HeavenStudioPlus/Assets/Scripts/Games/TapTroupe/TapTroupeCorner.cs
Rapandrasmus 3e0b835b11 TAP TROUPE ADDED! OKAY! (#288)
* Started

* Imported new spritesheet

* Set up new spritesheets

* Added foreground elements

* Added bopping

* SOUND FILES

* Working dough fixx lol

* Stepping Added!

* minor tweak

* Tap troupe inputs are queued yippee

* Tapping math stuff done

* Added tapping animations for npcs

* OKAY!

* Party Popper!

* Improved da particle

* Vine boom

* Ready for PR!

* Little fix

* anim adjustments

* Updated some sounds and scaling

* all anims done

---------

Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-02-18 22:12:59 +00:00

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.IsPlayingAnimationName("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(float beat)
{
bodyAnim.Play("PartyPopperReady", 0, 0);
BeatAction.New(game.gameObject, 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); Jukebox.PlayOneShotGame("tapTroupe/popper"); popperEffect.Play(); }),
new BeatAction.Action(beat + 3f, delegate { bodyAnim.Play("IdleBody", 0, 0); })
});
}
}
}