mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-13 05:05:08 +00:00
36afef6f9e
* lotta stuffs
* dj school bug fixed
* dog ninja overhauled AGAIN. you can start a cue outside of the game now (something i planned months ago lol)
* also two objects will not overlap when they're the same but when they're not the same they will overlap
* commiting cause im gonna try half-recoding meat grinder
* also im trying to fix mrupbeat's beeping cuz oh my god how is this not fixed yet
* meat grinder finished + tap trial bug fixed + mute dog ninja
MUTE DOG NINJA ONLY WHEN INACTIVE ‼️
* last minute stuff + mr upbeat
i will be reworking mr upbeat in another branch but i wanna not bloat this pr any further so bleehhhh :P
* dj school final bug fix
82 lines
2.6 KiB
C#
82 lines
2.6 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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using NaughtyBezierCurves;
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namespace HeavenStudio.Games.Scripts_MeatGrinder
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{
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public class MeatToss : PlayerActionObject
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{
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public float startBeat;
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public float cueLength;
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public bool cueBased;
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public string meatType;
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bool animCheck;
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[Header("Animators")]
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private Animator anim;
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private MeatGrinder game;
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private void Awake()
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{
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game = MeatGrinder.instance;
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anim = GetComponent<Animator>();
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}
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private void Start()
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{
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game.ScheduleInput(startBeat, cueLength, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, Hit, Miss, Nothing);
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BeatAction.New(gameObject, new List<BeatAction.Action>() {
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new BeatAction.Action(cueBased ? startBeat + 0.66f : cueLength + startBeat - 1 + 0.66f, delegate {
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anim.DoScaledAnimationAsync(meatType+"Thrown", 0.32f);
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}),
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});
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}
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private void Update()
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{
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if (GameManager.instance.currentGame != "meatGrinder") {
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GameObject.Destroy(gameObject);
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}
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if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused) {
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GameObject.Destroy(gameObject);
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}
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if (anim.IsAnimationNotPlaying() && animCheck) GameObject.Destroy(gameObject);
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}
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private void InputActions(bool annoyBoss, string whichSfx, string whichAnim)
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{
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game.bossAnnoyed = annoyBoss;
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Jukebox.PlayOneShotGame("meatGrinder/"+whichSfx);
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game.TackAnim.DoScaledAnimationAsync(whichAnim, 0.5f);
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}
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private void Hit(PlayerActionEvent caller, float state)
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{
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game.TackAnim.SetBool("tackMeated", false);
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anim.DoScaledAnimationAsync(meatType+"Hit", 0.5f);
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animCheck = true;
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if (state >= 1f || state <= -1f) {
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InputActions(true, "tink", "TackHitBarely");
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} else {
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InputActions(false, "meatHit", "TackHitSuccess");
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}
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}
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private void Miss(PlayerActionEvent caller)
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{
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GameObject.Destroy(gameObject);
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InputActions(true, "miss", "TackMiss"+meatType);
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game.BossAnim.DoScaledAnimationAsync("BossMiss", 0.5f);
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game.TackAnim.SetBool("tackMeated", true);
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}
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private void Nothing(PlayerActionEvent caller) { }
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}
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}
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