mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 22:25:07 +00:00
841929b547
* started working on bon odori * bon odori is now playable, just no animations and sounds * bon odori is functional now, just missing the art, better audio and animations * nothing new, my git is always 1 commit behind * Revert "nothing new, my git is always 1 commit behind" This reverts commit b96a70004de5964902f7bc87d819a9e6047e77fb. * changed the background im only commiting because saladplainzone is gonna do the anims now * Accurate BG * Good prefab * finalized player prefab * Finalize Prefab * More animation stuff * Bow anim done * text is now functional, passing the project to AstrlJelly * merging w master branch * text scrolling is ALMOST functional * scrolling is ALMOST ALMOST functional * FINALLY!!!! TEXT SCOLLING IS DONE!!!!! * TEXT SCROLLING IS (almost) PERFECT!!!! now we gotta wait for the animations * minor bug fixes * TEXT SCROLLING IS ACTUALLY PERFECT NOW. also updated the font * i forgor to change the outline on the fonts * Setup * more working on stuff * more testing * more testing * more testing * some fixes * fixes * testing stuff * fixed some things * a few more fixes * more testing * More fixes * bops and animation adjustments * camera stuff! * Implementing placeholder icon * recolorable sky * fix that bug + format arch file also change the script name * oops --------- Co-authored-by: streitixy <danilomeiraivo@gmail.com> Co-authored-by: saladplainzone <chocolate2890mail@gmail.com> Co-authored-by: streitixy <85808002+streitixy@users.noreply.github.com> Co-authored-by: AstrlJelly <bdlawson115@gmail.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
121 lines
3.6 KiB
C#
121 lines
3.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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using UnityEngine;
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namespace HeavenStudio.Games.Scripts_Airboarder
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{
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public class Wall : MonoBehaviour
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{
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public Airboarder game;
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public double targetBeat;
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public double appearBeat;
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public float normalizedWall;
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public float cueStart;
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[Header("Components")]
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[SerializeField] Animator wallAnim;
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private bool isCrouch;
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// Start is called before the first frame update
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private void Awake()
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{
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game = Airboarder.instance;
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}
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public void CueJump(double jumpBeat)
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{
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game.ScheduleInput(jumpBeat, 3f, Airboarder.InputAction_FlickRelease, JumpSuccess, JumphMiss, JumpEmpty);
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BeatAction.New(game, new List<BeatAction.Action>() {
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new BeatAction.Action(jumpBeat+1, delegate
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{
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game.CPU1.DoScaledAnimationAsync("jump", 1f, 0, 1);
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SoundByte.PlayOneShotGame("airboarder/jump");
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SoundByte.PlayOneShotGame("airboarder/jumpvox");
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}),
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new BeatAction.Action(jumpBeat+2, delegate {
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game.CPU2.DoScaledAnimationAsync("jump", 1f, 0, 1);
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SoundByte.PlayOneShotGame("airboarder/jump");
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SoundByte.PlayOneShotGame("airboarder/jumpvox");
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}),
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new BeatAction.Action(jumpBeat+2.5, delegate {game.cpu1CantBop = false;} ),
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new BeatAction.Action(jumpBeat+3.5, delegate {game.cpu2CantBop = false;} ),
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});
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}
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// Update is called once per frame
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void Update()
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{
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var cond = Conductor.instance;
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var currentBeat = cond.songPositionInBeatsAsDouble;
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float normalizedWall = Conductor.instance.GetPositionFromBeat(appearBeat, 40f);
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wallAnim.GetComponent<Animator>().DoNormalizedAnimation("move", normalizedWall, 0);
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if (normalizedWall > 1) Destroy(gameObject);
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}
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public void JumpSuccess(PlayerActionEvent caller, float state)
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{
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game.Player.DoScaledAnimationAsync("jump", 1f, 0, 1);
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if (state is >= 1 or <= -1)
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{
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wallAnim.DoScaledAnimationAsync("shake", 1f, 0, 1);
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SoundByte.PlayOneShotGame("airboarder/barely");
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SoundByte.PlayOneShotGame("airboarder/barelyvox");
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}
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else
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{
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SoundByte.PlayOneShotGame("airboarder/jump");
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SoundByte.PlayOneShotGame("airboarder/jumpvox");
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}
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double beat = caller.startBeat + caller.timer;
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BeatAction.New(this, new() {
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new(beat, ()=>game.playerCantBop = true),
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new(beat+1.5f, ()=>game.playerCantBop = false)});
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game.wantsCrouch = false;
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}
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public void JumphMiss(PlayerActionEvent caller){
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game.playerCantBop = true;
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game.wantsCrouch = false;
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game.Player.DoScaledAnimationAsync("hit2", 1f, 0, 1);
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wallAnim.DoScaledAnimationAsync("break", 1f, 0, 1);
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double beat = caller.startBeat + caller.timer;
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game.MissSound(beat);
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BeatAction.New(this, new() {
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new(beat+1.5f, ()=>game.playerCantBop = false)});
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}
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public void JumpEmpty(PlayerActionEvent caller){
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}
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}
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}
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