Added first draft of wronginput animations

This commit is contained in:
Rapandrasmus 2023-01-16 23:11:36 +01:00
parent 335d2680c4
commit 19a210ecd2
5 changed files with 5033 additions and 60 deletions

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intervalStarted: 0
beatInterval: 4
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bigModePlayer: 0
shouldMiss: 0
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@ -60,6 +60,8 @@ namespace HeavenStudio.Games
[SerializeField] GameObject playerEnterSmallBall;
[SerializeField] GameObject playerEnterBigBall;
[SerializeField] GameObject missImpact;
[SerializeField] Transform breakParticleHolder;
[SerializeField] GameObject breakParticleEffect;
[Header("Variables")]
public bool intervalStarted;
@ -80,6 +82,7 @@ namespace HeavenStudio.Games
public float interval;
}
private List<GameObject> currentBalls = new List<GameObject>();
public bool shouldMiss;
[Header("Curves")]
public BezierCurve3D npcEnterUpCurve;
@ -92,6 +95,8 @@ namespace HeavenStudio.Games
public BezierCurve3D playerExitDownCurve;
public BezierCurve3D playerMissCurveFirst;
public BezierCurve3D playerMissCurveSecond;
public BezierCurve3D playerBarelyCurveFirst;
public BezierCurve3D playerBarelyCurveSecond;
[Header("Resources")]
public Sprite whiteArrowSprite;
@ -269,6 +274,7 @@ namespace HeavenStudio.Games
bigModePlayer = true;
}
shouldMiss = true;
if (isBig)
{
ScheduleInput(beat, 1, InputType.STANDARD_ALT_DOWN, JustBig, MissBig, Nothing);
@ -382,20 +388,55 @@ namespace HeavenStudio.Games
void WrongInputBig(PlayerActionEvent caller, float state)
{
float beat = caller.startBeat + caller.timer;
shouldMiss = false;
if (currentBalls.Count > 0)
{
GameObject currentBall = currentBalls[0];
currentBalls.Remove(currentBall);
GameObject.Destroy(currentBall);
}
playerImpact.SetActive(true);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.1f, delegate { playerImpact.SetActive(false); }),
});
}
void WrongInputSmall(PlayerActionEvent caller, float state)
{
float beat = caller.startBeat + caller.timer;
shouldMiss = false;
if (currentBalls.Count > 0)
{
GameObject currentBall = currentBalls[0];
currentBalls.Remove(currentBall);
GameObject.Destroy(currentBall);
}
GameObject.Instantiate(breakParticleEffect, breakParticleHolder);
doughDudesPlayer.GetComponent<Animator>().Play("BigDoughJump", 0, 0);
Jukebox.PlayOneShotGame("workingDough/BreakBall");
playerImpact.SetActive(true);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.1f, delegate { playerImpact.SetActive(false); }),
});
}
void MissBig(PlayerActionEvent caller)
{
GameObject currentBall = currentBalls[0];
currentBalls.Remove(currentBall);
GameObject.Destroy(currentBall);
if (!shouldMiss)
{
shouldMiss = true;
return;
}
if (currentBalls.Count > 0)
{
GameObject currentBall = currentBalls[0];
currentBalls.Remove(currentBall);
GameObject.Destroy(currentBall);
}
float beat = caller.startBeat + caller.timer;
SpawnPlayerBallResult(beat, true, playerMissCurveFirst, playerMissCurveSecond, 0.25f, 0.75f);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
@ -407,9 +448,18 @@ namespace HeavenStudio.Games
}
void MissSmall(PlayerActionEvent caller)
{
GameObject currentBall = currentBalls[0];
currentBalls.Remove(currentBall);
GameObject.Destroy(currentBall);
if (!shouldMiss)
{
shouldMiss = true;
return;
}
if (currentBalls.Count > 0)
{
GameObject currentBall = currentBalls[0];
currentBalls.Remove(currentBall);
GameObject.Destroy(currentBall);
}
float beat = caller.startBeat + caller.timer;
SpawnPlayerBallResult(beat, false, playerMissCurveFirst, playerMissCurveSecond, 0.25f, 0.75f);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
@ -422,26 +472,52 @@ namespace HeavenStudio.Games
void JustSmall(PlayerActionEvent caller, float state)
{
GameObject currentBall = currentBalls[0];
currentBalls.Remove(currentBall);
GameObject.Destroy(currentBall);
float beat = caller.startBeat + caller.timer;
if (currentBalls.Count > 0)
{
GameObject currentBall = currentBalls[0];
currentBalls.Remove(currentBall);
GameObject.Destroy(currentBall);
}
if (state >= 1f || state <= -1f)
{
Jukebox.PlayOneShotGame("workingDough/SmallBarely");
doughDudesPlayer.GetComponent<Animator>().Play("SmallDoughJump", 0, 0);
playerImpact.SetActive(true);
SpawnPlayerBallResult(beat, false, playerBarelyCurveFirst, playerBarelyCurveSecond, 1f, 1f);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.1f, delegate { playerImpact.SetActive(false); }),
});
return;
}
Success(false, caller.startBeat + caller.timer);
Success(false, beat);
}
void JustBig(PlayerActionEvent caller, float state)
{
GameObject currentBall = currentBalls[0];
currentBalls.Remove(currentBall);
GameObject.Destroy(currentBall);
float beat = caller.startBeat + caller.timer;
if (currentBalls.Count > 0)
{
GameObject currentBall = currentBalls[0];
currentBalls.Remove(currentBall);
GameObject.Destroy(currentBall);
}
if (state >= 1f || state <= -1f)
{
{
Jukebox.PlayOneShotGame("workingDough/BigBarely");
doughDudesPlayer.GetComponent<Animator>().Play("BigDoughJump", 0, 0);
playerImpact.SetActive(true);
SpawnPlayerBallResult(beat, true, playerBarelyCurveFirst, playerBarelyCurveSecond, 1f, 1f);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.1f, delegate { playerImpact.SetActive(false); }),
});
return;
}
Success(true, caller.startBeat + caller.timer);
Success(true, beat);
}
void Success(bool isBig, float beat)