mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-13 05:05:08 +00:00
ac1804a901
* SupahScrollSetUp
* Scrolls now, with issues, also added a flames animation
* Started implementing new multiple space kickers
* bg recolor space soccer
* Recolorable dots!
* we circular motitating n shit
* ReAdded Enter and exit stuff
* I despise unexplainable bugs
* The balls are so buggy 😱
* Trying to fix someting
* Fixed Scroll Stutter
* Fixed a whiff bug
* Updated sounds and added ease event for space kickers
* Fixed some bugs
* Changed some names
* new option for quiz show random presses
* Board meeting bug fixes
* Testing Curve stuff
* Converted all code to use new curves, need to fix all issues
* Playing around with keypoint values, will probably expose them so someone else can mess with them
* curves be like
* Fixed stuff
* BALLS FIXED
* Fixed clappy trio stuff
* Added player move event
* Almost fixed, just need to fix wonkiness with high kick toe
* Fixed da bug
* Board meeting and quiz show tweaks
* Fix for board meeting and enter/exit presets for space soccer
* Stop ball added
* Updated how scroll works
94 lines
No EOL
2.4 KiB
C#
94 lines
No EOL
2.4 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_ClappyTrio
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{
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public class ClappyTrioPlayer : PlayerActionObject
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{
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ClappyTrio game;
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private float lastClapBeat;
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private float lastClapLength;
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public bool clapStarted = false;
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public bool canHit;
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private GameObject clapEffect;
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private void Awake()
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{
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game = ClappyTrio.instance;
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clapEffect = transform.GetChild(4).GetChild(3).gameObject;
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}
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private void Update()
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{
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if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
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{
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Clap(false);
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game.ScoreMiss();
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}
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}
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public void QueueClap(float startBeat, float length)
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{
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lastClapBeat = startBeat;
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lastClapLength = length;
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game.ScheduleInput(startBeat, length, InputType.STANDARD_DOWN, Just, Miss, Out);
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}
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private void Just(PlayerActionEvent caller, float state)
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{
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if (!canHit) {
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Clap(false);
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return;
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}
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if (state >= 1f || state <= -1f) { //todo: proper near miss feedback
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Clap(false);
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return;
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}
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Clap(true);
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}
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private void Miss(PlayerActionEvent caller) {
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game.playerHitLast = false;
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game.missed = true;
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game.emoCounter = 2;
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if (clapStarted)
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this.canHit = false;
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}
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private void Out(PlayerActionEvent caller) {}
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private void Clap(bool just)
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{
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game.emoCounter = 2;
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if (just)
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{
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clapEffect.SetActive(true);
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Jukebox.PlayOneShotGame("clappyTrio/rightClap");
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if (this.canHit)
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game.playerHitLast = true;
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}
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else
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{
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clapEffect.SetActive(false);
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Jukebox.PlayOneShot("miss");
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game.playerHitLast = false;
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game.missed = true;
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if (clapStarted)
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this.canHit = false;
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}
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clapStarted = false;
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game.SetFace(game.Lion.Count - 1, 4);
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this.GetComponent<Animator>().Play("Clap", 0, 0);
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}
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}
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} |