HeavenStudioPlus/Assets/Scripts/Games/DJSchool/DJYellow.cs
ev b8049c6f03 Dj School Rework (#334)
* dj school rework

* ASSET BUNDLES

fdgdfgfgfgfgfgfgggggggg

* more stuff

* Animation scaling

* gave dj yellow a script

* DJ yellow now gets his head sprite changed through script again

* turntable Hold animations now play

* Force hold added

* all sprites and anims done

* tweaks

* The expressions should be good now

* Added bop parity to dj school and fixed a small bug

* changes

* Fixed bugs with the heads being funny

* Added boo and cheer

* Boo improvements

* new icon

---------

Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
2023-03-08 23:34:47 +00:00

54 lines
1.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Scripts_DJSchool
{
public class DJYellow : MonoBehaviour
{
public enum DJExpression
{
NeutralLeft = 0,
NeutralRight = 1,
CrossEyed = 2,
Happy = 3,
Focused = 4,
UpFirst = 5,
UpSecond = 6,
}
[SerializeField] List<Sprite> djYellowHeadSprites = new List<Sprite>();
[SerializeField] SpriteRenderer djYellowHeadSrpite;
float normalXScale;
float negativeXScale;
void Awake()
{
normalXScale = djYellowHeadSrpite.transform.localScale.x;
negativeXScale = -normalXScale;
}
public void ChangeHeadSprite(DJExpression expression)
{
if (expression == DJExpression.UpFirst && HeadSpriteCheck(DJExpression.UpSecond)) return;
djYellowHeadSrpite.sprite = djYellowHeadSprites[(int)expression];
}
public bool HeadSpriteCheck(DJExpression expression)
{
return djYellowHeadSrpite.sprite == djYellowHeadSprites[(int)expression];
}
public void Reverse(bool should = false)
{
if (should)
{
djYellowHeadSrpite.transform.localScale = new Vector3(negativeXScale, normalXScale, normalXScale);
}
else
{
djYellowHeadSrpite.transform.localScale = new Vector3(normalXScale, normalXScale, normalXScale);
}
}
}
}