mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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124 lines
3.6 KiB
C#
124 lines
3.6 KiB
C#
using DG.Tweening;
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using NaughtyBezierCurves;
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using HeavenStudio.Util;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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public static class CtrBearLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("blueBear", "Blue Bear \n<color=#eb5454>[WIP don't use]</color>", "B4E6F6", false, false, new List<GameAction>()
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{
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new GameAction("donut", delegate { BlueBear.instance.SpawnTreat(eventCaller.currentEntity.beat, false); }, 3, false),
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new GameAction("cake", delegate { BlueBear.instance.SpawnTreat(eventCaller.currentEntity.beat, true); }, 4, false),
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});
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}
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}
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}
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namespace HeavenStudio.Games
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{
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using Scripts_BlueBear;
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public class BlueBear : Minigame
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{
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[Header("Animators")]
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public Animator headAndBodyAnim; // Head and body
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public Animator bagsAnim; // Both bags sprite
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public Animator donutBagAnim; // Individual donut bag
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public Animator cakeBagAnim; // Individual cake bag
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[Header("References")]
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public GameObject donutBase;
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public GameObject cakeBase;
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public GameObject crumbsBase;
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public Transform foodHolder;
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public Transform crumbsHolder;
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public GameObject individualBagHolder;
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[Header("Curves")]
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public BezierCurve3D donutCurve;
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public BezierCurve3D cakeCurve;
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[Header("Gradients")]
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public Gradient donutGradient;
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public Gradient cakeGradient;
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private bool squashing;
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public static BlueBear instance;
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private void Awake()
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{
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instance = this;
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}
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private void Update()
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{
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headAndBodyAnim.SetBool("ShouldOpenMouth", foodHolder.childCount != 0);
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if (PlayerInput.GetAnyDirectionDown())
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{
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headAndBodyAnim.Play("BiteL", 0, 0);
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}
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else if (PlayerInput.Pressed())
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{
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headAndBodyAnim.Play("BiteR", 0, 0);
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}
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}
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private void LateUpdate()
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{
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if (squashing)
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{
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var dState = donutBagAnim.GetCurrentAnimatorStateInfo(0);
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var cState = cakeBagAnim.GetCurrentAnimatorStateInfo(0);
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bool noDonutSquash = dState.IsName("DonutIdle");
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bool noCakeSquash = cState.IsName("CakeIdle");
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if (noDonutSquash && noCakeSquash)
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{
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squashing = false;
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bagsAnim.Play("Idle", 0, 0);
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}
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}
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}
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public void SpawnTreat(float beat, bool isCake)
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{
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var objectToSpawn = isCake ? cakeBase : donutBase;
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var newTreat = GameObject.Instantiate(objectToSpawn, foodHolder);
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var treatComp = newTreat.GetComponent<Treat>();
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treatComp.startBeat = beat;
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treatComp.curve = isCake ? cakeCurve : donutCurve;
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newTreat.SetActive(true);
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Jukebox.PlayOneShotGame(isCake ? "blueBear/cake" : "blueBear/donut");
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SquashBag(isCake);
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}
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public void SquashBag(bool isCake)
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{
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squashing = true;
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bagsAnim.Play("Squashing", 0, 0);
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individualBagHolder.SetActive(true);
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if (isCake)
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{
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cakeBagAnim.Play("CakeSquash", 0, 0);
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}
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else
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{
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donutBagAnim.Play("DonutSquash", 0, 0);
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}
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}
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}
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}
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