mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-13 05:05:08 +00:00
3a84c7c9bd
* meat grinder prefab + sprite cutting/naming done + icon
title :)
* Boss Bop, Miss, & Signal Anims
can you read
* Boss Call Anim
self-explanatory
* fix the z axis + new sprite
still working on getting those bops working. they're a bit weird (not the anim itself)
* Restored Meat Grinder Animations
i have no idea what just happened with github but the animations are back
* All Tack Animations Complete
just missing the meat anims
* Literally two lines changed
skull emoji (forgot to set the light meat for the miss anim to inactive by default)
* Meat Grinder Anims (should be) Done
Added the Meat Hit anims
* goodnight
* bopping every beat
* tons of sfx
* meat calls with their corresponding sfx/animations have been added
* prefunctions...
* inputs + sfx + prefunction
making swift progress here :)
* little commit
more cues and animation stuff so that i can have new animations
* Meat Toss Anims
also fixed up some of tack's hit anims to make the smear more consistent
* night night
* moved all the meat stuff to a new script
-this should help with instantiating the meat
* animations are a bit more comprehensive
* man, barelies are way easier than i thought they were gonna be
* instantiating works now
committing to work on my pc instead of my laptop
but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do...
* Boss Animation Tweaks
Adjusted Boss' bop and miss animations
* woohoo animation!
hi sean this is for u. tell me anything to tweak :)
* Quick Meat Toss Anim Fix
Prevents meat from playing the toss animation twice
* meat hit animation works!
sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that
also just general improvements + framework for different meats
* it's done! or at least out of wip!
* you can select which meat type is tossed (defaults to random)
* ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.)
* overall just optimized code
* removed WIP from game name
* a few touch-ups
* change all sfx to ogg
-also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue
* fixed boss not bopping a beat after a signal
-a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be)
* i have stashed changes :P
* new bg + remove references
title
* boss weird bopping fixed + game switches fixed
* final touch-ups
* random things just broke
* for whatever reason animation controller for boss got reverted, breaking an animation
* and we forgot to merge two spritesheets instead of just replacing one with the other. oops
* sfx volume lowerd
* ok cool commit time
* added superscroll (MADE BY STARPELLY)
* fixed dog ninja backwards compatibility
* fixed meat grinder's startinterval need
* added d pad controls to dog ninja and meat grinder
* oops forgot to add dpad for dog ninja
* remove d-pad from meat grinder 😢
---------
Co-authored-by: Seanski2 <seanbenedit@gmail.com>
158 lines
5.1 KiB
C#
158 lines
5.1 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 NaughtyBezierCurves;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_DogNinja
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{
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public class ThrowObject : PlayerActionObject
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{
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public float startBeat;
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public int type;
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public string textObj;
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public bool fromLeft;
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public bool fromRight;
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public int direction;
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private Vector3 objPos;
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private bool isActive = true;
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private float barelyTime;
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string sfxNum = "dogNinja/";
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[Header("Animators")]
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Animator DogAnim;
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[Header("References")]
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public BezierCurve3D curve;
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[SerializeField] BezierCurve3D barelyCurve;
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[SerializeField] BezierCurve3D BarelyLeftCurve;
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[SerializeField] BezierCurve3D BarelyRightCurve;
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[SerializeField] GameObject HalvesLeftBase;
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[SerializeField] GameObject HalvesRightBase;
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[SerializeField] Transform ObjectParent;
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public Sprite[] objectLeftHalves;
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public Sprite[] objectRightHalves;
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private DogNinja game;
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private void Awake()
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{
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game = DogNinja.instance;
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DogAnim = game.DogAnim;
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}
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private void Start()
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{
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barelyCurve = fromLeft ? BarelyRightCurve : BarelyLeftCurve;
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sfxNum += type < 7 ? "fruit" : textObj;
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if (direction == 2 && fromLeft) {} else { Jukebox.PlayOneShotGame(sfxNum+"1"); }
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game.ScheduleInput(startBeat, 1f, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, Hit, Miss, Out);
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DogAnim.SetBool("needPrepare", true);
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}
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private void Update()
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{
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float flyPos = Conductor.instance.GetPositionFromBeat(startBeat, 1f)+1.1f;
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float flyPosBarely = Conductor.instance.GetPositionFromBeat(barelyTime, 1f)+1f;
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if (isActive) {
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flyPos *= 0.31f;
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transform.position = curve.GetPoint(flyPos);
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objPos = curve.GetPoint(flyPos);
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// destroy object when it's off-screen
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if (flyPos > 1f) {
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GameObject.Destroy(gameObject);
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}
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} else {
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flyPosBarely *= 0.3f;
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transform.position = barelyCurve.GetPoint(flyPosBarely) + objPos;
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float rot = fromLeft ? 200f : -200f;
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transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (rot * Time.deltaTime));
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if (flyPosBarely > 1f) {
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GameObject.Destroy(gameObject);
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}
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}
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if ((!Conductor.instance.isPlaying && !Conductor.instance.isPaused)
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|| GameManager.instance.currentGame != "dogNinja") {
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GameObject.Destroy(gameObject);
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}
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}
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private void SuccessSlice()
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{
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string Slice = "Slice";
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if (direction == 0) {
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Slice += "Left";
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} else if (direction == 1) {
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Slice += "Right";
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} else {
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Slice += "Both";
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}
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DogAnim.DoScaledAnimationAsync(Slice, 0.5f);
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if (!(direction == 2 && fromLeft)) Jukebox.PlayOneShotGame(sfxNum+"2");
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game.WhichLeftHalf.sprite = objectLeftHalves[type-1];
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game.WhichRightHalf.sprite = objectRightHalves[type-1];
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SpawnHalves LeftHalf = Instantiate(HalvesLeftBase).GetComponent<SpawnHalves>();
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LeftHalf.startBeat = startBeat;
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LeftHalf.lefty = fromLeft;
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LeftHalf.objPos = objPos;
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SpawnHalves RightHalf = Instantiate(HalvesRightBase).GetComponent<SpawnHalves>();
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RightHalf.startBeat = startBeat;
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RightHalf.lefty = fromLeft;
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RightHalf.objPos = objPos;
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GameObject.Destroy(gameObject);
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}
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private void JustSlice()
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{
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isActive = false;
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barelyTime = Conductor.instance.songPositionInBeats;
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string Barely = "Barely";
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if (direction == 0) {
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Barely += "Left";
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} else if (direction == 1) {
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Barely += "Right";
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} else {
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Barely += "Both";
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}
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DogAnim.DoScaledAnimationAsync(Barely, 0.5f);
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Jukebox.PlayOneShotGame("dogNinja/barely");
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}
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private void Hit(PlayerActionEvent caller, float state)
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{
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game.DogAnim.SetBool("needPrepare", false);
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if (state >= 1f || state <= -1f) {
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JustSlice();
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} else {
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SuccessSlice();
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}
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}
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private void Miss(PlayerActionEvent caller)
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{
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if (!DogAnim.GetBool("needPrepare")) ;
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DogAnim.DoScaledAnimationAsync("UnPrepare", 0.5f);
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DogAnim.SetBool("needPrepare", false);
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}
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private void Out(PlayerActionEvent caller)
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{
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DogAnim.SetBool("needPrepare", false);
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}
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}
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}
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