HeavenStudio/Assets/Scripts/Games/Spaceball/SpaceballPlayer.cs

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using System;
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_Spaceball
{
public class SpaceballPlayer : MonoBehaviour
{
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private Animator _anim;
private int _currentCostume;
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public SpriteRenderer PlayerSprite;
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public SpriteRenderer Hat;
public HatSprite HatSprites1 = new HatSprite();
public HatSprite HatSprites2 = new HatSprite();
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[Serializable]
public struct HatSprite
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{
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public List<Vector2> Offsets;
public List<Sprite> Sprites;
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}
public static SpaceballPlayer instance { get; set; }
private void Awake()
{
instance = this;
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_anim = GetComponent<Animator>();
}
private void Update()
{
if (PlayerInput.GetIsAction(Spaceball.InputAction_BasicPress, out _))
{
Swing(null);
}
}
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public void SetCostume(Material mat, int costumeIndex)
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{
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PlayerSprite.material = mat;
_currentCostume = costumeIndex;
_anim.Play("Idle", 0, 0);
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}
public void Swing(SpaceballBall b)
{
if (b == null)
{
SoundByte.PlayOneShotGame("spaceball/swing");
}
else
{
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}
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_anim.Play("Swing", 0, 0);
}
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public void SetHatFrame(int frame)
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{
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// Unity can't serialize lists inside lists in this version, so that's annoying.
var sprites = new HatSprite();
switch (_currentCostume)
{
case 0:
Hat.sprite = null;
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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;
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}
}
}