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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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105 lines
No EOL
2.3 KiB
C#
105 lines
No EOL
2.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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namespace HeavenStudio.Games.Scripts_WizardsWaltz
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{
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public class Plant : PlayerActionObject
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{
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public Animator animator;
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public SpriteRenderer spriteRenderer;
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public float createBeat;
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private WizardsWaltz game;
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private bool hit = false;
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private bool passed = false;
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public int order = 0;
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private void Awake()
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{
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game = WizardsWaltz.instance;
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}
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private void Start()
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{
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spriteRenderer.sortingOrder = order;
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animator.Play("Appear", 0, 0);
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}
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private void Update()
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{
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if (!passed && Conductor.instance.songPositionInBeats > createBeat + game.beatInterval)
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{
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StartCoroutine(FadeOut());
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passed = true;
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}
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if (hit) return;
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float stateBeat = Conductor.instance.GetPositionFromMargin(createBeat + game.beatInterval, 1f);
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StateCheck(stateBeat);
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if (PlayerInput.Pressed(true))
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{
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if (state.perfect)
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{
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Ace();
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} else if (state.notPerfect())
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{
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Miss();
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}
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}
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}
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public void Bloom()
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{
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animator.Play("Hit", 0, 0);
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}
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public void IdlePlant()
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{
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animator.Play("IdlePlant", 0, 0);
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}
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public void IdleFlower()
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{
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animator.Play("IdleFlower", 0, 0);
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}
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public void Eat()
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{
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animator.Play("Eat", 0, 0);
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}
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public void EatLoop()
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{
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animator.Play("EatLoop", 0, 0);
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}
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public void Ace()
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{
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game.wizard.Magic(this, true);
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hit = true;
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}
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public void Miss()
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{
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game.wizard.Magic(this, false);
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hit = true;
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}
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public override void OnAce()
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{
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Ace();
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}
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public IEnumerator FadeOut()
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{
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yield return new WaitForSeconds(Conductor.instance.secPerBeat * game.beatInterval / 2f);
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Destroy(gameObject);
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}
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}
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} |