Samurai Slice (Gold) - Basic interactions

This commit is contained in:
minenice55 2022-04-24 17:23:39 -04:00
parent 633c345ee5
commit 885f629722
49 changed files with 8451 additions and 3563 deletions

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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;
}
}
}

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@ -0,0 +1,11 @@
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
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icon: {instanceID: 0}
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View file

@ -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;
}
}
}