mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-11 04:05:11 +00:00
caf7d9465f
* add pause menu assets * layout and animation for pause * make play mode prefab function re-assign unused class inheritance * remove filepath * don't init medals twice * remove PlayerActionObject * initial attempt at anti-note lock TODO: circumvent inputs clearing themselves making the functionality not work * properly implement input lock prevention * fix error on editor open * functional pause menu * bugfix * make unpausing not reset current play statistics * serialize initializer components in inspector instead of procedurally generating * sanity check * note for fade * make flashes in the camera prefabs instead of in world space remove / reorganize script files address issue #411 * fix bug with perfect campaign make minigame transitions hide the game canvas adjust animation of the song credits textbox * fully functional intro scene (placeholder for future title screen) refactored entire game loading procedure re-organized some files * add interaction query to disclaimer text * reword legal * anchor section medals to section display more tempo change placement controls * operation order bugfix * prep for future ratings and stats * loading text * autoload opening scene * splash screen adjustments added setting to force enable splash screen * adjust setting entry
100 lines
3.5 KiB
C#
100 lines
3.5 KiB
C#
using HeavenStudio.Util;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
using NaughtyBezierCurves;
|
|
|
|
namespace HeavenStudio.Games.Scripts_MunchyMonk
|
|
{
|
|
public class Dumpling : MonoBehaviour
|
|
{
|
|
public Animator otherAnim;
|
|
public float startBeat;
|
|
public float type;
|
|
const string sfxName = "munchyMonk/";
|
|
private bool canDestroy;
|
|
|
|
[Header("References")]
|
|
[SerializeField] Animator smearAnim;
|
|
[SerializeField] Animator anim;
|
|
|
|
private MunchyMonk game;
|
|
|
|
private void Awake()
|
|
{
|
|
game = MunchyMonk.instance;
|
|
game.firstTwoMissed = false;
|
|
}
|
|
|
|
private void Start()
|
|
{
|
|
if (type == 1f || type == 3f) {
|
|
game.ScheduleInput(startBeat, 1f, InputType.STANDARD_DOWN, Hit, Miss, Early);
|
|
} else if (type >= 3.5f) {
|
|
game.ScheduleInput(startBeat, 0.75f, InputType.STANDARD_DOWN, Hit, Miss, Early);
|
|
} else {
|
|
game.ScheduleInput(startBeat, type == 2f ? 1.5f : 2f, InputType.STANDARD_DOWN, Hit, Miss, Early);
|
|
}
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
if ((!Conductor.instance.isPlaying && !Conductor.instance.isPaused) || GameManager.instance.currentGame != "munchyMonk") {
|
|
GameObject.Destroy(gameObject);
|
|
}
|
|
|
|
if (canDestroy && anim.IsAnimationNotPlaying()) GameObject.Destroy(gameObject);
|
|
}
|
|
|
|
private void Hit(PlayerActionEvent caller, float state)
|
|
{
|
|
if (!canDestroy) {
|
|
game.MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f);
|
|
Jukebox.PlayOneShotGame(sfxName+"slap");
|
|
game.isStaring = false;
|
|
|
|
if (state >= 1f || state <= -1f)
|
|
{
|
|
game.MonkAnim.DoScaledAnimationAsync("Barely", 0.5f);
|
|
anim.DoScaledAnimationAsync("HitHead", 0.5f);
|
|
Jukebox.PlayOneShotGame(sfxName+"barely");
|
|
canDestroy = true;
|
|
} else {
|
|
game.MonkAnim.DoScaledAnimationAsync("Eat", 0.4f);
|
|
if (type == 2) otherAnim.DoScaledAnimationAsync("FollowHand", 0.5f);
|
|
smearAnim.Play("SmearAppear", 0, 0);
|
|
game.needBlush = true;
|
|
Jukebox.PlayOneShotGame(sfxName+"gulp");
|
|
if (game.forceGrow) game.growLevel += 1;
|
|
GameObject.Destroy(gameObject);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void Miss(PlayerActionEvent caller)
|
|
{
|
|
if (!canDestroy) {
|
|
anim.DoScaledAnimationAsync("FallOff", 0.5f);
|
|
canDestroy = true;
|
|
}
|
|
}
|
|
|
|
private void Early(PlayerActionEvent caller)
|
|
{
|
|
if (!(type == 2.5f) || game.firstTwoMissed) {
|
|
game.MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f);
|
|
game.MonkAnim.DoScaledAnimationAsync("Miss", 0.5f);
|
|
smearAnim.Play("SmearAppear", 0, 0);
|
|
anim.DoScaledAnimationAsync("HitHead", 0.5f);
|
|
MultiSound.Play(new MultiSound.Sound[] {
|
|
new MultiSound.Sound(sfxName+"slap", game.lastReportedBeat),
|
|
new MultiSound.Sound(sfxName+"miss", game.lastReportedBeat),
|
|
});
|
|
canDestroy = true;
|
|
game.needBlush = false;
|
|
game.firstTwoMissed = true;
|
|
}
|
|
}
|
|
}
|
|
}
|