mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 22:25:07 +00:00
87653b0d65
works perfectly, looks better, easier to type, and more efficient. what's there to hate
79 lines
2.2 KiB
C#
79 lines
2.2 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using HeavenStudio.Util;
|
|
|
|
namespace HeavenStudio.Games.Scripts_TapTroupe
|
|
{
|
|
public class TapTroupeCorner : MonoBehaviour
|
|
{
|
|
private Animator anim;
|
|
public Animator expressionAnim;
|
|
[SerializeField] Animator bodyAnim;
|
|
[SerializeField] ParticleSystem popperEffect;
|
|
public enum MissFace
|
|
{
|
|
Sad = 0,
|
|
Spit = 1,
|
|
LOL = 2
|
|
}
|
|
|
|
private TapTroupe game;
|
|
|
|
void Awake()
|
|
{
|
|
game = TapTroupe.instance;
|
|
anim = GetComponent<Animator>();
|
|
}
|
|
|
|
public void Bop()
|
|
{
|
|
anim.DoScaledAnimationAsync("Bop", 0.3f);
|
|
}
|
|
|
|
public void Okay()
|
|
{
|
|
expressionAnim.DoScaledAnimationAsync("Okay", 0.25f);
|
|
}
|
|
|
|
public void ResetFace()
|
|
{
|
|
if (expressionAnim.IsPlayingAnimationNames("Okay")) return;
|
|
expressionAnim.Play("NoExpression", 0, 0);
|
|
}
|
|
|
|
public void SetMissFace(MissFace missFace)
|
|
{
|
|
switch (missFace)
|
|
{
|
|
case MissFace.Sad:
|
|
expressionAnim.Play("Sad", 0, 0);
|
|
break;
|
|
case MissFace.Spit:
|
|
expressionAnim.Play("Spit", 0, 0);
|
|
break;
|
|
case MissFace.LOL:
|
|
expressionAnim.Play("LOL", 0, 0);
|
|
break;
|
|
}
|
|
}
|
|
|
|
public void OkaySign()
|
|
{
|
|
bodyAnim.DoScaledAnimationAsync("OkaySign", 0.25f);
|
|
}
|
|
|
|
public void PartyPopper(double beat)
|
|
{
|
|
bodyAnim.Play("PartyPopperReady", 0, 0);
|
|
BeatAction.New(game, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate { bodyAnim.Play("PartyPopper", 0, 0); }),
|
|
new BeatAction.Action(beat + 1f, delegate { bodyAnim.DoScaledAnimationAsync("PartyPopperPop", 0.25f); SoundByte.PlayOneShotGame("tapTroupe/popper"); popperEffect.Play(); }),
|
|
new BeatAction.Action(beat + 3f, delegate { bodyAnim.Play("IdleBody", 0, 0); })
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
|