Finished all input anims, trying to fix bugs

This commit is contained in:
Rapandrasmus 2023-01-17 22:29:03 +01:00
parent 5abfeabf08
commit 41675d9bbd
8 changed files with 514 additions and 209 deletions

View file

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@ -62,6 +62,7 @@ namespace HeavenStudio.Games
[SerializeField] GameObject missImpact;
[SerializeField] Transform breakParticleHolder;
[SerializeField] GameObject breakParticleEffect;
[SerializeField] Animator backgroundAnimator;
[Header("Variables")]
public bool intervalStarted;
@ -82,7 +83,7 @@ namespace HeavenStudio.Games
public float interval;
}
private List<GameObject> currentBalls = new List<GameObject>();
public bool shouldMiss;
public bool shouldMiss = true;
[Header("Curves")]
public BezierCurve3D npcEnterUpCurve;
@ -97,6 +98,8 @@ namespace HeavenStudio.Games
public BezierCurve3D playerMissCurveSecond;
public BezierCurve3D playerBarelyCurveFirst;
public BezierCurve3D playerBarelyCurveSecond;
public BezierCurve3D playerWrongInputTooWeakFirstCurve;
public BezierCurve3D playerWrongInputTooWeakSecondCurve;
[Header("Resources")]
public Sprite whiteArrowSprite;
@ -109,6 +112,11 @@ namespace HeavenStudio.Games
instance = this;
}
void Start()
{
shouldMiss = true;
}
public void SetIntervalStart(float beat, float interval)
{
if (!intervalStarted)
@ -150,9 +158,8 @@ namespace HeavenStudio.Games
}),
});
}
intervalStartBeat = beat;
beatInterval = interval;
intervalStartBeat = beat;
}
public void SpawnBall(float beat, bool isBig)
@ -266,15 +273,13 @@ namespace HeavenStudio.Games
ballComponent.deletingAutomatically = false;
currentBalls.Add(spawnedBall);
spawnedBall.SetActive(true);
if (isBig && !bigModePlayer)
{
PlayerBallTransporters.GetComponent<Animator>().Play("PlayerGoBigMode", 0, 0);
bigModePlayer = true;
}
shouldMiss = true;
//shouldMiss = true;
if (isBig)
{
ScheduleInput(beat, 1, InputType.STANDARD_ALT_DOWN, JustBig, MissBig, Nothing);
@ -286,11 +291,11 @@ namespace HeavenStudio.Games
ScheduleUserInput(beat, 1, InputType.STANDARD_ALT_DOWN, WrongInputSmall, Nothing, Nothing);
}
arrowSRLeftPlayer.sprite = redArrowSprite;
BeatAction.New(doughDudesPlayer, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { spawnedBall.SetActive(true); }),
new BeatAction.Action(beat, delegate { arrowSRLeftPlayer.sprite = redArrowSprite; }),
new BeatAction.Action(beat + 0.1f, delegate { arrowSRLeftPlayer.sprite = whiteArrowSprite; }),
});
}
@ -379,6 +384,7 @@ namespace HeavenStudio.Games
{
new BeatAction.Action(ball.beat - (ball.beat - intervalStartBeat), delegate { if (!intervalStarted) SetIntervalStart(ball.beat, beatInterval); }),
new BeatAction.Action(ball.beat - (ball.beat - intervalStartBeat), delegate { InstantExitBall(ball.beat, ball.isBig, ball.beat - intervalStartBeat); }),
new BeatAction.Action(ball.beat - (ball.beat - intervalStartBeat) + beatInterval, delegate { SpawnPlayerBall(ball.beat + beatInterval, ball.isBig); }),
});
}
@ -396,6 +402,9 @@ namespace HeavenStudio.Games
currentBalls.Remove(currentBall);
GameObject.Destroy(currentBall);
}
doughDudesPlayer.GetComponent<Animator>().Play("SmallDoughJump", 0, 0);
Jukebox.PlayOneShotGame("workingDough/BigBallTooWeak");
SpawnPlayerBallResult(beat, true, playerWrongInputTooWeakFirstCurve, playerWrongInputTooWeakSecondCurve, 0.5f, 1f);
playerImpact.SetActive(true);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
@ -485,7 +494,7 @@ namespace HeavenStudio.Games
doughDudesPlayer.GetComponent<Animator>().Play("SmallDoughJump", 0, 0);
playerImpact.SetActive(true);
SpawnPlayerBallResult(beat, false, playerBarelyCurveFirst, playerBarelyCurveSecond, 1f, 1f);
SpawnPlayerBallResult(beat, false, playerBarelyCurveFirst, playerBarelyCurveSecond, 0.75f, 1f);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.1f, delegate { playerImpact.SetActive(false); }),
@ -510,7 +519,7 @@ namespace HeavenStudio.Games
doughDudesPlayer.GetComponent<Animator>().Play("BigDoughJump", 0, 0);
playerImpact.SetActive(true);
SpawnPlayerBallResult(beat, true, playerBarelyCurveFirst, playerBarelyCurveSecond, 1f, 1f);
SpawnPlayerBallResult(beat, true, playerBarelyCurveFirst, playerBarelyCurveSecond, 0.75f, 1f);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + 0.1f, delegate { playerImpact.SetActive(false); }),
@ -526,6 +535,7 @@ namespace HeavenStudio.Games
{
Jukebox.PlayOneShotGame("workingDough/rightBig");
doughDudesPlayer.GetComponent<Animator>().Play("BigDoughJump", 0, 0);
backgroundAnimator.Play("BackgroundFlash", 0, 0);
}
else
{