mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-27 03:53:01 +00:00
14e9c99503
* sprites and stuff lolol
* oops
* Real
* akahitanim
* lots of anims done
* more anims
* many anims many sprites
* LOLLL OOPS
* oops 2
* all anims done
* oops2
* oops3
* special overlay
* Basics
* Inputs stuff
* Basic pass ball implemented
* Transitions 🔥
* Nvm transitions are gay
* Dual toss added
* Idiot proof toss boys
* prepare anims
* Some special logic
* Done with special for dual toss and added bops
* little anim tweak
* Added pop ball and fixed some things
* Funny sound offsets
* Added high toss + fixed a bug
* icons and more animations
* epic insane particle changes (CRAZY!!!!!!!!!!!)
* FIXES!
* Added call and fixed a bug
* Panning added
* Lightning toss added
* Blur toss Added
* Added fade in for the special overlay and fixed a bug
* cool animation shit
* animations and sprites fully done
* set up basic curves
* The toss boys main script just needs to set the state of the ball now
* All curves implemented - untested though
* Smol fix!
* slightly new sheet
* Bg Recolor + ball anims + whiff cooldown
* Specials now properly handle themselves when chained together
* ball anims
* Fixes and tweaks
* Fixed a bug with lightning toss
* small tweaks
* Only thing toss boys needs is the pitch warble now
---------
Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
89 lines
2.5 KiB
C#
89 lines
2.5 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using HeavenStudio.Util;
|
|
|
|
namespace HeavenStudio.Games.Scripts_TossBoys
|
|
{
|
|
public class TossKid : MonoBehaviour
|
|
{
|
|
[SerializeField] ParticleSystem _hitEffect;
|
|
[SerializeField] GameObject arrow;
|
|
Animator anim;
|
|
[SerializeField] string prefix;
|
|
TossBoys game;
|
|
public bool crouch;
|
|
bool preparing;
|
|
|
|
private void Awake()
|
|
{
|
|
anim = GetComponent<Animator>();
|
|
game = TossBoys.instance;
|
|
DoAnimationScaledAsync("Idle", 20f);
|
|
}
|
|
|
|
public void HitBall(bool hit = true)
|
|
{
|
|
if (hit)
|
|
{
|
|
ParticleSystem spawnedEffect = Instantiate(_hitEffect, transform);
|
|
spawnedEffect.Play();
|
|
DoAnimationScaledAsync(crouch ? "CrouchHit" : "Hit", 0.5f);
|
|
}
|
|
else if (!anim.IsPlayingAnimationName(prefix + "Whiff") && !anim.IsPlayingAnimationName(prefix + "Miss"))
|
|
{
|
|
DoAnimationScaledAsync("Whiff", 0.5f);
|
|
Jukebox.PlayOneShotGame("tossBoys/whiff");
|
|
}
|
|
}
|
|
|
|
public void Bop()
|
|
{
|
|
if (!anim.IsAnimationNotPlaying() || crouch || preparing) return;
|
|
DoAnimationScaledAsync("Bop", 0.5f);
|
|
}
|
|
|
|
public void Crouch()
|
|
{
|
|
DoAnimationScaledAsync("Crouch", 0.5f);
|
|
crouch = true;
|
|
}
|
|
|
|
public void PopBall()
|
|
{
|
|
DoAnimationScaledAsync("Slap", 0.5f);
|
|
preparing = false;
|
|
}
|
|
|
|
public void PopBallPrepare()
|
|
{
|
|
if (preparing) return;
|
|
DoAnimationScaledAsync("PrepareHand", 0.5f);
|
|
preparing = true;
|
|
}
|
|
|
|
public void Miss()
|
|
{
|
|
DoAnimationScaledAsync("Miss", 0.5f);
|
|
}
|
|
|
|
public void Barely()
|
|
{
|
|
DoAnimationScaledAsync("Barely", 0.5f);
|
|
}
|
|
|
|
public void ShowArrow(float startBeat, float length)
|
|
{
|
|
BeatAction.New(game.gameObject, new List<BeatAction.Action>(){
|
|
new BeatAction.Action(startBeat, delegate { arrow.SetActive(true); }),
|
|
new BeatAction.Action(startBeat + length, delegate { arrow.SetActive(false); }),
|
|
});
|
|
}
|
|
|
|
void DoAnimationScaledAsync(string name, float time)
|
|
{
|
|
anim.DoScaledAnimationAsync(prefix + name, time);
|
|
}
|
|
}
|
|
}
|
|
|