mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-23 01:55:16 +00:00
e6ca67b4de
* slot monster GO!
* Rearrangement
+ work on prep anim
* A bit more anim work
* oops
* oops! again!
* grayscale buttons
* basic code + sfx
huzzah!
* bg
* unassigned animation clip, oops
* basic logic, sfx
🤩
* more anim stuff
slowly
* tweaks
no the bounce on the release anim isnt done that crap is way too elastic rn
* icon
* eye sprites!! ill do more later
* baby's first text changes
* push before i revert the prepare
* flash/inputs actually working, create SlotButton.cs
flash now lerps in the SlotButton class, which makes things so. so much easier.
* coin pile,,,
(+ some tweaked anims, may further tweak)
* test block is kil
oops
* slight eyes rework + early barely anims
kill
* fixed eye 3
i am foolish
* eye barelies, consecutive c&rs
we're so close!
* reimport spritesheet
goodbye spritesheet weirdness
* Revert "reimport spritesheet"
This reverts commit f7bd24d14970467fc85a806b60b0fdb9b51b437d.
* okay reimported for realsies this time
* lose anim + larger coins
* I'm stupid + button tweaks
* READY FOR RECORDING
particles, win animation, etc.
* fix particles
* so close to being done :(( but weird input bug
* cleaning up
fix some bugs, add some stuff. this is almost ready for pr!!
* ITS DONE... FINALLY DONE...
* oops star tweak
* ass buns
---------
Co-authored-by: Seanski2 <seanbenedit@gmail.com>
95 lines
2.7 KiB
C#
95 lines
2.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System;
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using UnityEngine;
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using HeavenStudio.Util;
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using UnityEngine.Playables;
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namespace HeavenStudio.Games.Scripts_SlotMonster
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{
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public class SlotButton : MonoBehaviour
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{
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public bool pressed;
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public Color color; // used to ease between button colors and button flash colors! wow
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public PlayerActionEvent input;
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public bool missed;
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[Header("Components")]
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public Animator anim;
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[SerializeField] SpriteRenderer[] srs;
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private bool flashing;
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private const float FLASH_FRAMES = 4f;
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private int currentFrame;
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private SlotMonster game;
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public void Init(SlotMonster instance)
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{
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game = instance;
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pressed = true;
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color = srs[0].color;
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}
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private void LateUpdate()
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{
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Color newColor = color;
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if (pressed) {
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newColor = Color.LerpUnclamped(color, Color.black, 0.5f);
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} else if (flashing) {
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float normalized = currentFrame / FLASH_FRAMES;
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Debug.Log("normalized : " + normalized);
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float newR = EasingFunction.Linear(game.buttonFlashColor.r, color.r, normalized);
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float newG = EasingFunction.Linear(game.buttonFlashColor.g, color.g, normalized);
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float newB = EasingFunction.Linear(game.buttonFlashColor.b, color.b, normalized);
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newColor = new Color(newR, newG, newB);
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// Debug.Log("currentFrame / FLASH_FRAMES : " + currentFrame + "/" + FLASH_FRAMES);
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// newColor = Color.LerpUnclamped(color, game.buttonFlashColor, normalized);
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// Debug.Log("color : " + color);
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// Debug.Log("newColor : " + newColor);
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}
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foreach (var sr in srs) {
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sr.color = newColor;
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}
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}
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public void Ready()
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{
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anim.Play("PopUp", 0, 0);
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pressed = false;
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flashing = false;
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missed = false;
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}
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public void Press(bool isMiss)
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{
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anim.DoScaledAnimationAsync("Press", 0.5f);
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pressed = true;
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flashing = false;
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missed = isMiss;
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if (isMiss && input != null) {
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input.Disable();
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input.CleanUp();
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}
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}
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public void TryFlash()
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{
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if (!pressed) {
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anim.DoScaledAnimationAsync("Flash", 0.5f);
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}
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}
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// animation events
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public void AnimateColor(int frame)
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{
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currentFrame = frame;
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flashing = frame < FLASH_FRAMES;
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}
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}
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}
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