mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +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;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_TossBoys
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{
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public class TossKid : MonoBehaviour
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{
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[SerializeField] ParticleSystem _hitEffect;
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[SerializeField] GameObject arrow;
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Animator anim;
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[SerializeField] string prefix;
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TossBoys game;
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public bool crouch;
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bool preparing;
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private void Awake()
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{
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anim = GetComponent<Animator>();
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game = TossBoys.instance;
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DoAnimationScaledAsync("Idle", 20f);
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}
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public void HitBall(bool hit = true)
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{
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if (hit)
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{
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ParticleSystem spawnedEffect = Instantiate(_hitEffect, transform);
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spawnedEffect.Play();
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DoAnimationScaledAsync(crouch ? "CrouchHit" : "Hit", 0.5f);
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}
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else if (!anim.IsPlayingAnimationName(prefix + "Whiff") && !anim.IsPlayingAnimationName(prefix + "Miss"))
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{
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DoAnimationScaledAsync("Whiff", 0.5f);
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Jukebox.PlayOneShotGame("tossBoys/whiff");
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}
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}
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public void Bop()
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{
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if (!anim.IsAnimationNotPlaying() || crouch || preparing) return;
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DoAnimationScaledAsync("Bop", 0.5f);
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}
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public void Crouch()
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{
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DoAnimationScaledAsync("Crouch", 0.5f);
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crouch = true;
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}
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public void PopBall()
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{
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DoAnimationScaledAsync("Slap", 0.5f);
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preparing = false;
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}
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public void PopBallPrepare()
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{
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if (preparing) return;
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DoAnimationScaledAsync("PrepareHand", 0.5f);
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preparing = true;
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}
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public void Miss()
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{
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DoAnimationScaledAsync("Miss", 0.5f);
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}
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public void Barely()
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{
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DoAnimationScaledAsync("Barely", 0.5f);
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}
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public void ShowArrow(float startBeat, float length)
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{
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BeatAction.New(game.gameObject, new List<BeatAction.Action>(){
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new BeatAction.Action(startBeat, delegate { arrow.SetActive(true); }),
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new BeatAction.Action(startBeat + length, delegate { arrow.SetActive(false); }),
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});
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}
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void DoAnimationScaledAsync(string name, float time)
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{
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anim.DoScaledAnimationAsync(prefix + name, time);
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}
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}
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}
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