the spinny
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@ -0,0 +1,8 @@
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@ -50,18 +50,18 @@ namespace HeavenStudio.Games.Scripts_TotemClimb
|
|||
}
|
||||
}
|
||||
|
||||
public void StartJumping(double beat)
|
||||
public void StartJumping(double beat, bool miss = false)
|
||||
{
|
||||
bool nextIsTriple = _game.IsTripleBeat(beat + 1);
|
||||
StartCoroutine(JumpCo(beat));
|
||||
StartCoroutine(JumpCo(beat, miss));
|
||||
if (beat + 1 >= _game.EndBeat) return;
|
||||
|
||||
_game.ScheduleInput(beat, 1, Minigame.InputAction_BasicPress, nextIsTriple ? JustTripleEnter : Just, nextIsTriple ? MissTripleEnter : Miss, Empty);
|
||||
}
|
||||
|
||||
public void TripleJumping(double beat, bool enter)
|
||||
public void TripleJumping(double beat, bool enter, bool miss = false)
|
||||
{
|
||||
StartCoroutine(JumpTripleCo(beat, enter));
|
||||
StartCoroutine(JumpTripleCo(beat, enter, miss));
|
||||
if (beat + 0.5 >= _game.EndBeat) return;
|
||||
_game.ScheduleInput(beat, 0.5, Minigame.InputAction_BasicPress, enter ? JustTripleExit : Just, enter ? MissTripleExit : Miss, Empty);
|
||||
}
|
||||
|
|
@ -71,7 +71,7 @@ namespace HeavenStudio.Games.Scripts_TotemClimb
|
|||
_anim.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
}
|
||||
|
||||
private IEnumerator JumpCo(double beat)
|
||||
private IEnumerator JumpCo(double beat, bool miss)
|
||||
{
|
||||
if (beat >= _startBeat)
|
||||
{
|
||||
|
|
@ -111,7 +111,8 @@ namespace HeavenStudio.Games.Scripts_TotemClimb
|
|||
};
|
||||
}
|
||||
}
|
||||
_anim.Play("Jump", 0, 0);
|
||||
if (!miss) _anim.Play("Jump", 0, 0);
|
||||
else _anim.DoScaledAnimationAsync("Miss", 0.5f);
|
||||
|
||||
float normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, _path.positions[0].duration);
|
||||
bool playedFall = false;
|
||||
|
|
@ -122,7 +123,7 @@ namespace HeavenStudio.Games.Scripts_TotemClimb
|
|||
|
||||
if (normalizedBeat >= 0.5f && !playedFall)
|
||||
{
|
||||
_anim.Play("Fall", 0, 0);
|
||||
if (!miss) _anim.Play("Fall", 0, 0);
|
||||
playedFall = true;
|
||||
}
|
||||
|
||||
|
|
@ -132,7 +133,7 @@ namespace HeavenStudio.Games.Scripts_TotemClimb
|
|||
_anim.Play("Idle", 0, 0);
|
||||
}
|
||||
|
||||
private IEnumerator JumpTripleCo(double beat, bool enter)
|
||||
private IEnumerator JumpTripleCo(double beat, bool enter, bool miss)
|
||||
{
|
||||
if (beat >= _startBeat)
|
||||
{
|
||||
|
|
@ -149,7 +150,8 @@ namespace HeavenStudio.Games.Scripts_TotemClimb
|
|||
target = _game.GetJumperFrogPointAtBeat(beat + 0.5, enter ? 0 : 1)
|
||||
};
|
||||
}
|
||||
_anim.Play("Jump", 0, 0);
|
||||
if (!miss) _anim.Play("Jump", 0, 0);
|
||||
else _anim.DoScaledAnimationAsync("Miss", 0.5f);
|
||||
|
||||
float normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, _path.positions[0].duration);
|
||||
bool playedFall = false;
|
||||
|
|
@ -160,7 +162,7 @@ namespace HeavenStudio.Games.Scripts_TotemClimb
|
|||
|
||||
if (normalizedBeat >= 0.5f && !playedFall)
|
||||
{
|
||||
_anim.Play("Fall", 0, 0);
|
||||
if (!miss) _anim.Play("Fall", 0, 0);
|
||||
playedFall = true;
|
||||
}
|
||||
|
||||
|
|
@ -178,6 +180,7 @@ namespace HeavenStudio.Games.Scripts_TotemClimb
|
|||
if (isTriple) _game.FallFrogAtBeat(caller.startBeat + caller.timer, 1);
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
SoundByte.PlayOneShot("nearMiss");
|
||||
return;
|
||||
}
|
||||
SoundByte.PlayOneShotGame(isTriple ? "totemClimb/totemlandb" : "totemClimb/totemland");
|
||||
|
|
@ -189,6 +192,7 @@ namespace HeavenStudio.Games.Scripts_TotemClimb
|
|||
_game.FallFrogAtBeat(caller.startBeat + caller.timer, -1);
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
SoundByte.PlayOneShot("nearMiss");
|
||||
return;
|
||||
}
|
||||
SoundByte.PlayOneShotGame("totemClimb/totemland");
|
||||
|
|
@ -200,6 +204,7 @@ namespace HeavenStudio.Games.Scripts_TotemClimb
|
|||
_game.FallFrogAtBeat(caller.startBeat + caller.timer, 0);
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
SoundByte.PlayOneShot("nearMiss");
|
||||
return;
|
||||
}
|
||||
SoundByte.PlayOneShotGame("totemClimb/totemland");
|
||||
|
|
@ -207,21 +212,24 @@ namespace HeavenStudio.Games.Scripts_TotemClimb
|
|||
|
||||
private void Miss(PlayerActionEvent caller)
|
||||
{
|
||||
StartJumping(caller.startBeat + caller.timer);
|
||||
StartJumping(caller.startBeat + caller.timer, true);
|
||||
_game.BopTotemAtBeat(caller.startBeat + caller.timer);
|
||||
if (_game.IsTripleBeat(caller.startBeat + caller.timer)) _game.FallFrogAtBeat(caller.startBeat + caller.timer, 1);
|
||||
SoundByte.PlayOneShot("miss");
|
||||
}
|
||||
|
||||
private void MissTripleEnter(PlayerActionEvent caller)
|
||||
{
|
||||
TripleJumping(caller.startBeat + caller.timer, true);
|
||||
TripleJumping(caller.startBeat + caller.timer, true, true);
|
||||
_game.FallFrogAtBeat(caller.startBeat + caller.timer, -1);
|
||||
SoundByte.PlayOneShot("miss");
|
||||
}
|
||||
|
||||
private void MissTripleExit(PlayerActionEvent caller)
|
||||
{
|
||||
TripleJumping(caller.startBeat + caller.timer, false);
|
||||
TripleJumping(caller.startBeat + caller.timer, false, true);
|
||||
_game.FallFrogAtBeat(caller.startBeat + caller.timer, 0);
|
||||
SoundByte.PlayOneShot("miss");
|
||||
}
|
||||
|
||||
private void Empty(PlayerActionEvent caller) { }
|
||||
|
|
|
|||
Loading…
Reference in a new issue