HeavenStudio/Assets/Scripts/Games/LumBEARjack/LBJBGCat.cs

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C#
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LumBEARjack (#734) * Heh * prefab cat * minigame script + sounds imported * more catgrab * oops * functional objects non visual * More cat ghrab 2 * persist/stretchy logs + cue disable sound + sigh * finished cat grab * sdfsdfsdf * oops * Oops. * Freedom * More * more anime * anims almost dune * all anims * Oops. * Fixing bad animation * I have made a severe and continuous lapse in judgement * bear bop + cut + whiff visuals implemented * rest visuals implemented * added log visuals cut * accomadation for persist/stretch * Oops345 * CATS! * sorting layer oops * fix catgrab object being flipped * bug fix and huh choice * sorting layer fix * anim fixes * upscale almost * upscale done * Huge zoom in * left cat put * two main cats done * particles for main logs * Particles implemented * particle tweaks * bg cats placed * bg cats + zoom toggle * slide offset * more bg cat * new object sheet * bg cats final * more particle * particles fr * Oops * catdance update * I have created an Issue * fixed a lot of shit * Paricle fix * particle fix again im sorry * object upscale wip and more * Mistakes * freezer particle and tweaks * resorted * more particle nonsense im sorry everything hurts * freezer break implement * penguin fix * sorry * halves + upscales done + particles done * fixed particles * particle fixes 2000 * fixed cat dance and rest * snow * icon * oops232323 * Sigh * snow implementation * baby done * layering fix * actual layering fix * particle tweaks * windsnowshit * new rotation * rotation pivots set * all particles should be good now * bat fix * bg cats work better * miss implemented * layer arm fix * rotation changed * expose camera ease + spam prevention * it was just 1 beat long * custom objects * custom objects initial implementation * bomb + ball fix * new sounds * oops * More * big ball implementation 2 * Oops. * Update LBJCatMove.cs --------- Co-authored-by: ev <85412919+iloveoatmeal2022@users.noreply.github.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2024-03-04 03:50:39 +00:00
using HeavenStudio.Util;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Scripts_LumBEARjack
{
public class LBJBGCat : MonoBehaviour
{
private Animator _anim;
private LBJCatMove _moveScript;
private double _danceBeat = double.MaxValue;
private double _stopDanceBeat = double.MaxValue;
private void Awake()
{
_moveScript = GetComponent<LBJCatMove>();
_anim = transform.GetChild(0).GetComponent<Animator>();
}
private void Update()
{
if (Conductor.instance.songPositionInBeatsAsDouble >= _stopDanceBeat)
{
_anim.DoNormalizedAnimation("CatDance", 0);
return;
}
if (_danceBeat > Conductor.instance.songPositionInBeatsAsDouble)
{
_anim.DoNormalizedAnimation("CatIdle", 0);
return;
}
float normalized = Conductor.instance.GetPositionFromBeat(_danceBeat, 2, false) % 1;
_anim.DoNormalizedAnimation("CatDance", normalized);
}
public void Activate(double beat, double length, bool inToScene, bool moveInstant, bool dance, bool instantStart, bool instantEnd)
{
_moveScript.Move(beat, moveInstant ? 0 : length, inToScene);
double overflowBeat = beat % 2;
double toBeat = 2.0 - overflowBeat;
_danceBeat = beat + (instantStart ? -overflowBeat : toBeat) - 0.5;
if (!inToScene) _danceBeat = double.MaxValue;
_stopDanceBeat = beat + (instantEnd ? -overflowBeat : toBeat) - 0.5;
if (dance) _stopDanceBeat = double.MaxValue;
}
}
}