oh god there's so much done and still so much to do
help
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m_PostInfinity: 2
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m_EulerEditorCurves: []
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m_HasGenericRootTransform: 0
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m_HasMotionFloatCurves: 0
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m_Events: []
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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externalObjects: {}
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mainObjectFileID: 7400000
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|
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|
assetBundleName:
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|
assetBundleVariant:
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Binary file not shown.
Before Width: | Height: | Size: 4.2 KiB After Width: | Height: | Size: 5.7 KiB |
|
@ -83,7 +83,7 @@ Material:
|
||||||
- _ZWrite: 1
|
- _ZWrite: 1
|
||||||
m_Colors:
|
m_Colors:
|
||||||
- _AddColor: {r: 0, g: 0, b: 0, a: 0}
|
- _AddColor: {r: 0, g: 0, b: 0, a: 0}
|
||||||
- _Color: {r: 0.8, g: 0.8, b: 0.8, a: 1}
|
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||||
- _ColorAlpha: {r: 1, g: 0, b: 0, a: 1}
|
- _ColorAlpha: {r: 1, g: 0, b: 0, a: 1}
|
||||||
- _ColorBravo: {r: 0, g: 1, b: 0, a: 1}
|
- _ColorBravo: {r: 0, g: 1, b: 0, a: 1}
|
||||||
- _ColorDelta: {r: 0, g: 0, b: 1, a: 1}
|
- _ColorDelta: {r: 0, g: 0, b: 1, a: 1}
|
||||||
|
|
|
@ -26851,7 +26851,7 @@ MonoBehaviour:
|
||||||
m_HandleRect: {fileID: 1589389271}
|
m_HandleRect: {fileID: 1589389271}
|
||||||
m_Direction: 2
|
m_Direction: 2
|
||||||
m_Value: 1
|
m_Value: 1
|
||||||
m_Size: 0.98630536
|
m_Size: 0.3867109
|
||||||
m_NumberOfSteps: 0
|
m_NumberOfSteps: 0
|
||||||
m_OnValueChanged:
|
m_OnValueChanged:
|
||||||
m_PersistentCalls:
|
m_PersistentCalls:
|
||||||
|
@ -32707,7 +32707,7 @@ RectTransform:
|
||||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
m_AnchorMin: {x: 0, y: 0.5}
|
m_AnchorMin: {x: 0, y: 0.5}
|
||||||
m_AnchorMax: {x: 1, y: 0.5}
|
m_AnchorMax: {x: 1, y: 0.5}
|
||||||
m_AnchoredPosition: {x: 0, y: 101.50764}
|
m_AnchoredPosition: {x: 0, y: 97.81546}
|
||||||
m_SizeDelta: {x: 0, y: 0}
|
m_SizeDelta: {x: 0, y: 0}
|
||||||
m_Pivot: {x: 0.5, y: 1}
|
m_Pivot: {x: 0.5, y: 1}
|
||||||
--- !u!222 &1154875945
|
--- !u!222 &1154875945
|
||||||
|
|
|
@ -105,6 +105,7 @@ namespace HeavenStudio.Games
|
||||||
[SerializeField] SpriteRenderer headlightColor;
|
[SerializeField] SpriteRenderer headlightColor;
|
||||||
|
|
||||||
bool isInputting = false;
|
bool isInputting = false;
|
||||||
|
bool canBlastOff = false;
|
||||||
|
|
||||||
double bgColorStartBeat = -1;
|
double bgColorStartBeat = -1;
|
||||||
float bgColorLength = 0;
|
float bgColorLength = 0;
|
||||||
|
@ -126,6 +127,8 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
Island nextIsland;
|
Island nextIsland;
|
||||||
Island currentIsland;
|
Island currentIsland;
|
||||||
|
Island staleIsland;
|
||||||
|
double journeyIntendedLength;
|
||||||
|
|
||||||
double platformDistanceConstant = 5.35;
|
double platformDistanceConstant = 5.35;
|
||||||
int platformsPerBeat = 4;
|
int platformsPerBeat = 4;
|
||||||
|
@ -350,7 +353,7 @@ namespace HeavenStudio.Games
|
||||||
AllColorsUpdate(Conductor.instance);
|
AllColorsUpdate(Conductor.instance);
|
||||||
|
|
||||||
//update counting bubble
|
//update counting bubble
|
||||||
bubbleText.text = ($"{Math.Ceiling(bubbleEndCount - Conductor.instance.songPositionInBeatsAsDouble)}");
|
bubbleText.text = ($"{Math.Clamp(Math.Ceiling(bubbleEndCount - Conductor.instance.songPositionInBeatsAsDouble - 1), 0, bubbleEndCount)}");
|
||||||
|
|
||||||
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
|
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
|
||||||
//player whiffs (press)
|
//player whiffs (press)
|
||||||
|
@ -364,13 +367,14 @@ namespace HeavenStudio.Games
|
||||||
if (isInputting)
|
if (isInputting)
|
||||||
//if the player was doing well
|
//if the player was doing well
|
||||||
{
|
{
|
||||||
SoundByte.PlayOneShotGame("chargingChicken/blastoff"); ChickenAnim.DoScaledAnimationAsync("Ride", 0.5f); currentIsland.BlastoffAnimation(); //TO DO: replace with proper takeoff function
|
if (canBlastOff)
|
||||||
|
{
|
||||||
//erase text
|
BlastOff();
|
||||||
yardsText.text = "";
|
}
|
||||||
|
else
|
||||||
//despawn the counting bubble
|
{
|
||||||
countBubble.SetActive(false);
|
Uncharge();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
isInputting = false; //stops the drums
|
isInputting = false; //stops the drums
|
||||||
|
@ -418,24 +422,16 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
//convert length to an integer, which is at least 2
|
//convert length to an integer, which is at least 2
|
||||||
double length = Math.Ceiling(actualLength);
|
double length = Math.Ceiling(actualLength);
|
||||||
if (length < 2) length = 2;
|
if (length < 4) length = 4;
|
||||||
|
|
||||||
//hose animation
|
//hose count animation
|
||||||
nextIsland.ChargerArmCountIn(beat);
|
nextIsland.ChargerArmCountIn(beat);
|
||||||
var hoseActions = new List<BeatAction.Action>();
|
|
||||||
for (int i = 1; i < length; i++ )
|
|
||||||
hoseActions.Add(new(beat + i, delegate {
|
|
||||||
PumpBeat();
|
|
||||||
}));
|
|
||||||
BeatAction.New(GameManager.instance, hoseActions);
|
|
||||||
|
|
||||||
//TO DO: GET RID OF THIS THIS IS JUST FOR DEMO PURPOSES, IT PLAYS THE LITTLE "COLLAPSE" NOISE BUT IT NEEDS TO BE REPLACED WITH A PROPER DISTANCE CHECK
|
//TO DO: GET RID OF THIS THIS IS JUST FOR DEMO PURPOSES, IT PLAYS THE LITTLE "COLLAPSE" NOISE BUT IT NEEDS TO BE REPLACED WITH A PROPER DISTANCE CHECK
|
||||||
BeatAction.New(GameManager.instance, new List<BeatAction.Action>()
|
BeatAction.New(GameManager.instance, new List<BeatAction.Action>()
|
||||||
{
|
{
|
||||||
new BeatAction.Action(beat + (length * 2) - 1, delegate {
|
new BeatAction.Action(beat + (length * 2) - 1, delegate {
|
||||||
SoundByte.PlayOneShotGame("chargingChicken/complete");
|
SoundByte.PlayOneShotGame("chargingChicken/complete");
|
||||||
nextIsland.isMoving = false;
|
|
||||||
currentIsland.isMoving = false;
|
|
||||||
nextIsland.BigLandmass.SetActive(false);
|
nextIsland.BigLandmass.SetActive(false);
|
||||||
}),
|
}),
|
||||||
});
|
});
|
||||||
|
@ -444,9 +440,6 @@ namespace HeavenStudio.Games
|
||||||
ScheduleInput(beat - 1, 1, InputAction_BasicPress, whichDrum == 0 ? StartChargingJust : StartChargingJustMusic, StartChargingMiss, Nothing);
|
ScheduleInput(beat - 1, 1, InputAction_BasicPress, whichDrum == 0 ? StartChargingJust : StartChargingJustMusic, StartChargingMiss, Nothing);
|
||||||
ScheduleInput(beat, length, InputAction_BasicRelease, EndChargingJust, EndChargingMiss, Nothing);
|
ScheduleInput(beat, length, InputAction_BasicRelease, EndChargingJust, EndChargingMiss, Nothing);
|
||||||
|
|
||||||
//set up bubble
|
|
||||||
bubbleEndCount = beat + length;
|
|
||||||
|
|
||||||
//set up the big beataction
|
//set up the big beataction
|
||||||
var actions = new List<BeatAction.Action>();
|
var actions = new List<BeatAction.Action>();
|
||||||
|
|
||||||
|
@ -456,10 +449,12 @@ namespace HeavenStudio.Games
|
||||||
yardsText.text = $"<color=yellow>{yardsTextLength}</color> yards to the goal.";
|
yardsText.text = $"<color=yellow>{yardsTextLength}</color> yards to the goal.";
|
||||||
}));
|
}));
|
||||||
|
|
||||||
//chicken ducks into the car window and the next island is spawned
|
//chicken ducks into the car window and the next island is spawned, and the bubble text is set up
|
||||||
|
double journeyBeat = beat + yardsTextLength;
|
||||||
actions.Add(new(beat - 1, delegate {
|
actions.Add(new(beat - 1, delegate {
|
||||||
ChickenAnim.DoScaledAnimationAsync("Prepare", 0.5f);
|
ChickenAnim.DoScaledAnimationAsync("Prepare", 0.5f);
|
||||||
SpawnJourney(beat - 4, yardsTextLength - 1);
|
SpawnJourney(journeyBeat, yardsTextLength - 1);
|
||||||
|
bubbleEndCount = beat + length;
|
||||||
}));
|
}));
|
||||||
|
|
||||||
//spawns the countdown bubble
|
//spawns the countdown bubble
|
||||||
|
@ -467,6 +462,16 @@ namespace HeavenStudio.Games
|
||||||
countBubble.SetActive(bubble);
|
countBubble.SetActive(bubble);
|
||||||
}));
|
}));
|
||||||
|
|
||||||
|
length += 1;
|
||||||
|
|
||||||
|
//hose beat animations
|
||||||
|
var hoseActions = new List<BeatAction.Action>();
|
||||||
|
for (int i = 1; i < length; i++ )
|
||||||
|
hoseActions.Add(new(beat + i, delegate {
|
||||||
|
PumpBeat();
|
||||||
|
}));
|
||||||
|
BeatAction.New(GameManager.instance, hoseActions);
|
||||||
|
|
||||||
//drum loop
|
//drum loop
|
||||||
while ( length >= 0 )
|
while ( length >= 0 )
|
||||||
{
|
{
|
||||||
|
@ -488,8 +493,12 @@ namespace HeavenStudio.Games
|
||||||
//sound
|
//sound
|
||||||
isInputting = true; //starts the drums
|
isInputting = true; //starts the drums
|
||||||
|
|
||||||
//animation
|
//chicken animation
|
||||||
ChickenAnim.DoScaledAnimationAsync("Charge", 0.5f);
|
ChickenAnim.DoScaledAnimationAsync("Charge", 0.5f);
|
||||||
|
|
||||||
|
//hose animation
|
||||||
|
currentIsland.ChargingAnimation();
|
||||||
|
canBlastOff = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void StartChargingJustMusic(PlayerActionEvent caller, float state)
|
public void StartChargingJustMusic(PlayerActionEvent caller, float state)
|
||||||
|
@ -504,6 +513,7 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
//hose animation
|
//hose animation
|
||||||
currentIsland.ChargingAnimation();
|
currentIsland.ChargingAnimation();
|
||||||
|
canBlastOff = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void StartChargingMiss(PlayerActionEvent caller)
|
public void StartChargingMiss(PlayerActionEvent caller)
|
||||||
|
@ -520,36 +530,12 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
public void EndChargingJust(PlayerActionEvent caller, float state)
|
public void EndChargingJust(PlayerActionEvent caller, float state)
|
||||||
{
|
{
|
||||||
//sound
|
BlastOff(state, false);
|
||||||
isInputting = false; //ends the drums
|
|
||||||
SoundByte.PlayOneShotGame("chargingChicken/blastoff");
|
|
||||||
|
|
||||||
//TO DO: remove this and make it better
|
|
||||||
ChickenAnim.DoScaledAnimationAsync("Ride", 0.5f);
|
|
||||||
|
|
||||||
//erase text
|
|
||||||
yardsText.text = "";
|
|
||||||
|
|
||||||
//despawn the counting bubble
|
|
||||||
countBubble.SetActive(false);
|
|
||||||
|
|
||||||
//hose animation
|
|
||||||
currentIsland.BlastoffAnimation();
|
|
||||||
|
|
||||||
//logic and movement
|
|
||||||
BlastOff(state);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void EndChargingMiss(PlayerActionEvent caller)
|
public void EndChargingMiss(PlayerActionEvent caller)
|
||||||
{
|
{
|
||||||
//sound
|
|
||||||
isInputting = false; //ends the drums
|
|
||||||
|
|
||||||
//erase text
|
|
||||||
yardsText.text = "";
|
|
||||||
|
|
||||||
//despawn the counting bubble
|
|
||||||
countBubble.SetActive(false);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Nothing(PlayerActionEvent caller) { }
|
public void Nothing(PlayerActionEvent caller) { }
|
||||||
|
@ -593,28 +579,185 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
public void SpawnJourney(double beat, double length)
|
public void SpawnJourney(double beat, double length)
|
||||||
{
|
{
|
||||||
Destroy(currentIsland);
|
staleIsland = currentIsland;
|
||||||
currentIsland = nextIsland;
|
currentIsland = nextIsland;
|
||||||
nextIsland = Instantiate(IslandBase, transform).GetComponent<Island>();
|
nextIsland = Instantiate(IslandBase, transform).GetComponent<Island>();
|
||||||
|
|
||||||
nextIsland.transform.localPosition = new Vector3((float)(length * platformDistanceConstant * platformsPerBeat), 0, 0);
|
nextIsland.transform.localPosition = new Vector3((float)(length * platformDistanceConstant * platformsPerBeat), 0, 0);
|
||||||
nextIsland.BigLandmass.SetActive(true);
|
nextIsland.BigLandmass.SetActive(true);
|
||||||
|
|
||||||
|
nextIsland.journeySave = length * platformDistanceConstant * platformsPerBeat;
|
||||||
nextIsland.journeyStart = length * platformDistanceConstant * platformsPerBeat;
|
nextIsland.journeyStart = length * platformDistanceConstant * platformsPerBeat;
|
||||||
nextIsland.journeyEnd = 0;
|
nextIsland.journeyEnd = 0;
|
||||||
nextIsland.journeyBlastOffTime = beat;
|
|
||||||
nextIsland.journeyLength = length;
|
nextIsland.journeyLength = length;
|
||||||
|
|
||||||
|
currentIsland.journeySave = length * platformDistanceConstant * platformsPerBeat;
|
||||||
currentIsland.journeyStart = 0;
|
currentIsland.journeyStart = 0;
|
||||||
currentIsland.journeyEnd = -length * platformDistanceConstant * platformsPerBeat;
|
currentIsland.journeyEnd = -length * platformDistanceConstant * platformsPerBeat;
|
||||||
currentIsland.journeyBlastOffTime = beat;
|
|
||||||
currentIsland.journeyLength = length;
|
currentIsland.journeyLength = length;
|
||||||
|
|
||||||
|
journeyIntendedLength = beat - length - 1;
|
||||||
|
|
||||||
|
currentIsland.respawnEnd = beat + length;
|
||||||
|
nextIsland.respawnEnd = beat + length;
|
||||||
|
|
||||||
|
BeatAction.New(GameManager.instance, new List<BeatAction.Action>()
|
||||||
|
{
|
||||||
|
new BeatAction.Action(beat - length, delegate {
|
||||||
|
canBlastOff = true;
|
||||||
|
CollapseUnderPlayer();
|
||||||
|
}),
|
||||||
|
new BeatAction.Action(beat + 1, delegate {
|
||||||
|
Explode();
|
||||||
|
}),
|
||||||
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
public void BlastOff(float state)
|
public void BlastOff(float state = 0, bool missed = true)
|
||||||
{
|
{
|
||||||
|
//sound
|
||||||
|
isInputting = false; //ends the drums
|
||||||
|
SoundByte.PlayOneShotGame("chargingChicken/blastoff");
|
||||||
|
|
||||||
|
//TO DO: remove this and make it better
|
||||||
|
ChickenAnim.DoScaledAnimationAsync("Ride", 0.5f);
|
||||||
|
|
||||||
|
//erase text
|
||||||
|
yardsText.text = "";
|
||||||
|
|
||||||
|
//despawn the counting bubble
|
||||||
|
countBubble.SetActive(false);
|
||||||
|
|
||||||
|
//hose animation
|
||||||
|
currentIsland.BlastoffAnimation();
|
||||||
|
|
||||||
|
//buncha math here
|
||||||
nextIsland.isMoving = true;
|
nextIsland.isMoving = true;
|
||||||
currentIsland.isMoving = true;
|
currentIsland.isMoving = true;
|
||||||
|
|
||||||
|
nextIsland.journeyBlastOffTime = Conductor.instance.songPositionInBeatsAsDouble;
|
||||||
|
currentIsland.journeyBlastOffTime = Conductor.instance.songPositionInBeatsAsDouble;
|
||||||
|
|
||||||
|
nextIsland.PositionIsland(state);
|
||||||
|
|
||||||
|
if(missed)
|
||||||
|
{
|
||||||
|
nextIsland.journeyEnd += (nextIsland.journeyLength - ((nextIsland.journeyBlastOffTime - journeyIntendedLength)) * (nextIsland.journeyLength / (nextIsland.journeyLength + 1))) * platformDistanceConstant * platformsPerBeat;
|
||||||
|
nextIsland.journeyLength = Math.Clamp(((nextIsland.journeyBlastOffTime - journeyIntendedLength) / 2) + (nextIsland.journeyLength / 2) - 1, 0, nextIsland.journeyLength - 1);
|
||||||
|
|
||||||
|
currentIsland.journeyEnd += ((currentIsland.journeyLength - (currentIsland.journeyBlastOffTime - journeyIntendedLength) + 1) * (currentIsland.journeyLength / (currentIsland.journeyLength + 1))) * platformDistanceConstant * platformsPerBeat;
|
||||||
|
currentIsland.journeyLength = Math.Clamp(((currentIsland.journeyBlastOffTime - journeyIntendedLength) / 2) + (currentIsland.journeyLength / 2) - 1, 0, currentIsland.journeyLength - 1.5);
|
||||||
|
|
||||||
|
BeatAction.New(GameManager.instance, new List<BeatAction.Action>()
|
||||||
|
{
|
||||||
|
new BeatAction.Action(Conductor.instance.songPositionInBeatsAsDouble + currentIsland.journeyLength, delegate {
|
||||||
|
nextIsland.isMoving = false;
|
||||||
|
currentIsland.isMoving = false;
|
||||||
|
ChickenFall();
|
||||||
|
}),
|
||||||
|
});
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
nextIsland.journeyEnd -= state * 1.03f;
|
||||||
|
|
||||||
|
currentIsland.journeyEnd -= state * 1.03f;
|
||||||
|
|
||||||
|
BeatAction.New(GameManager.instance, new List<BeatAction.Action>()
|
||||||
|
{
|
||||||
|
new BeatAction.Action(journeyIntendedLength + (currentIsland.journeyLength * 2) + 1, delegate {
|
||||||
|
nextIsland.isMoving = false;
|
||||||
|
currentIsland.isMoving = false;
|
||||||
|
}),
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Uncharge()
|
||||||
|
{
|
||||||
|
ChickenAnim.DoScaledAnimationAsync("Idle", 0.5f);
|
||||||
|
currentIsland.ChargerAnim.DoScaledAnimationAsync("Idle", 0.5f);
|
||||||
|
|
||||||
|
isInputting = false;
|
||||||
|
|
||||||
|
//erase text
|
||||||
|
yardsText.text = "";
|
||||||
|
|
||||||
|
//despawn the counting bubble
|
||||||
|
countBubble.SetActive(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void CollapseUnderPlayer() //TO DO: change this
|
||||||
|
{
|
||||||
|
if (isInputting) return;
|
||||||
|
|
||||||
|
isInputting = false;
|
||||||
|
nextIsland.journeyEnd = nextIsland.journeyLength * platformDistanceConstant * platformsPerBeat;
|
||||||
|
currentIsland.journeyEnd = 0;
|
||||||
|
|
||||||
|
//erase text
|
||||||
|
yardsText.text = "";
|
||||||
|
|
||||||
|
//despawn the counting bubble
|
||||||
|
countBubble.SetActive(false);
|
||||||
|
|
||||||
|
//collapse animation
|
||||||
|
currentIsland.CollapseUnderPlayer();
|
||||||
|
ChickenFall();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Explode() //TO DO: fix the hell out of this
|
||||||
|
{
|
||||||
|
if (!isInputting) return;
|
||||||
|
|
||||||
|
isInputting = false;
|
||||||
|
nextIsland.journeyEnd = nextIsland.journeyLength * platformDistanceConstant * platformsPerBeat;
|
||||||
|
currentIsland.journeyEnd = 0;
|
||||||
|
|
||||||
|
//erase text
|
||||||
|
yardsText.text = "";
|
||||||
|
|
||||||
|
//despawn the counting bubble
|
||||||
|
countBubble.SetActive(false);
|
||||||
|
|
||||||
|
//burn animation
|
||||||
|
ChickenAnim.DoScaledAnimationAsync("Gone", 0.5f);
|
||||||
|
currentIsland.FakeChickenAnim.DoScaledAnimationAsync("Burn", 0.5f);
|
||||||
|
ChickenRespawn();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ChickenFall()
|
||||||
|
{
|
||||||
|
ChickenAnim.DoScaledAnimationAsync("Fall", 0.5f);
|
||||||
|
|
||||||
|
ChickenRespawn();
|
||||||
|
|
||||||
|
|
||||||
|
//SoundByte.PlayOneShotGame("chargingChicken/blastoff");
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ChickenRespawn()
|
||||||
|
{
|
||||||
|
isInputting = false;
|
||||||
|
|
||||||
|
currentIsland.respawnStart = Conductor.instance.songPositionInBeatsAsDouble + 0.5;
|
||||||
|
currentIsland.isRespawning = true;
|
||||||
|
|
||||||
|
nextIsland.respawnStart = Conductor.instance.songPositionInBeatsAsDouble + 0.5;
|
||||||
|
nextIsland.isRespawning = true;
|
||||||
|
nextIsland.FakeChickenAnim.DoScaledAnimationAsync("Respawn", 0.5f);
|
||||||
|
|
||||||
|
BeatAction.New(GameManager.instance, new List<BeatAction.Action>()
|
||||||
|
{
|
||||||
|
new BeatAction.Action(nextIsland.respawnEnd, delegate {
|
||||||
|
staleIsland.isRespawning = false;
|
||||||
|
currentIsland.isRespawning = false;
|
||||||
|
nextIsland.isRespawning = false;
|
||||||
|
staleIsland.FakeChickenAnim.DoScaledAnimationAsync("Idle", 0.5f);
|
||||||
|
currentIsland.FakeChickenAnim.DoScaledAnimationAsync("Idle", 0.5f);
|
||||||
|
nextIsland.FakeChickenAnim.DoScaledAnimationAsync("Idle", 0.5f);
|
||||||
|
}),
|
||||||
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
#region ColorShit
|
#region ColorShit
|
||||||
|
|
|
@ -13,15 +13,23 @@ namespace HeavenStudio.Games.Scripts_ChargingChicken
|
||||||
#region Definitions
|
#region Definitions
|
||||||
|
|
||||||
[SerializeField] public Animator ChargerAnim;
|
[SerializeField] public Animator ChargerAnim;
|
||||||
|
[SerializeField] public Animator FakeChickenAnim;
|
||||||
[SerializeField] public Transform IslandPos;
|
[SerializeField] public Transform IslandPos;
|
||||||
|
[SerializeField] public Transform CollapsedLandmass;
|
||||||
[SerializeField] public GameObject BigLandmass;
|
[SerializeField] public GameObject BigLandmass;
|
||||||
|
[SerializeField] public GameObject SmallLandmass;
|
||||||
|
|
||||||
|
[NonSerialized]public double journeySave = 0;
|
||||||
[NonSerialized]public double journeyStart = 0;
|
[NonSerialized]public double journeyStart = 0;
|
||||||
[NonSerialized]public double journeyEnd = 0;
|
[NonSerialized]public double journeyEnd = 0;
|
||||||
[NonSerialized]public double journeyBlastOffTime = 0;
|
[NonSerialized]public double journeyBlastOffTime = 0;
|
||||||
[NonSerialized]public double journeyLength = 0;
|
[NonSerialized]public double journeyLength = 0;
|
||||||
[NonSerialized]public bool isMoving = false;
|
[NonSerialized]public bool isMoving = false;
|
||||||
|
|
||||||
|
[NonSerialized]public double respawnStart = 0;
|
||||||
|
[NonSerialized]public double respawnEnd = 0;
|
||||||
|
[NonSerialized]public bool isRespawning = false;
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
//global methods
|
//global methods
|
||||||
|
@ -31,9 +39,15 @@ namespace HeavenStudio.Games.Scripts_ChargingChicken
|
||||||
{
|
{
|
||||||
if (isMoving)
|
if (isMoving)
|
||||||
{
|
{
|
||||||
float value = (Conductor.instance.GetPositionFromBeat(journeyBlastOffTime, journeyLength));
|
float value1 = (Conductor.instance.GetPositionFromBeat(journeyBlastOffTime, journeyLength));
|
||||||
float newX = Util.EasingFunction.EaseOutCubic((float)journeyStart, (float)journeyEnd, value);
|
float newX1 = Util.EasingFunction.EaseOutCubic((float)journeyStart, (float)journeyEnd, value1);
|
||||||
IslandPos.localPosition = new Vector3(newX, 0, 0);
|
IslandPos.localPosition = new Vector3(newX1, 0, 0);
|
||||||
|
}
|
||||||
|
if (respawnStart < Conductor.instance.songPositionInBeatsAsDouble && isRespawning)
|
||||||
|
{
|
||||||
|
float value2 = (Conductor.instance.GetPositionFromBeat(respawnStart, respawnEnd - respawnStart));
|
||||||
|
float newX2 = Util.EasingFunction.Linear((float)journeyStart - (float)journeySave, (float)journeyEnd, 1 - value2);
|
||||||
|
IslandPos.localPosition = new Vector3(newX2, 0, 0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -63,6 +77,17 @@ namespace HeavenStudio.Games.Scripts_ChargingChicken
|
||||||
ChargerAnim.DoScaledAnimationAsync("Idle", 0.5f);
|
ChargerAnim.DoScaledAnimationAsync("Idle", 0.5f);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void PositionIsland(float state)
|
||||||
|
{
|
||||||
|
CollapsedLandmass.localPosition = new Vector3(state, 0, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void CollapseUnderPlayer()
|
||||||
|
{
|
||||||
|
SoundByte.PlayOneShotGame("chargingChicken/complete");
|
||||||
|
SmallLandmass.SetActive(false);
|
||||||
|
}
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
}
|
}
|
||||||
}
|
}
|
Loading…
Reference in a new issue