mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 19:55:09 +00:00
3a4279ce5e
* Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
578 lines
23 KiB
C#
578 lines
23 KiB
C#
using DG.Tweening;
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using NaughtyBezierCurves;
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using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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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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{
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return new Minigame("blueBear", "Blue Bear", "b4e6f6", "e7e7e7", "bf9d34", false, false, new List<GameAction>()
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{
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new GameAction("donut", "Donut")
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{
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preFunction = delegate { BlueBear.TreatSound(eventCaller.currentEntity.beat, false); },
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function = delegate { BlueBear.instance.SpawnTreat(eventCaller.currentEntity.beat, false, eventCaller.currentEntity.beat, eventCaller.currentEntity["long"], eventCaller.currentEntity["open"]); },
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defaultLength = 3,
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parameters = new()
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{
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new("long", false, "Mouth Hold", "Toggle if Beary should keep his mouth and neck extended after catching the treat."),
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new("open", true, "Open Mouth", "Toggle if Beary should open his mouth in preparation for the treat.")
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}
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},
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new GameAction("cake", "Cake")
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{
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preFunction = delegate { BlueBear.TreatSound(eventCaller.currentEntity.beat, true); },
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function = delegate { BlueBear.instance.SpawnTreat(eventCaller.currentEntity.beat, true, eventCaller.currentEntity.beat, eventCaller.currentEntity["long"], eventCaller.currentEntity["open"]); },
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defaultLength = 4,
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parameters = new()
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{
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new("long", false, "Mouth Hold", "Toggle if Beary should keep his mouth and neck extended after catching the treat."),
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new("open", true, "Open Mouth", "Toggle if Beary should open his mouth in preparation for the treat.")
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}
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},
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new GameAction("stretchEmotion", "Emotion")
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{
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function = delegate { var e = eventCaller.currentEntity; if (e["instant"] || e["type"] == (int)BlueBear.EmotionStretchType.NoEmotion) BlueBear.instance.SetEmotion(e.beat, e["type"]); },
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defaultLength = 4,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("type", BlueBear.EmotionStretchType.NoEmotion, "Emotion", "Set the emotion animation Beary should play.", new()
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{
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new((x, _) => (int)x != (int)BlueBear.EmotionStretchType.NoEmotion, new string[] { "instant" })
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}),
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new Param("instant", false, "Instant", "Toggle if the emotion should jump to it's end state. Making \"LookUp\" instant will cause Beary to keep his head down."),
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}
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},
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new GameAction("wind", "Wind")
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{
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function = delegate { BlueBear.instance.Wind(); },
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defaultLength = 0.5f
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},
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new GameAction("sigh", "Sigh")
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{
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function = delegate { BlueBear.instance.Sigh(); },
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defaultLength = 0.5f
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},
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new GameAction("open", "Open Mouth")
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{
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function = delegate { BlueBear.instance.OpenMouth(); },
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defaultLength = 0.5f
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},
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new GameAction("story", "Memory Drawing")
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{
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defaultLength = 4,
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parameters = new List<Param>()
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{
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new Param("story", BlueBear.StoryType.Date, "Memory", "Set the memory that should appear."),
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new Param("enter", true, "Enter", "Toggle if the memory should enter or exit the scene.")
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},
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resizable = true
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},
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new GameAction("crumb", "Set Crumb Thresholds")
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{
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function = delegate { var e = eventCaller.currentEntity; BlueBear.instance.SetCrumbThreshold(e["right"], e["left"], e["reset"]); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("right", new EntityTypes.Integer(0, 500, 15), "Right Crumb", "Set how many treats Beary needs to eat for the right crumb to appear."),
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new Param("left", new EntityTypes.Integer(0, 500, 30), "Left Crumb", "Set how many treats Beary needs to eat for the left crumb to appear."),
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new Param("reset", false, "Reset Treats Eaten", "Toggle if the current amount of treats eaten (and crumbs) should be reset.")
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}
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}
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},
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new List<string>() { "ctr", "normal" },
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"ctrbear", "en",
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new List<string>() { }
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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 Jukebox;
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using Scripts_BlueBear;
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public class BlueBear : Minigame
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{
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public enum EmotionStretchType
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{
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NoEmotion = -1,
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LookUp = 0,
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Smile = 1,
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StartCrying = 2,
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ClosedEyes = 3,
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SmileInstant = 4,
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CryingInstant
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}
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public static bool IsInstantEmotion(int emotion)
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{
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return emotion is (int)EmotionStretchType.NoEmotion or (int)EmotionStretchType.ClosedEyes or (int)EmotionStretchType.SmileInstant or (int)EmotionStretchType.CryingInstant;
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}
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public enum StoryType
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{
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Date,
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Gift,
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Girl,
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Eat,
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BreakUp
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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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[SerializeField] Animator windAnim;
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[Header("References")]
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[SerializeField] GameObject leftCrumb;
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[SerializeField] GameObject rightCrumb;
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[SerializeField] private Animator _storyAnim;
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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("Variables")]
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private int rightCrumbAppearThreshold = 15;
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private int leftCrumbAppearThreshold = 30;
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private int eatenTreats = 0;
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bool crying;
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private List<RiqEntity> _allStoryEvents = new();
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[SerializeField] private SuperCurveObject.Path[] _treatCurves;
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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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[NonSerialized] public int shouldOpenMouthCount = 0;
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public static BlueBear instance;
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const int IALeft = 0;
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const int IARight = 1;
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protected static bool IA_PadLeft(out double dt)
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{
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return PlayerInput.GetPadDown(InputController.ActionsPad.Up, out dt)
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|| PlayerInput.GetPadDown(InputController.ActionsPad.Down, out dt)
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|| PlayerInput.GetPadDown(InputController.ActionsPad.Left, out dt)
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|| PlayerInput.GetPadDown(InputController.ActionsPad.Right, out dt);
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}
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protected static bool IA_BatonLeft(out double dt)
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{
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return PlayerInput.GetBatonDown(InputController.ActionsBaton.West, out dt);
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}
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protected static bool IA_TouchLeft(out double dt)
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{
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bool want = PlayerInput.GetTouchDown(InputController.ActionsTouch.Left, out dt);
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bool simul = false;
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// if (!want)
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// {
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// simul = PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
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// && instance.IsExpectingInputNow(InputAction_Left.inputLockCategory)
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// && instance.IsExpectingInputNow(InputAction_Right.inputLockCategory);
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// }
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return want || simul;
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}
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protected static bool IA_PadRight(out double dt)
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{
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return PlayerInput.GetPadDown(InputController.ActionsPad.East, out dt);
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}
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protected static bool IA_BatonRight(out double dt)
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{
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return PlayerInput.GetBatonDown(InputController.ActionsBaton.East, out dt);
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}
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protected static bool IA_TouchRight(out double dt)
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{
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bool want = PlayerInput.GetTouchDown(InputController.ActionsTouch.Right, out dt);
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bool simul = false;
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// if (!want)
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// {
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// simul = PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
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// && instance.IsExpectingInputNow(InputAction_Right.inputLockCategory)
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// && instance.IsExpectingInputNow(InputAction_Left.inputLockCategory);
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// }
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return want || simul;
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}
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public static PlayerInput.InputAction InputAction_Left =
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new("CtrBearLeft", new int[] { IALeft, IALeft, IALeft },
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IA_PadLeft, IA_TouchLeft, IA_BatonLeft);
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public static PlayerInput.InputAction InputAction_Right =
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new("CtrBearRight", new int[] { IARight, IARight, IARight },
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IA_PadRight, IA_TouchRight, IA_BatonRight);
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// Editor gizmo to draw trajectories
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new void OnDrawGizmos()
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{
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base.OnDrawGizmos();
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foreach (SuperCurveObject.Path path in _treatCurves)
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{
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if (path.preview)
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{
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donutBase.GetComponent<SuperCurveObject>().DrawEditorGizmo(path);
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}
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}
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}
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public SuperCurveObject.Path GetPath(string name)
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{
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foreach (SuperCurveObject.Path path in _treatCurves)
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{
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if (path.name == name)
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{
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return path;
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}
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}
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return default(SuperCurveObject.Path);
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}
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private void Awake()
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{
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instance = this;
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_allStoryEvents = EventCaller.GetAllInGameManagerList("blueBear", new string[] { "story" });
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UpdateStory();
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}
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private int _storyIndex = 0;
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private void UpdateStory()
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{
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var cond = Conductor.instance;
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if (_storyIndex >= _allStoryEvents.Count) return;
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var currentStory = _allStoryEvents[_storyIndex];
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if (cond.songPositionInBeatsAsDouble >= currentStory.beat + currentStory.length && _storyIndex + 1 != _allStoryEvents.Count)
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{
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_storyIndex++;
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UpdateStory();
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return;
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}
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float normalizedBeat = Mathf.Clamp01(cond.GetPositionFromBeat(currentStory.beat, currentStory.length));
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bool enter = currentStory["enter"];
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switch (currentStory["story"])
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{
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case (int)StoryType.Date:
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_storyAnim.DoNormalizedAnimation(enter ? "Flashback0" : "Flashback0Exit", normalizedBeat);
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break;
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case (int)StoryType.Gift:
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_storyAnim.DoNormalizedAnimation(enter ? "Flashback1" : "Flashback1Exit", normalizedBeat);
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break;
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case (int)StoryType.Girl:
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_storyAnim.DoNormalizedAnimation(enter ? "Flashback2" : "Flashback2Exit", normalizedBeat);
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break;
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case (int)StoryType.Eat:
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_storyAnim.DoNormalizedAnimation(enter ? "Flashback3" : "Flashback3Exit", normalizedBeat);
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break;
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default:
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_storyAnim.DoNormalizedAnimation(enter ? "Breakup" : "BreakupExit", normalizedBeat);
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break;
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}
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}
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private void Update()
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{
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headAndBodyAnim.SetBool("ShouldOpenMouth", shouldOpenMouthCount != 0 || _wantMouthOpen);
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if (headAndBodyAnim.GetBool("ShouldOpenMouth"))
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{
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_emotionCancelledBeat = Conductor.instance.songPositionInBeatsAsDouble;
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}
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if (PlayerInput.GetIsAction(InputAction_Left) && !IsExpectingInputNow(InputAction_Left.inputLockCategory))
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{
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SoundByte.PlayOneShotGame("blueBear/whiff", -1, SoundByte.GetPitchFromSemiTones(UnityEngine.Random.Range(-1, 2), false));
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Bite(Conductor.instance.songPositionInBeatsAsDouble, true, false);
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}
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else if (PlayerInput.GetIsAction(InputAction_Right) && !IsExpectingInputNow(InputAction_Right.inputLockCategory))
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{
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SoundByte.PlayOneShotGame("blueBear/whiff", -1, SoundByte.GetPitchFromSemiTones(UnityEngine.Random.Range(-1, 2), false));
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Bite(Conductor.instance.songPositionInBeatsAsDouble, false, false);
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}
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UpdateEmotions();
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UpdateStory();
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headAndBodyAnim.SetScaledAnimationSpeed();
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bagsAnim.SetScaledAnimationSpeed();
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cakeBagAnim.SetScaledAnimationSpeed();
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donutBagAnim.SetScaledAnimationSpeed();
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windAnim.SetScaledAnimationSpeed();
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}
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private double _emotionCancelledBeat = -1;
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private int _emotionIndex = 0;
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private List<RiqEntity> _allEmotionsStretch = new();
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private EmotionStretchType _lastEmotion = EmotionStretchType.LookUp;
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private bool _firstEmotionFrame = true;
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private void UpdateEmotions()
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{
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var cond = Conductor.instance;
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if (_allEmotionsStretch.Count == 0 || _emotionIndex >= _allEmotionsStretch.Count) return;
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var beat = cond.songPositionInBeatsAsDouble;
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var e = _allEmotionsStretch[_emotionIndex];
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if (beat > e.beat + e.length)
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{
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_emotionIndex++;
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_lastEmotion = (EmotionStretchType)_allEmotionsStretch[_emotionIndex - 1]["type"];
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crying = _lastEmotion == EmotionStretchType.StartCrying;
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_firstEmotionFrame = true;
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if (_lastEmotion == EmotionStretchType.Smile)
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{
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headAndBodyAnim.DoScaledAnimationAsync("StopSmile", 0.5f);
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}
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UpdateEmotions();
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return;
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}
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if (beat >= e.beat && beat < e.beat + e.length && !(_emotionCancelledBeat >= e.beat))
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{
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_lastEmotion = (EmotionStretchType)e["type"];
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crying = _lastEmotion == EmotionStretchType.StartCrying;
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if (_firstEmotionFrame && _lastEmotion == EmotionStretchType.Smile)
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{
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headAndBodyAnim.DoScaledAnimationAsync("Smile", 0.5f);
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_firstEmotionFrame = false;
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}
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float normalizedBeat = cond.GetPositionFromBeat(e.beat, e.length);
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string animName = (EmotionStretchType)e["type"] switch
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{
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EmotionStretchType.LookUp => "OpenEyes",
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EmotionStretchType.Smile => "",
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EmotionStretchType.StartCrying => "Sad",
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EmotionStretchType.NoEmotion => "",
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_ => throw new NotImplementedException(),
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};
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if (animName != "") headAndBodyAnim.DoNormalizedAnimation(animName, normalizedBeat);
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}
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}
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private void HandleEmotions(double beat)
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{
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_allEmotionsStretch = EventCaller.GetAllInGameManagerList("blueBear", new string[] { "stretchEmotion" }).FindAll(x => !IsInstantEmotion(x["type"]));
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if (_allEmotionsStretch.Count != 0)
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{
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UpdateEmotions();
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var allEmosBeforeBeat = _allEmotionsStretch.FindAll(x => x.beat < beat);
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if (allEmosBeforeBeat.Count != 0)
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{
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if ((EmotionStretchType)allEmosBeforeBeat[^1]["type"] == EmotionStretchType.StartCrying)
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{
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headAndBodyAnim.DoScaledAnimationAsync("CryIdle", 0.5f);
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}
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else if ((EmotionStretchType)allEmosBeforeBeat[^1]["type"] == EmotionStretchType.Smile)
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{
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headAndBodyAnim.DoScaledAnimationAsync("SmileIdle", 0.5f);
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}
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}
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}
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var allSetEmotionsBeforeBeat = EventCaller.GetAllInGameManagerList("blueBear", new string[] { "stretchEmotion" }).FindAll(x => IsInstantEmotion(x["type"]) && x.beat < beat);
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if (allSetEmotionsBeforeBeat.Count == 0) return;
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var lastEvent = allSetEmotionsBeforeBeat[^1];
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SetEmotion(lastEvent.beat, lastEvent["type"]);
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}
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public override void OnPlay(double beat)
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{
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HandleTreatsOnStart(beat);
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HandleEmotions(beat);
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HandleCrumbs(beat);
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}
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public override void OnGameSwitch(double beat)
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{
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HandleTreatsOnStart(beat);
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HandleEmotions(beat);
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HandleCrumbs(beat);
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}
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private void HandleTreatsOnStart(double gameswitchBeat)
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{
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var allTreatEvents = EventCaller.GetAllInGameManagerList("blueBear", new string[] { "donut", "cake" });
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foreach (var e in allTreatEvents)
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{
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if (e.beat + e.length - 1 > gameswitchBeat && e.beat < gameswitchBeat)
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{
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SpawnTreat(e.beat, e.datamodel == "blueBear/cake", gameswitchBeat, e["long"], e["open"]);
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}
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}
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}
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public void Wind()
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{
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windAnim.DoScaledAnimationAsync("Wind", 0.5f);
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}
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public void Sigh()
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{
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headAndBodyAnim.DoScaledAnimationAsync("Sigh", 0.5f);
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}
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public void OpenMouth()
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{
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_wantMouthOpen = true;
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}
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public void Bite(double beat, bool left, bool longBite)
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{
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_emotionCancelledBeat = beat;
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_wantMouthOpen = false;
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if (crying)
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{
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headAndBodyAnim.DoScaledAnimationAsync((longBite ? "Long" : "") + (left ? "CryBiteL" : "CryBiteR"), 0.5f);
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}
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else
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{
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headAndBodyAnim.DoScaledAnimationAsync((longBite ? "Long" : "") + (left ? "BiteL" : "BiteR"), 0.5f);
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}
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}
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private void HandleCrumbs(double beat)
|
|
{
|
|
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("blueBear", new string[] { "crumb" }).FindAll(x => x.beat < beat);
|
|
if (allEventsBeforeBeat.Count == 0) return;
|
|
var lastCrumbEvent = allEventsBeforeBeat[^1];
|
|
SetCrumbThreshold(lastCrumbEvent["right"], lastCrumbEvent["left"], lastCrumbEvent["reset"]);
|
|
EatTreat(false);
|
|
}
|
|
|
|
public void SetCrumbThreshold(int rightThreshold, int leftThreshold, bool reset)
|
|
{
|
|
rightCrumbAppearThreshold = rightThreshold;
|
|
leftCrumbAppearThreshold = leftThreshold;
|
|
if (reset) eatenTreats = 0;
|
|
}
|
|
|
|
public void EatTreat(bool appendTreats = true)
|
|
{
|
|
if (appendTreats) eatenTreats++;
|
|
if (eatenTreats >= leftCrumbAppearThreshold)
|
|
{
|
|
leftCrumb.SetActive(true);
|
|
}
|
|
else
|
|
{
|
|
leftCrumb.SetActive(false);
|
|
}
|
|
if (eatenTreats >= rightCrumbAppearThreshold)
|
|
{
|
|
rightCrumb.SetActive(true);
|
|
}
|
|
else
|
|
{
|
|
rightCrumb.SetActive(false);
|
|
}
|
|
}
|
|
|
|
private void LateUpdate()
|
|
{
|
|
if (squashing)
|
|
{
|
|
var dState = donutBagAnim.GetCurrentAnimatorStateInfo(0);
|
|
var cState = cakeBagAnim.GetCurrentAnimatorStateInfo(0);
|
|
|
|
bool noDonutSquash = dState.IsName("DonutIdle");
|
|
bool noCakeSquash = cState.IsName("CakeIdle");
|
|
|
|
if (noDonutSquash && noCakeSquash)
|
|
{
|
|
squashing = false;
|
|
bagsAnim.DoScaledAnimationAsync("Idle", 0.5f);
|
|
}
|
|
}
|
|
}
|
|
|
|
private bool _wantMouthOpen = false;
|
|
|
|
public void SetEmotion(double beat, int emotion)
|
|
{
|
|
_emotionCancelledBeat = beat;
|
|
_wantMouthOpen = false;
|
|
crying = false;
|
|
switch (emotion)
|
|
{
|
|
case (int)EmotionStretchType.NoEmotion:
|
|
headAndBodyAnim.DoScaledAnimationAsync("Idle", 0.5f);
|
|
break;
|
|
case (int)EmotionStretchType.ClosedEyes:
|
|
headAndBodyAnim.DoScaledAnimationAsync("EyesClosed", 0.5f);
|
|
break;
|
|
case (int)EmotionStretchType.CryingInstant:
|
|
headAndBodyAnim.DoScaledAnimationAsync("CryIdle", 0.5f);
|
|
crying = true;
|
|
break;
|
|
case (int)EmotionStretchType.SmileInstant:
|
|
headAndBodyAnim.DoScaledAnimationAsync("SmileIdle", 0.5f);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
public void SpawnTreat(double beat, bool isCake, double gameSwitchBeat, bool longBite, bool shouldOpen)
|
|
{
|
|
var objectToSpawn = isCake ? cakeBase : donutBase;
|
|
var newTreat = GameObject.Instantiate(objectToSpawn, foodHolder);
|
|
|
|
var treatComp = newTreat.GetComponent<Treat>();
|
|
treatComp.startBeat = beat;
|
|
treatComp.hold = longBite;
|
|
treatComp.shouldOpen = shouldOpen;
|
|
if (shouldOpen) shouldOpenMouthCount++;
|
|
|
|
newTreat.SetActive(true);
|
|
|
|
if (beat >= gameSwitchBeat) SquashBag(isCake);
|
|
}
|
|
|
|
public static void TreatSound(double beat, bool isCake)
|
|
{
|
|
SoundByte.PlayOneShot(isCake ? "games/blueBear/cake" : "games/blueBear/donut", beat);
|
|
}
|
|
|
|
public void SquashBag(bool isCake)
|
|
{
|
|
squashing = true;
|
|
bagsAnim.DoScaledAnimationAsync("Squashing", 0.5f);
|
|
|
|
individualBagHolder.SetActive(true);
|
|
|
|
if (isCake)
|
|
{
|
|
cakeBagAnim.DoScaledAnimationAsync("CakeSquash", 0.5f);
|
|
}
|
|
else
|
|
{
|
|
donutBagAnim.DoScaledAnimationAsync("DonutSquash", 0.5f);
|
|
}
|
|
}
|
|
}
|
|
}
|