HeavenStudioPlus/Assets/Scripts/Games/SamuraiSliceNtr/NtrSamuraiChild.cs
minenice55 c46f653612
Minigame: Samurai Slice (Gold) (#79)
* Game: Samurai Slice (DS)

initial scene setup

* Samurai Slice (Gold) - Start animations

* Samurai Slice (Gold) - Finish core samurai animations

* Samurai Slice (Gold) - Basic interactions

* Samurai Slice (Gold): object prep

* Samurai Slice (Gold): object type setup

* Samurai Slice (Gold): object paths

* Samurai Slice (Gold): prep for other objects

* Samurai Slice (Gold): prep fish

* Samurai Slice (Gold): Objects complete

* Samurai Slice (Gold): dinero

quiero cien vbucks

* Samurai Slice (Gold): polish cash, slicing anim

* Samurai Slice (Gold): child catching

* Samurai Slice (Gold): feature complete
2022-05-15 22:29:26 -07:00

56 lines
No EOL
1.4 KiB
C#

using DG.Tweening;
using NaughtyBezierCurves;
using HeavenStudio.Util;
using System;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using NaughtyBezierCurves;
namespace HeavenStudio.Games.Scripts_NtrSamurai
{
public class NtrSamuraiChild : MonoBehaviour
{
[Header("Transforms")]
public Transform DebrisPosL;
public Transform DebrisPosR;
public Transform WalkPos0;
public Transform WalkPos1;
[Header("Objects")]
public Animator anim;
public float startBeat = Single.MinValue;
public bool isMain = true;
// Update is called once per frame
void Update()
{
if (!isMain)
{
var cond = Conductor.instance;
float prog = Conductor.instance.GetPositionFromBeat(startBeat + 1f, 2f);
if (prog >= 0)
{
Walk();
transform.position = Vector3.Lerp(WalkPos0.position, WalkPos1.position, prog);
if (prog >= 1f)
{
GameObject.Destroy(gameObject);
}
}
}
}
public void Bop()
{
anim.Play("ChildBeat", -1, 0);
}
public void Walk()
{
anim.Play("ChildWalk");
}
}
}