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1d35e88533
* Freeze Frame Hey, I'm about done with Freeze Frame and I'm just gonna commit the game as it is right now, it's almost done thx -playinful * Freeze Frame - finishing touches before finalized assets Still waiting to implement the upscaled assets and the sound effects. Code-wise this is as much as I can do for now. * i fixed a couple bugs the dim screen is back and no input duplication when switching games. hallelujah * FreezeFrame randomness update hey AJ so i was cleaning my room when i was struck by an idea for how to make the randomization more consistent without seeding. *yes unfortunately* it requires a static variable but i promise u i used it responsibly.
159 lines
No EOL
8 KiB
C#
159 lines
No EOL
8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Runtime.Serialization;
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using HeavenStudio.Common;
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using HeavenStudio.Games.Scripts_WizardsWaltz;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_FreezeFrame
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{
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public class Photograph : MonoBehaviour
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{
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//[SerializeField] GameObject Cameos;
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[SerializeField] Animator _Animator;
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// Start is called before the first frame update
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void Start()
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{
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HideAll();
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//gameObject.SetActive(false);
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}
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public void ShowPhoto(FreezeFrame.PhotoArgs args)
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{
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SetPhoto(args);
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_Animator.DoScaledAnimationAsync("Show", timeScale: 0.5f, animLayer: 2);
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}
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public void HideAll()
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{
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_Animator.DoScaledAnimationAsync("NoCar", timeScale: 0.5f, animLayer: 0);
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_Animator.DoScaledAnimationAsync("Cameo_None", timeScale: 0.5f, animLayer: 1);
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_Animator.DoScaledAnimationAsync("Hide", timeScale: 0.5f, animLayer: 2);
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}
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public void SetPhoto(FreezeFrame.PhotoArgs args)
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{
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HideAll();
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// complete miss, empty pic
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if (args.State <= -2)
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{
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_Animator.DoScaledAnimationAsync("NoCar", timeScale: 0.5f, animLayer: 0);
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_Animator.DoScaledAnimationAsync("Cameo_None", timeScale: 0.5f, animLayer: 1);
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return;
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}
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switch (args.Car)
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{
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case FreezeFrame.CarType.SlowCar:
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if (args.State > 0)
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_Animator.DoScaledAnimationAsync("SlowCar_Late", timeScale: 0.5f, animLayer: 0);
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else if (args.State < 0)
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_Animator.DoScaledAnimationAsync("SlowCar_Early", timeScale: 0.5f, animLayer: 0);
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else
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_Animator.DoScaledAnimationAsync("SlowCar_Perfect", timeScale: 0.5f, animLayer: 0);
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break;
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case FreezeFrame.CarType.FastCar:
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if (args.State > 0)
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_Animator.DoScaledAnimationAsync("FastCar_Late", timeScale: 0.5f, animLayer: 0);
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else if (args.State < 0)
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_Animator.DoScaledAnimationAsync("FastCar_Early", timeScale: 0.5f, animLayer: 0);
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else
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_Animator.DoScaledAnimationAsync("FastCar_Perfect", timeScale: 0.5f, animLayer: 0);
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break;
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}
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switch(args.PhotoType)
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{
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case FreezeFrame.PhotoType.Default:
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_Animator.DoScaledAnimationAsync("Cameo_None", timeScale: 0.5f, animLayer: 1);
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return;
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case FreezeFrame.PhotoType.Ninja:
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if (args.State == 0)
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_Animator.DoScaledAnimationAsync("Cameo_Ninja", timeScale: 0.5f, animLayer: 1);
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else
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_Animator.DoScaledAnimationAsync("Cameo_None", timeScale: 0.5f, animLayer: 1);
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return;
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case FreezeFrame.PhotoType.Ghost:
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if (args.State == 0)
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_Animator.DoScaledAnimationAsync("Cameo_Ghost", timeScale: 0.5f, animLayer: 1);
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else
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_Animator.DoScaledAnimationAsync("Cameo_None", timeScale: 0.5f, animLayer: 1);
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return;
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case FreezeFrame.PhotoType.Rats:
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if (args.State == 0)
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_Animator.DoScaledAnimationAsync("Cameo_Rats", timeScale: 0.5f, animLayer: 1);
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else
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_Animator.DoScaledAnimationAsync("Cameo_None", timeScale: 0.5f, animLayer: 1);
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return;
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case FreezeFrame.PhotoType.PeaceSign:
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if (args.State == 0)
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{
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if (args.Car == FreezeFrame.CarType.SlowCar)
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_Animator.DoScaledAnimationAsync("Cameo_PeaceSlow", timeScale: 0.5f, animLayer: 1);
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else
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_Animator.DoScaledAnimationAsync("Cameo_PeaceFast", timeScale: 0.5f, animLayer: 1);
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}
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else
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_Animator.DoScaledAnimationAsync("Cameo_None", timeScale: 0.5f, animLayer: 1);
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return;
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// i don't like using so many dang cases here with basically the same thing in each but it breaks with the other thing i tried
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case FreezeFrame.PhotoType.GirlfriendRight:
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if (args.State > 0)
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_Animator.DoScaledAnimationAsync("Cameo_Girlfriend_Right_Late", timeScale: 0.5f, animLayer: 1);
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else if (args.State < 0)
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_Animator.DoScaledAnimationAsync("Cameo_Girlfriend_Right_Early", timeScale: 0.5f, animLayer: 1);
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else
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_Animator.DoScaledAnimationAsync("Cameo_Girlfriend_Right_Perfect", timeScale: 0.5f, animLayer: 1);
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return;
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case FreezeFrame.PhotoType.GirlfriendLeft:
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if (args.State > 0)
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_Animator.DoScaledAnimationAsync("Cameo_Girlfriend_Left_Late", timeScale: 0.5f, animLayer: 1);
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else if (args.State < 0)
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_Animator.DoScaledAnimationAsync("Cameo_Girlfriend_Left_Early", timeScale: 0.5f, animLayer: 1);
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else
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_Animator.DoScaledAnimationAsync("Cameo_Girlfriend_Left_Perfect", timeScale: 0.5f, animLayer: 1);
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return;
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case FreezeFrame.PhotoType.Dude1Right:
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if (args.State > 0)
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_Animator.DoScaledAnimationAsync("Cameo_Dude1_Right_Late", timeScale: 0.5f, animLayer: 1);
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else if (args.State < 0)
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_Animator.DoScaledAnimationAsync("Cameo_Dude1_Right_Early", timeScale: 0.5f, animLayer: 1);
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else
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_Animator.DoScaledAnimationAsync("Cameo_Dude1_Right_Perfect", timeScale: 0.5f, animLayer: 1);
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return;
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case FreezeFrame.PhotoType.Dude1Left:
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if (args.State > 0)
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_Animator.DoScaledAnimationAsync("Cameo_Dude1_Left_Late", timeScale: 0.5f, animLayer: 1);
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else if (args.State < 0)
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_Animator.DoScaledAnimationAsync("Cameo_Dude1_Left_Early", timeScale: 0.5f, animLayer: 1);
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else
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_Animator.DoScaledAnimationAsync("Cameo_Dude1_Left_Perfect", timeScale: 0.5f, animLayer: 1);
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return;
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case FreezeFrame.PhotoType.Dude2Right:
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if (args.State > 0)
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_Animator.DoScaledAnimationAsync("Cameo_Dude2_Right_Late", timeScale: 0.5f, animLayer: 1);
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else if (args.State < 0)
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_Animator.DoScaledAnimationAsync("Cameo_Dude2_Right_Early", timeScale: 0.5f, animLayer: 1);
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else
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_Animator.DoScaledAnimationAsync("Cameo_Dude2_Right_Perfect", timeScale: 0.5f, animLayer: 1);
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break;
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case FreezeFrame.PhotoType.Dude2Left:
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if (args.State > 0)
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_Animator.DoScaledAnimationAsync("Cameo_Dude2_Left_Late", timeScale: 0.5f, animLayer: 1);
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else if (args.State < 0)
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_Animator.DoScaledAnimationAsync("Cameo_Dude2_Left_Early", timeScale: 0.5f, animLayer: 1);
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else
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_Animator.DoScaledAnimationAsync("Cameo_Dude2_Left_Perfect", timeScale: 0.5f, animLayer: 1);
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return;
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default: // should not ever happen but it could
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_Animator.DoScaledAnimationAsync("Cameo_None", timeScale: 0.5f, animLayer: 1);
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return;
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}
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}
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}
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} |