mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-13 05:05:08 +00:00
36afef6f9e
* lotta stuffs
* dj school bug fixed
* dog ninja overhauled AGAIN. you can start a cue outside of the game now (something i planned months ago lol)
* also two objects will not overlap when they're the same but when they're not the same they will overlap
* commiting cause im gonna try half-recoding meat grinder
* also im trying to fix mrupbeat's beeping cuz oh my god how is this not fixed yet
* meat grinder finished + tap trial bug fixed + mute dog ninja
MUTE DOG NINJA ONLY WHEN INACTIVE ‼️
* last minute stuff + mr upbeat
i will be reworking mr upbeat in another branch but i wanna not bloat this pr any further so bleehhhh :P
* dj school final bug fix
70 lines
No EOL
1.7 KiB
C#
70 lines
No EOL
1.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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using Starpelly;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_MrUpbeat
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{
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public class UpbeatMan : MonoBehaviour
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{
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[Header("References")]
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public MrUpbeat game;
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public Animator animator;
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public Animator blipAnimator;
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public GameObject[] shadows;
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public float targetBeat = 0.25f;
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public int stepTimes = 0;
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private bool stepped = false;
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private bool onGround = false;
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public GameEvent blip = new GameEvent();
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public void Idle()
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{
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stepTimes = 0;
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transform.localScale = new Vector3(1, 1);
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animator.Play("Idle", 0, 0);
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}
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public void Step()
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{
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stepTimes++;
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animator.Play("Step", 0, 0);
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Jukebox.PlayOneShotGame("mrUpbeat/step");
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onGround = false;
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CheckShadows();
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}
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public void Fall()
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{
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animator.Play("Fall", 0, 0);
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Jukebox.PlayOneShot("miss");
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shadows[0].SetActive(false);
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shadows[1].SetActive(false);
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onGround = true;
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}
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private void CheckShadows()
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{
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if (onGround) return;
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if (stepTimes % 2 == 1)
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{
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shadows[0].SetActive(false);
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shadows[1].SetActive(true);
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transform.localScale = new Vector3(-1, 1);
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} else
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{
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shadows[0].SetActive(true);
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shadows[1].SetActive(false);
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transform.localScale = new Vector3(1, 1);
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}
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}
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}
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} |