Samurai Slice (Gold) - Basic interactions
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m_State: {fileID: 545892425393748090}
|
||||
m_Position: {x: 370, y: 240, z: 0}
|
||||
m_Position: {x: 300, y: 40, z: 0}
|
||||
- serializedVersion: 1
|
||||
m_State: {fileID: -5563777372090574972}
|
||||
m_Position: {x: 405, y: 305, z: 0}
|
||||
m_Position: {x: 200, y: 380, z: 0}
|
||||
m_ChildStateMachines: []
|
||||
m_AnyStateTransitions: []
|
||||
m_EntryTransitions: []
|
||||
m_StateMachineTransitions: {}
|
||||
m_StateMachineBehaviours: []
|
||||
m_AnyStatePosition: {x: 310, y: 40, z: 0}
|
||||
m_AnyStatePosition: {x: 50, y: 50, z: 0}
|
||||
m_EntryPosition: {x: 50, y: 120, z: 0}
|
||||
m_ExitPosition: {x: 570, y: 110, z: 0}
|
||||
m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
|
File diff suppressed because it is too large
Load diff
|
@ -707,7 +707,7 @@ AnimationClip:
|
|||
m_Level: 0
|
||||
m_CycleOffset: 0
|
||||
m_HasAdditiveReferencePose: 0
|
||||
m_LoopTime: 1
|
||||
m_LoopTime: 0
|
||||
m_LoopBlend: 0
|
||||
m_LoopBlendOrientation: 0
|
||||
m_LoopBlendPositionY: 0
|
|
@ -1078,7 +1078,7 @@ AnimationClip:
|
|||
m_Level: 0
|
||||
m_CycleOffset: 0
|
||||
m_HasAdditiveReferencePose: 0
|
||||
m_LoopTime: 1
|
||||
m_LoopTime: 0
|
||||
m_LoopBlend: 0
|
||||
m_LoopBlendOrientation: 0
|
||||
m_LoopBlendPositionY: 0
|
File diff suppressed because it is too large
Load diff
|
@ -114,7 +114,7 @@ TextureImporter:
|
|||
width: 73
|
||||
height: 69
|
||||
alignment: 0
|
||||
pivot: {x: 0, y: 0}
|
||||
pivot: {x: 0.5, y: 0.5}
|
||||
border: {x: 0, y: 0, z: 0, w: 0}
|
||||
outline: []
|
||||
physicsShape: []
|
||||
|
@ -134,8 +134,8 @@ TextureImporter:
|
|||
y: 116
|
||||
width: 613
|
||||
height: 32
|
||||
alignment: 0
|
||||
pivot: {x: 0, y: 0}
|
||||
alignment: 9
|
||||
pivot: {x: 0.225, y: 0.5}
|
||||
border: {x: 0, y: 0, z: 0, w: 0}
|
||||
outline: []
|
||||
physicsShape: []
|
||||
|
@ -155,8 +155,8 @@ TextureImporter:
|
|||
y: 208
|
||||
width: 612
|
||||
height: 169
|
||||
alignment: 0
|
||||
pivot: {x: 0, y: 0}
|
||||
alignment: 9
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||||
pivot: {x: 0.225, y: 0.85}
|
||||
border: {x: 0, y: 0, z: 0, w: 0}
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||||
outline: []
|
||||
physicsShape: []
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||||
|
@ -176,8 +176,8 @@ TextureImporter:
|
|||
y: 455
|
||||
width: 630
|
||||
height: 185
|
||||
alignment: 0
|
||||
pivot: {x: 0, y: 0}
|
||||
alignment: 9
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pivot: {x: 0.225, y: 0.15}
|
||||
border: {x: 0, y: 0, z: 0, w: 0}
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||||
outline: []
|
||||
physicsShape: []
|
||||
|
@ -197,8 +197,8 @@ TextureImporter:
|
|||
y: 699
|
||||
width: 624
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||||
height: 181
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||||
alignment: 0
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||||
pivot: {x: 0, y: 0}
|
||||
alignment: 9
|
||||
pivot: {x: 0.225, y: 0.85}
|
||||
border: {x: 0, y: 0, z: 0, w: 0}
|
||||
outline: []
|
||||
physicsShape: []
|
||||
|
|
59
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamurai.cs
Normal file
59
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamurai.cs
Normal file
|
@ -0,0 +1,59 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_NtrSamurai
|
||||
{
|
||||
public class NtrSamurai : MonoBehaviour
|
||||
{
|
||||
[Header("References")]
|
||||
public Animator animator;
|
||||
|
||||
[Header("Properties")]
|
||||
bool stepping;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
stepping = false;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void Bop()
|
||||
{
|
||||
if (!stepping && !(animator.GetCurrentAnimatorClipInfo(0)[0].clip.name == "Slash"))
|
||||
animator.Play("Beat", -1, 0);
|
||||
}
|
||||
|
||||
public void Step(bool off)
|
||||
{
|
||||
stepping = !off;
|
||||
if (off)
|
||||
{
|
||||
animator.Play("Beat", -1, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (animator.GetCurrentAnimatorClipInfo(0)[0].clip.name == "Slash")
|
||||
animator.Play("StepSeathe", -1, 0);
|
||||
else
|
||||
animator.Play("Step", -1, 0);
|
||||
}
|
||||
}
|
||||
|
||||
public void Slash()
|
||||
{
|
||||
stepping = false;
|
||||
animator.Play("Slash", -1, 0);
|
||||
}
|
||||
|
||||
public bool isStepping()
|
||||
{
|
||||
return stepping;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamurai.cs.meta
Normal file
11
Assets/Scripts/Games/SamuraiSliceNtr/NtrSamurai.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 91edf50b6967f864ca699d5f3dd0de5c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -1,3 +1,4 @@
|
|||
using HeavenStudio.Util;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
@ -10,6 +11,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
public static Minigame AddGame(EventCaller eventCaller) {
|
||||
return new Minigame("samuraiSliceNtr", "Samurai Slice (DS) \n<color=#eb5454>[WIP don't use]</color>", "000000", false, false, new List<GameAction>()
|
||||
{
|
||||
//new GameAction("start bopping", delegate { SamuraiSliceNtr.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 1),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -17,26 +19,59 @@ namespace HeavenStudio.Games.Loaders
|
|||
|
||||
namespace HeavenStudio.Games
|
||||
{
|
||||
using Scripts_NtrSamurai;
|
||||
|
||||
public class SamuraiSliceNtr : Minigame
|
||||
{
|
||||
[Header("References")]
|
||||
public NtrSamurai player;
|
||||
public GameObject launcher;
|
||||
|
||||
//game scene
|
||||
public static SamuraiSliceNtr instance;
|
||||
|
||||
public GameEvent bop = new GameEvent();
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
var cond = Conductor.instance;
|
||||
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
|
||||
{
|
||||
player.Bop();
|
||||
}
|
||||
|
||||
if (PlayerInput.AltPressed())
|
||||
{
|
||||
Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_launchThrough");
|
||||
player.Step(false);
|
||||
launcher.GetComponent<Animator>().Play("Launch", -1, 0);
|
||||
}
|
||||
if (PlayerInput.AltPressedUp() && player.isStepping())
|
||||
{
|
||||
player.Step(true);
|
||||
launcher.GetComponent<Animator>().Play("UnStep", -1, 0);
|
||||
}
|
||||
if (PlayerInput.Pressed())
|
||||
{
|
||||
if (player.isStepping())
|
||||
{
|
||||
launcher.GetComponent<Animator>().Play("UnStep", -1, 0);
|
||||
}
|
||||
Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_through");
|
||||
player.Slash();
|
||||
}
|
||||
}
|
||||
|
||||
public void Bop(float beat, float length)
|
||||
{
|
||||
bop.length = length;
|
||||
bop.startBeat = beat;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue