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Kitties (WIP) (#237)
* Kitties! (Initialization) * Kitties Sprites Set-up * Kitties (Placeholder Icon) * Kitties (SFX added and some work on input) * Kitties Animation Stuff * Kitties Idle and Pop In * Kitties Clap Animations and Inverse Spawn * More Claps * Face Claps * Face Idle (Partially Done) and Mice * Finished Claps * Spins Partially Done * Started On Fish * Finished Rolls * Fixed issue where animation flip would override code flip * Fish Catch Animation Started * Kitties Inputs Done and Custom Background sorta done * Changed from "Initialization Only" to "WIP"
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211
Assets/Scripts/Games/Kitties/CtrTeppanPlayer.cs
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211
Assets/Scripts/Games/Kitties/CtrTeppanPlayer.cs
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using HeavenStudio.Util;
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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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namespace HeavenStudio.Games.Scripts_Kitties
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{
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public class CtrTeppanPlayer : MonoBehaviour
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{
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[Header("Objects")]
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public GameObject Player;
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public Animator anim;
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public Animator fish;
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private int spawnType;
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private bool hasClapped = false;
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public bool canClap = false;
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private bool hasSpun = true;
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private bool checkSpin = false;
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private bool hasFish = false;
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private bool canFish = false;
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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var cond = Conductor.instance;
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if (PlayerInput.Pressed() && canClap && !Kitties.instance.IsExpectingInputNow(InputType.STANDARD_DOWN))
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{
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Jukebox.PlayOneShot("miss");
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if (spawnType != 3)
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anim.Play("ClapFail", 0, 0);
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else
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anim.Play("FaceClapFail", 0, 0);
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}
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if (PlayerInput.AltPressed() && canClap && !Kitties.instance.IsExpectingInputNow(InputType.STANDARD_ALT_DOWN)
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|| PlayerInput.AltPressedUp() && canClap && !Kitties.instance.IsExpectingInputNow(InputType.STANDARD_ALT_UP) && hasSpun)
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{
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RollFail();
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}
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}
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public void ScheduleClap(float beat, int type)
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{
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spawnType = type;
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Kitties.instance.ScheduleInput(beat, 2.5f, InputType.STANDARD_DOWN, ClapSuccessOne, ClapMissOne, ClapEmpty);
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Kitties.instance.ScheduleInput(beat, 3f, InputType.STANDARD_DOWN, ClapSuccessTwo, ClapMissTwo, ClapEmpty);
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}
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public void ScheduleRoll(float beat)
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{
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Kitties.instance.ScheduleInput(beat, 2f, InputType.STANDARD_ALT_DOWN, SpinSuccessOne, SpinMissOne, SpinEmpty);
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}
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public void ScheduleRollFinish(float beat)
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{
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Debug.Log(hasSpun);
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if (hasSpun)
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Kitties.instance.ScheduleInput(beat, 2.75f, InputType.STANDARD_ALT_UP, SpinSuccessTwo, SpinMissTwo, SpinEmpty);
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}
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public void ScheduleFish(float beat)
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{
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Kitties.instance.ScheduleInput(beat, 2.75f, InputType.STANDARD_DOWN, FishSuccess, FishMiss, FishEmpty);
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}
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public void ClapSuccessOne(PlayerActionEvent Caller, float state)
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{
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if (spawnType != 3)
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{
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if (state >= 1f || state <= -1f)
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{ //todo: proper near miss feedback
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Jukebox.PlayOneShotGame("kitties/ClapMiss1");
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Jukebox.PlayOneShotGame("kitties/tink");
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anim.Play("ClapMiss", 0, 0);
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}
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else
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{
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Jukebox.PlayOneShotGame("kitties/clap1");
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anim.Play("Clap1", 0, 0);
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}
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}
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else
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{
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if (state >= 1f || state <= -1f)
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{ //todo: proper near miss feedback
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Jukebox.PlayOneShotGame("kitties/ClapMiss1");
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Jukebox.PlayOneShotGame("kitties/tink");
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anim.Play("FaceClapFail", 0, 0);
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}
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Jukebox.PlayOneShotGame("kitties/clap1");
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anim.Play("FaceClap", 0, 0);
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}
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}
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public void ClapMissOne(PlayerActionEvent Caller)
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{
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Jukebox.PlayOneShotGame("kitties/ClapMiss1");
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}
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public void ClapEmpty(PlayerActionEvent Caller)
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{
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}
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public void ClapSuccessTwo(PlayerActionEvent Caller, float state)
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{
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if (spawnType != 3)
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{
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if (state >= 1f || state <= -1f)
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{ //todo: proper near miss feedback
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Jukebox.PlayOneShotGame("kitties/ClapMiss2");
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Jukebox.PlayOneShotGame("kitties/tink");
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anim.Play("ClapMiss", 0, 0);
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}
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else
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{
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Jukebox.PlayOneShotGame("kitties/clap2");
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anim.Play("Clap2", 0, 0);
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}
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}
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else
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{
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if (state >= 1f || state <= -1f)
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{ //todo: proper near miss feedback
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Jukebox.PlayOneShotGame("kitties/ClapMiss2");
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Jukebox.PlayOneShotGame("kitties/tink");
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anim.Play("FaceClapFail", 0, 0);
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}
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Jukebox.PlayOneShotGame("kitties/clap2");
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anim.Play("FaceClap", 0, 0);
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}
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}
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public void ClapMissTwo(PlayerActionEvent Caller)
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{
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Jukebox.PlayOneShotGame("kitties/ClapMiss2");
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}
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public void SpinSuccessOne(PlayerActionEvent caller, float beat)
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{
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hasSpun = true;
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Jukebox.PlayOneShotGame("kitties/roll5");
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anim.Play("Rolling", 0, 0);
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}
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public void SpinSuccessTwo(PlayerActionEvent caller, float beat)
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{
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Jukebox.PlayOneShotGame("kitties/roll6");
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anim.Play("RollEnd", 0, 0);
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}
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public void SpinMissOne(PlayerActionEvent caller)
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{
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hasSpun = false;
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var cond = Conductor.instance;
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Jukebox.PlayOneShotGame("kitties/roll5", -1f, 1, .1f);
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Jukebox.PlayOneShotGame("kitties/roll6", cond.songPositionInBeats + .75f, 1, .1f);
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}
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public void SpinMissTwo(PlayerActionEvent caller)
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{
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if (hasSpun)
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{
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RollFail();
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}
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Jukebox.PlayOneShotGame("kitties/roll6", -1f, 1, .3f);
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}
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public void SpinEmpty(PlayerActionEvent caller)
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{
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}
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public void RollFail()
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{
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Jukebox.PlayOneShot("miss");
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anim.Play("RollFail", 0, 0);
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hasSpun = false;
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}
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public void FishSuccess(PlayerActionEvent caller, float beat)
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{
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Kitties.instance.RemoveCats(false);
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Jukebox.PlayOneShotGame("kitties/fish4");
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fish.Play("CaughtSuccess", 0, 0);
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}
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public void FishMiss(PlayerActionEvent caller)
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{
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Kitties.instance.RemoveCats(false);
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Jukebox.PlayOneShot("miss");
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fish.Play("CaughtFail", 0, 0);
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}
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public void FishEmpty(PlayerActionEvent caller)
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{
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}
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}
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}
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