HeavenStudioPlus/Assets/Scripts/Games/TossBoys/TossKid.cs
Rapandrasmus 14e9c99503 Toss Boys (#424)
* 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>
2023-05-19 22:21:02 +00:00

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);
}
}
}