mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-22 17:45:16 +00:00
04ef373976
* frogge * a frogge * le froge * a frogge bip * added spins that don't work i mean forgge * spin it boys le frogge * sounds are working i mean le frogge * changing the prefab bc people are stupid and dumb * frogge is almost at your door * thank you very frogge * almost done frogge * done coding frogge * anim stuff frogge * literally almost ready to PR frogge too real * too frogging real * done frogge :3 * done lol it is done frogge * Update frogHop.prefab oopsie doopsie frogge * small fixes * blargh
160 lines
No EOL
5.1 KiB
C#
160 lines
No EOL
5.1 KiB
C#
using System;
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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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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_FrogHop
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{
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public class ntrFrog : MonoBehaviour
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{
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//definitions
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#region Definitions
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[SerializeField] public Animator FrogAnim;
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[SerializeField] public List<SpriteRenderer> SpriteParts = new();
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[SerializeField] public Transform MissFace;
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[SerializeField] public SpriteRenderer Head;
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[SerializeField] public SpriteRenderer Belt;
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[SerializeField] public List<Renderer> BodyMat = new();
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[SerializeField] public List<Renderer> HeadMat = new();
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[NonSerialized] public int animSide = -1;
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[NonSerialized] public float scaleConstant = 1;
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[NonSerialized] public string loopAnim = null;
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[NonSerialized] public bool isBumped = false;
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[NonSerialized] public Color beltColor;
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#endregion
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//global methods
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#region Global Methods
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public void Start()
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{
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scaleConstant = FrogAnim.transform.localScale.x;
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Head.flipX = animSide > 0;
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}
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#endregion
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//frog methods
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#region Frog Methods
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public void Bop()
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{
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FrogAnim.DoScaledAnimationAsync("Bop", 0.5f, animLayer: 0);
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isBumped = false;
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}
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public void Update()
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{
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if (loopAnim != null) FrogAnim.DoScaledAnimationAsync("Talk" + loopAnim, 0.5f, 0.5f, 1);
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}
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public void Talk(string type, double animEnd)
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{
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SpriteRenderer isMissing = null;
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if (MissFace != null)
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{
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isMissing = MissFace.GetComponent<SpriteRenderer>();
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if (isMissing.enabled) return;
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}
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loopAnim = type;
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BeatAction.New(this, new List<BeatAction.Action>()
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{ new BeatAction.Action(animEnd, delegate { FrogAnim.DoScaledAnimationAsync("Talk" + type, 0.5f, 0.5f, 1); loopAnim = null; }) });
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}
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public void Wink(string type, double animEnd)
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{
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SpriteRenderer isMissing = null;
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if (MissFace != null)
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{
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isMissing = MissFace.GetComponent<SpriteRenderer>();
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if (isMissing.enabled) return;
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}
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FrogAnim.DoScaledAnimationAsync("Talk" + type, 0.5f, 0.5f, 1);
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BeatAction.New(this, new List<BeatAction.Action>()
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{ new BeatAction.Action(animEnd, delegate { FrogAnim.DoScaledAnimationAsync("TalkWide", 0.5f, 1, 1); }) });
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}
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public void Hop(int side = 0, bool isLong = false)
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{
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SwapSide(side);
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FrogAnim.transform.localScale = new Vector3(animSide * scaleConstant, scaleConstant, 1);
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FrogAnim.DoScaledAnimationAsync(isLong ? "LongHop" : "Hop", 0.5f, animLayer: 0);
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isBumped = false;
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}
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public void Charge(int side = 0)
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{
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SwapSide(side);
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FrogAnim.transform.localScale = new Vector3(animSide * scaleConstant, scaleConstant, 1);
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FrogAnim.DoScaledAnimationAsync("Charge", 0.5f, animLayer: 0);
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isBumped = false;
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}
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public void Spin(bool HS = false)
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{
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FrogAnim.DoScaledAnimationAsync(HS ? "SpinHS" : "Spin", 0.5f, animLayer: 0);
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isBumped = false;
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}
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public void Glare()
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{
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FrogAnim.DoScaledAnimationAsync("Glare", 0.5f, 0.5f, 1);
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}
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public void Sweat()
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{
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FrogAnim.DoScaledAnimationAsync("Sweat", 0.5f, 0.5f, animLayer: 2);
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}
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public void Bump()
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{
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if (!isBumped)
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{
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isBumped = true;
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FrogAnim.transform.localScale = new Vector3(scaleConstant, scaleConstant, 1);
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FrogAnim.DoScaledAnimationAsync("Ouch", 0.5f, 0.5f, 1);
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FrogAnim.DoScaledAnimationAsync("Bump", 0.5f, animLayer: 0);
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SoundByte.PlayOneShotGame("frogHop/SE_NTR_FROG_EN_MISS");
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SoundByte.PlayOneShotGame("frogHop/SE_NTR_FROG_EN_MISS_BOING");
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}
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}
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public void SwapSide(int side)
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{
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if (side != 0) animSide = side;
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else animSide *= -1;
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if (MissFace != null) MissFace.localScale = new Vector3(animSide, 1, 1);
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Head.flipX = animSide < 0;
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}
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public void Darken(bool reverse = false)
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{
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if (!reverse) { foreach (var a in SpriteParts) { a.color = new Color(0.5f, 0.5f, 0.5f, 1); } Belt.color = beltColor * new Color(0.5f, 0.5f, 0.5f, 1); }
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else { foreach (var a in SpriteParts) { a.color = Color.white; } Belt.color = beltColor * Color.white; }
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}
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public void AssignMaterials(Material BodyMatInput, Material HeadMatInput, Material BeltMatInput)
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{
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foreach (var a in BodyMat) { a.material = BodyMatInput; }
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foreach (var a in HeadMat) { a.material = HeadMatInput; }
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Belt.material = BeltMatInput;
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}
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#endregion
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}
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} |