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Add Working Dough (Finished), Missing HD Assets and Updated Icon only. (#210)
* Added sfx, sprites and folders neccesary. And also made an empty game object for working dough * Started work on the background * Implemented all unanimated sprites * Added Init * Added Prefabs * Added Jumping and Idle Animatins for the Dough Dudes * SmallFix * Start Interval Event Implemented * Added Audio and Small and Big Ball events * Code Improvement + starting making the balls * Added bezier curves * Added First Rendition of Balls * Added NPC Balls and starting doing small transporting animations * SmallFixes * SmallSoundChanges * Implemented Audio and prefunction, not done with it though * In process of fixing set interval * Added more prefunction stuff and also started working on player input * Tried adding player balls, not done, many bugs to fix * Reverted trying to make the playerenterdoughball handle inputs, gonna do it through the main script instead * Sat up input code for later * Input works now! Need to add barely and wrong input animations and fix bugs * Tiny fix * Added first draft of wronginput animations * Finished all input anims, trying to fix bugs * Added finished Spaceship animations * Added Mr Game and Watch WIP and lifting dough dudes * Finished GANDW, fixed some bugs and still fixing bugs, almost done! * DONE
This commit is contained in:
43
Assets/Scripts/Games/WorkingDough/PlayerEnterDoughBall.cs
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43
Assets/Scripts/Games/WorkingDough/PlayerEnterDoughBall.cs
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using System;
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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 NaughtyBezierCurves;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_WorkingDough
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{
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public class PlayerEnterDoughBall : PlayerActionObject
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{
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public float startBeat;
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public float firstBeatsToTravel = 0.5f;
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public float secondBeatsToTravel = 0.5f;
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public bool goingDown = false;
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public bool deletingAutomatically = true;
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[NonSerialized] public BezierCurve3D firstCurve;
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[NonSerialized] public BezierCurve3D secondCurve;
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private void Update()
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{
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var cond = Conductor.instance;
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float flyPos = 0f;
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if (goingDown)
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{
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flyPos = cond.GetPositionFromBeat(startBeat + firstBeatsToTravel, secondBeatsToTravel);
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transform.position = secondCurve.GetPoint(flyPos);
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if (flyPos > 1f) if (deletingAutomatically) GameObject.Destroy(gameObject);
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}
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else
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{
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flyPos = cond.GetPositionFromBeat(startBeat, firstBeatsToTravel);
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transform.position = firstCurve.GetPoint(flyPos);
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if (flyPos > 1f) goingDown = true;
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}
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}
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}
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}
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