (sweetType)
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{
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case sweetsType.Pudding:
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sweetAnim.DoScaledAnimationAsync("puddingBreak", 0.25f);
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break;
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case sweetsType.CherryPudding:
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sweetAnim.DoScaledAnimationAsync("cherryPuddingBreak", 0.25f);
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break;
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case sweetsType.ShortCake:
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sweetAnim.DoScaledAnimationAsync("shortCakeBreak", 0.25f);
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break;
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case sweetsType.Cherry:
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sweetAnim.DoScaledAnimationAsync("cherryBreak", 0.25f);
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break;
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case sweetsType.LayerCake:
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sweetAnim.DoScaledAnimationAsync("layerCakeBreak", 0.25f);
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break;
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}
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}
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private void HammmerJust(PlayerActionEvent caller, float state)
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{
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game.ScoreMiss();
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BreakAnim();
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game.Carpenter.DoScaledAnimationAsync("eyeBlink", 0.25f, animLayer: 1);
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}
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private void Update()
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{
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var cond = Conductor.instance;
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if (cond.isPlaying && !cond.isPaused)
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{
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double beat = cond.songPositionInBeats;
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Vector3 pos = transform.position;
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pos.x = targetX + (float)((beat - targetBeat) * metresPerSecond);
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transform.position = pos;
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if (targetBeat != double.MinValue)
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{
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if (beat >= targetBeat + 9) Destroy(gameObject);
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}
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}
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}
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}
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} |