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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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75e248c97b
* 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. * initial commit * mar 13 * Updated cloud particles * 3/22 * First PR * corrected a mistake * forgot to change that goofy ahh icon * Bugfixes Fixed a bug where fishes could be reeled in before the bite animation played and get stuck in the bite animation. Fixed a bug where the count-in for the pausegill played at the incorrect time. Fixed a bug where the threefish would cause a scene transition at the incorrect time. * Crossfade close to done * The Long Awaited Crossfade Update * added sort key * one last quick bugfix (hopefully) --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
82 lines
No EOL
2.9 KiB
C#
82 lines
No EOL
2.9 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using HeavenStudio;
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using HeavenStudio.Games;
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using HeavenStudio.Util;
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using Jukebox;
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using UnityEditor.Playables;
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace HeavenStudio.Games.Scripts_CatchOfTheDay
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{
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public class BGFish : MonoBehaviour
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{
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[SerializeField] Animator _Animator;
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[SerializeField] SpriteRenderer _Sprite;
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[SerializeField] FleeAnimation FleeAnim;
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[SerializeField] bool FlipSprite;
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private bool Out = false;
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public void SetColor(Color color)
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{
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_Sprite.color = color;
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}
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public void Flee()
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{
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bool doFlip = transform.localScale.x < 0;// i hate this. it works
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switch (FleeAnim)
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{
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case FleeAnimation.WestSouthWest:
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_Animator.DoScaledAnimationAsync(doFlip ? "BGFishOut_ESE" : "BGFishOut_WSW", 0.5f);
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break;
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case FleeAnimation.SouthWest:
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_Animator.DoScaledAnimationAsync(doFlip ? "BGFishOut_SE" : "BGFishOut_SW", 0.5f);
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break;
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case FleeAnimation.WestNorthWest:
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_Animator.DoScaledAnimationAsync(doFlip ? "BGFishOut_ENE" : "BGFishOut_WNW", 0.5f);
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break;
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case FleeAnimation.NorthWest:
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_Animator.DoScaledAnimationAsync(doFlip ? "BGFishOut_NE" : "BGFishOut_NW", 0.5f);
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break;
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case FleeAnimation.West:
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_Animator.DoScaledAnimationAsync(doFlip ? "BGFishOut_E" : "BGFishOut_W", 0.5f);
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break;
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case FleeAnimation.EastSouthEast:
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_Animator.DoScaledAnimationAsync(doFlip ? "BGFishOut_WSW" : "BGFishOut_ESE", 0.5f);
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break;
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case FleeAnimation.SouthEast:
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_Animator.DoScaledAnimationAsync(doFlip ? "BGFishOut_SW" : "BGFishOut_SE", 0.5f);
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break;
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case FleeAnimation.EastNorthEast:
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_Animator.DoScaledAnimationAsync(doFlip ? "BGFishOut_WNW" : "BGFishOut_ENE", 0.5f);
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break;
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case FleeAnimation.NorthEast:
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_Animator.DoScaledAnimationAsync(doFlip ? "BGFishOut_NW" : "BGFishOut_NE", 0.5f);
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break;
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case FleeAnimation.East:
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default:
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_Animator.DoScaledAnimationAsync(doFlip ? "BGFishOut_W" : "BGFishOut_E", 0.5f);
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break;
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}
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Out = true;
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}
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public enum FleeAnimation : int
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{
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East = 0,
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EastSouthEast = 1,
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SouthEast = 2,
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EastNorthEast = 3,
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NorthEast = 4,
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West = 8,
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WestSouthWest = 9,
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SouthWest = 10,
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WestNorthWest = 11,
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NorthWest = 12,
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}
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}
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} |