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Toss Boys (#424)
* sprites and stuff lolol * oops * Real * akahitanim * lots of anims done * more anims * many anims many sprites * LOLLL OOPS * oops 2 * all anims done * oops2 * oops3 * special overlay * Basics * Inputs stuff * Basic pass ball implemented * Transitions 🔥 * Nvm transitions are gay * Dual toss added * Idiot proof toss boys * prepare anims * Some special logic * Done with special for dual toss and added bops * little anim tweak * Added pop ball and fixed some things * Funny sound offsets * Added high toss + fixed a bug * icons and more animations * epic insane particle changes (CRAZY!!!!!!!!!!!) * FIXES! * Added call and fixed a bug * Panning added * Lightning toss added * Blur toss Added * Added fade in for the special overlay and fixed a bug * cool animation shit * animations and sprites fully done * set up basic curves * The toss boys main script just needs to set the state of the ball now * All curves implemented - untested though * Smol fix! * slightly new sheet * Bg Recolor + ball anims + whiff cooldown * Specials now properly handle themselves when chained together * ball anims * Fixes and tweaks * Fixed a bug with lightning toss * small tweaks * Only thing toss boys needs is the pitch warble now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
This commit is contained in:
89
Assets/Scripts/Games/TossBoys/TossKid.cs
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89
Assets/Scripts/Games/TossBoys/TossKid.cs
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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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namespace HeavenStudio.Games.Scripts_TossBoys
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{
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public class TossKid : MonoBehaviour
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{
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[SerializeField] ParticleSystem _hitEffect;
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[SerializeField] GameObject arrow;
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Animator anim;
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[SerializeField] string prefix;
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TossBoys game;
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public bool crouch;
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bool preparing;
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private void Awake()
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{
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anim = GetComponent<Animator>();
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game = TossBoys.instance;
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DoAnimationScaledAsync("Idle", 20f);
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}
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public void HitBall(bool hit = true)
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{
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if (hit)
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{
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ParticleSystem spawnedEffect = Instantiate(_hitEffect, transform);
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spawnedEffect.Play();
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DoAnimationScaledAsync(crouch ? "CrouchHit" : "Hit", 0.5f);
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}
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else if (!anim.IsPlayingAnimationName(prefix + "Whiff") && !anim.IsPlayingAnimationName(prefix + "Miss"))
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{
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DoAnimationScaledAsync("Whiff", 0.5f);
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Jukebox.PlayOneShotGame("tossBoys/whiff");
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}
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}
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public void Bop()
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{
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if (!anim.IsAnimationNotPlaying() || crouch || preparing) return;
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DoAnimationScaledAsync("Bop", 0.5f);
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}
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public void Crouch()
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{
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DoAnimationScaledAsync("Crouch", 0.5f);
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crouch = true;
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}
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public void PopBall()
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{
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DoAnimationScaledAsync("Slap", 0.5f);
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preparing = false;
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}
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public void PopBallPrepare()
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{
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if (preparing) return;
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DoAnimationScaledAsync("PrepareHand", 0.5f);
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preparing = true;
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}
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public void Miss()
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{
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DoAnimationScaledAsync("Miss", 0.5f);
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}
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public void Barely()
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{
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DoAnimationScaledAsync("Barely", 0.5f);
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}
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public void ShowArrow(float startBeat, float length)
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{
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BeatAction.New(game.gameObject, new List<BeatAction.Action>(){
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new BeatAction.Action(startBeat, delegate { arrow.SetActive(true); }),
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new BeatAction.Action(startBeat + length, delegate { arrow.SetActive(false); }),
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});
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}
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void DoAnimationScaledAsync(string name, float time)
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{
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anim.DoScaledAnimationAsync(prefix + name, time);
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}
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}
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}
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