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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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98233e174d
* Nightwalks set up * Play yan with balloons * platformSetUp * Platform handler fundamentals * Count In Added * small thing * Got em inputs in nightwalk gba to work * Platforms now spawn when there's no count-in * He jumps now! * Decreased platform count * Height changes added * Randomness for height changes * Name changing * Fixed a bug with no count in blocks * Ok height changes should be flawless now * No jumping added * Umbrella and lollipop added * Umbrella drum pattern added * Fallyan :( * Implemented falling :( * Fixed drum patterns not working * Fish implemented * Fixed kick sound being weird * 4 beat count in added * Tweaked landing pos * Walking Count-In added * new sprites touched up anims * oops1 * barely anims * Implemented barelies into nightwalk gba * Balloons have random positioning now * New sounds and whiff/barely sounds * Fall smear added * Fixed issues with platform heights on gameswitches * 24 platforms * walk is normalized now * Star scrolling functionality done * Blink animations n stuff * STARS BLINK NOW * Force evolve added + tweaks * Fixed stars not stopping + upped amount of stars * End event setup * Finding end blocks logic added * end event functionality finished * end platform anim * fixed anim * only stars on screen evolve * 2 evolve by default * End event fixes * more blinking * star blinks now and has string * minor tweak * fix to interaction between fish and end block * tweaked dropdown values * removed fish sound * named some sprites in the spritesheet * high jump and roll anims * Roll sound should only play if valid * Small fix to roll cue sound logic * Another small fix to roll cue sound logic * ok actually fixed roll sound * roll platform added to jumpl platform prefab * Roll cue platform visuals done * Basic Roll Cue implemented * flower * umbrella * barely for roll release * OOPS * smol fixes * fixed visual stuff and added missing to rolls * redid sheet, new anims * slow walkin' * adjustments * oops * adjusted smear * improved interaction between roll and end block * improved interaction between roll cue and platform heights * 32 stars * made the star boundary way smaller * how was i this stupid * fixed more interactions * stack proof roll cue and also end block + roll cue fix * Fixed things related to stars * fixed no jumping not working with end block + roll * nearing the final stages * rolls counts for 2 jumps now * fixed a bug to do with roll platforms and made roll platform sounds not be able to be played on invalid beats * made stage 2 stars bigger * added destroy roll platform sprites * update to new systems --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
60 lines
1.4 KiB
C#
60 lines
1.4 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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using System;
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namespace HeavenStudio.Games.Scripts_AgbNightWalk
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{
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public class AgbStar : MonoBehaviour
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{
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private float originX;
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private float originY;
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private AgbStarHandler handler;
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private Animator anim;
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[NonSerialized] public int evoStage = 1;
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private bool devolved = false;
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private void Awake()
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{
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anim = GetComponent<Animator>();
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}
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public void Init(float x, float y, AgbStarHandler handlerToPut)
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{
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originX = x;
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originY = y;
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handler = handlerToPut;
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Update();
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}
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private void Update()
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{
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transform.localPosition = handler.GetRelativePosition(ref originX, ref originY);
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}
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public void Blink()
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{
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if (devolved) return;
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if (anim.IsAnimationNotPlaying())
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{
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anim.Play("Blink" + evoStage, 0, 0);
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}
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}
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public void Evolve()
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{
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if (evoStage >= 5 || devolved) return;
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anim.Play("Evolve" + evoStage, 0, 0);
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evoStage++;
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}
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public void Devolve()
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{
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if (devolved) return;
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anim.Play("Devolve" + evoStage, 0, 0);
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devolved = true;
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}
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}
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}
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