Spaceball HD Textures (#289)

This commit is contained in:
Braedon Lewis
2023-02-20 00:48:50 -05:00
committed by GitHub
parent 2b1dff15a9
commit d8982095b6
21 changed files with 3113 additions and 233 deletions

View File

@ -1,4 +1,6 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
@ -7,19 +9,20 @@ namespace HeavenStudio.Games.Scripts_Spaceball
{
public class SpaceballPlayer : MonoBehaviour
{
private Animator anim;
private int currentHitInList = 0;
public int costume;
private Animator _anim;
private int _currentCostume;
public SpriteRenderer PlayerSprite;
public List<SpriteSheet> PlayerSpriteSheets = new List<SpriteSheet>();
public SpriteRenderer Hat;
[System.Serializable]
public class SpriteSheet
public HatSprite HatSprites1 = new HatSprite();
public HatSprite HatSprites2 = new HatSprite();
[Serializable]
public struct HatSprite
{
public List<Sprite> sprites;
public List<Vector2> Offsets;
public List<Sprite> Sprites;
}
public static SpaceballPlayer instance { get; set; }
@ -27,24 +30,22 @@ namespace HeavenStudio.Games.Scripts_Spaceball
private void Awake()
{
instance = this;
anim = GetComponent<Animator>();
_anim = GetComponent<Animator>();
}
private void Update()
{
if (Spaceball.instance.EligibleHits.Count == 0)
currentHitInList = 0;
if (PlayerInput.Pressed())
{
Swing(null);
}
}
public void SetCostume(int costume)
public void SetCostume(Material mat, int costumeIndex)
{
this.costume = costume;
anim.Play("Idle", 0, 0);
PlayerSprite.material = mat;
_currentCostume = costumeIndex;
_anim.Play("Idle", 0, 0);
}
public void Swing(SpaceballBall b)
@ -57,12 +58,32 @@ namespace HeavenStudio.Games.Scripts_Spaceball
{
}
anim.Play("Swing", 0, 0);
_anim.Play("Swing", 0, 0);
}
public void SetSprite(int id)
public void SetHatFrame(int frame)
{
PlayerSprite.sprite = PlayerSpriteSheets[costume].sprites[id];
// Unity can't serialize lists inside lists in this version, so that's annoying.
var sprites = new HatSprite();
switch (_currentCostume)
{
case 0:
return;
case 1:
sprites = HatSprites1;
break;
case 2:
sprites = HatSprites2;
break;
}
if (sprites.Sprites.Count - 1 < frame)
frame = 0;
Hat.sprite = sprites.Sprites[frame];
var offset = Vector2.zero;
if (sprites.Offsets.Count - 1 >= frame)
offset = sprites.Offsets[frame];
Hat.transform.localPosition = offset;
}
}
}