mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-12-04 23:37:27 +00:00
e6e5eaf0c4
* setup * proper scene setup * full scene setup * some scripts * anims galore * movements and some anims * transformative! * smoke * tweak * anchored em bitches * smoke improvements * barelies! * transformation persistance, curtain and audience reactions * forgot to make prepare persistant * visual edits * scaling tweaks --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
165 lines
5.3 KiB
C#
165 lines
5.3 KiB
C#
using HeavenStudio.Util;
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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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namespace HeavenStudio.Games.Scripts_TramAndPauline
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{
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public class AgbAnimalKid : MonoBehaviour
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{
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[Header("Components")]
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[SerializeField] private Transform rootBody;
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[SerializeField] private Animator trampolineAnim;
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[SerializeField] private Animator bodyAnim;
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[SerializeField] private ParticleSystem transformParticle;
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[SerializeField] private ParticleSystem smokeParticle;
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[Header("Properties")]
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[SerializeField] private float jumpHeight = 3f;
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[SerializeField] private float jumpHeightIdle = 0.8f;
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[SerializeField] private float prepareHeight = 0.5f;
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private double jumpBeat = double.MinValue;
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private double prepareBeat = double.MinValue;
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private bool preparing = false;
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private bool isFox = true;
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private EasingFunction.Function upFunc;
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private EasingFunction.Function downFunc;
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private void Awake()
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{
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upFunc = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseOutQuad);
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downFunc = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInQuad);
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}
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private void Update()
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{
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var cond = Conductor.instance;
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if (!cond.isPlaying) return;
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float newY = 0f;
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float normalizedUpBeat = cond.GetPositionFromBeat(jumpBeat, 1);
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float normalizedDownBeat = cond.GetPositionFromBeat(jumpBeat + 1, 1);
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if (normalizedUpBeat >= 0f && normalizedUpBeat <= 1f)
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{
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newY = upFunc(0, jumpHeight, normalizedUpBeat);
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}
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else if (normalizedDownBeat >= 0f && normalizedDownBeat <= 1f)
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{
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newY = downFunc(jumpHeight, 0, normalizedDownBeat);
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}
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else if (!preparing)
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{
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if (isBarely)
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{
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bodyAnim.Play("BarelyIdle", 0, 0);
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}
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else bodyAnim.Play(isFox ? "FoxIdle" : "HumanIdle", 0, 0);
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BounceUpdate(cond, ref newY);
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}
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else
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{
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PrepareUpdate(cond, ref newY);
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}
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rootBody.transform.localPosition = new Vector3(0, newY, 0);
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}
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private void BounceUpdate(Conductor cond, ref float newY)
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{
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double startBeat = (jumpBeat != double.MinValue) ? jumpBeat : 0;
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float normalizedBeat = cond.GetPositionFromBeat(startBeat, 1) % 1;
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float trampolinePos = 0f;
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if (normalizedBeat < 0.5f)
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{
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newY = upFunc(0, jumpHeightIdle, normalizedBeat * 2);
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trampolinePos = upFunc(0, 1, normalizedBeat * 2);
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}
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else
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{
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newY = downFunc(jumpHeightIdle, 0, (normalizedBeat - 0.5f) * 2);
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trampolinePos = downFunc(1, 0, (normalizedBeat - 0.5f) * 2);
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}
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trampolineAnim.DoNormalizedAnimation("Bounce", trampolinePos);
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}
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private void PrepareUpdate(Conductor cond, ref float newY)
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{
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float normalizedBeat = cond.GetPositionFromBeat(prepareBeat, 0.5f);
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if (normalizedBeat >= 0f && normalizedBeat <= 1f)
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{
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newY = upFunc(prepareHeight, 0, normalizedBeat);
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trampolineAnim.DoNormalizedAnimation("Prepare", normalizedBeat);
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}
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else if (normalizedBeat > 1f)
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{
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trampolineAnim.DoNormalizedAnimation("Prepare", 1);
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newY = 0f;
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}
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}
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public void Jump(double beat)
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{
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jumpBeat = beat;
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preparing = false;
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if (isBarely)
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{
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bodyAnim.Play("JumpBarely", 0, 0);
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}
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else bodyAnim.Play(isFox ? "JumpFox" : "JumpHuman", 0, 0);
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trampolineAnim.DoScaledAnimationAsync("Jump", 0.25f);
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}
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public void Prepare(double beat, bool inactive = false)
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{
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if (preparing) return;
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prepareBeat = beat;
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preparing = true;
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if (inactive)
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{
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if (isBarely)
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{
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bodyAnim.DoNormalizedAnimation("PrepareBarely", 1);
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}
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else bodyAnim.DoNormalizedAnimation(isFox ? "Prepare" : "PrepareHuman", 1);
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}
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else
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{
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if (isBarely)
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{
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bodyAnim.DoScaledAnimationAsync("PrepareBarely", 0.15f);
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}
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else bodyAnim.DoScaledAnimationAsync(isFox ? "Prepare" : "PrepareHuman", 0.15f);
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}
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}
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private bool isBarely = false;
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public void Transform(bool barely)
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{
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isBarely = barely;
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if (isBarely)
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{
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bodyAnim.DoScaledAnimationAsync("TransformBarely", 0.15f);
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}
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else bodyAnim.DoScaledAnimationAsync(isFox ? "TransformHuman" : "TransformFox", 0.15f);
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smokeParticle.SetAsyncScaling(0.5f);
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transformParticle.PlayScaledAsync(0.5f);
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isFox = !isFox;
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}
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public void SetTransform(bool fox)
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{
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isFox = fox;
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}
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}
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}
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