mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 22:25:07 +00:00
a1f872ef4f
* everything! conveyor belt is lined up with cans, ive got the blackout in, everythings good. i might add in some recoloring, tho * rename to cannery and The Cannery, respectively * ColorEase struct, new spritesheet * a few anims, uninstancing start compiler errors! just wanna get mannequin factory done * a singular semicolon good job me * update: revoked semicolon and A privileges * The: fix mwuahahhaha * started working on anims * restore lost anims and some new ones * add new anims * add icon, remove colorease adding colorease in a different pr * BG stuffs * Cannery Visual Overhaul Yeah! * ok for some reason this animation was not in the changes list until i closed unity yeah ok fuck you * make bg controlled by code simple ease + speed modifier and it's controlled by delta time and that's cannery finished!! it truly looks amazing now. --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com> Co-authored-by: saladplainzone <chocolate2890mail@gmail.com>
48 lines
1.5 KiB
C#
48 lines
1.5 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
using HeavenStudio.Util;
|
|
|
|
namespace HeavenStudio.Games.Scripts_Cannery
|
|
{
|
|
public class Can : MonoBehaviour
|
|
{
|
|
public double startBeat;
|
|
|
|
[Header("Components")]
|
|
[SerializeField] Animator anim;
|
|
|
|
public Cannery game;
|
|
|
|
private void Awake()
|
|
{
|
|
if (Random.Range(0, 1f) >= 0.5f) anim.Play("Flip", 0);
|
|
|
|
game.ScheduleInput(startBeat, 1, Minigame.InputAction_BasicPress, Hit, null, null);
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, 2);
|
|
if (normalizedBeat > 1) Destroy(gameObject);
|
|
anim.DoNormalizedAnimation("Move", normalizedBeat, 0);
|
|
}
|
|
|
|
private void Hit(PlayerActionEvent caller, float state)
|
|
{
|
|
SoundByte.PlayOneShotGame("cannery/can");
|
|
anim.DoScaledAnimationAsync("Can", 0.5f, 0, 1);
|
|
if (state is >= 1 or <= -1) {
|
|
SoundByte.PlayOneShot("miss");
|
|
game.cannerAnim.DoScaledAnimationAsync("CanBarely", 0.5f);
|
|
double beat = caller.startBeat + caller.timer;
|
|
BeatAction.New(this, new() {
|
|
new(beat + 0.35f, () => anim.DoScaledAnimationAsync("Reopen", 0.5f, 0, 1))
|
|
});
|
|
} else {
|
|
game.cannerAnim.DoScaledAnimationAsync("Can", 0.5f);
|
|
}
|
|
}
|
|
}
|
|
}
|