miss stuff
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--- !u!1102 &-3482587891377063828
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@ -302,6 +334,32 @@ AnimatorController:
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|
@ -481,8 +586,13 @@ TextureImporter:
|
|||
frog2: -1228472510
|
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|
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|
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|
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|
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star: 1025117743
|
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|
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swirl: -38016162
|
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totem1: 1031057130
|
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totem2: 2141254573
|
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|
|
|
|||
|
|
@ -10,6 +10,7 @@ namespace HeavenStudio.Games.Scripts_TotemClimb
|
|||
{
|
||||
[SerializeField] private Transform _initialPoint;
|
||||
[SerializeField] private ParticleSystem _highParticle;
|
||||
[SerializeField] private ParticleSystem _highMissParticle;
|
||||
[SerializeField] private ParticleSystem _jumpParticle;
|
||||
[SerializeField] private float _jumpHeight = 2f;
|
||||
[SerializeField] private float _jumpHeightTriple = 1f;
|
||||
|
|
@ -53,11 +54,11 @@ namespace HeavenStudio.Games.Scripts_TotemClimb
|
|||
}
|
||||
}
|
||||
|
||||
public void StartJumping(double beat, bool miss = false)
|
||||
public void StartJumping(double beat, bool miss = false, bool nearMiss = false)
|
||||
{
|
||||
bool nextIsTriple = _game.IsTripleBeat(beat + 1);
|
||||
bool nextIsHigh = _game.IsHighBeat(beat + 1);
|
||||
StartCoroutine(JumpCo(beat, miss));
|
||||
StartCoroutine(JumpCo(beat, miss, nearMiss));
|
||||
if (beat + 1 >= _game.EndBeat) return;
|
||||
if (nextIsHigh)
|
||||
{
|
||||
|
|
@ -81,9 +82,9 @@ namespace HeavenStudio.Games.Scripts_TotemClimb
|
|||
else _game.ScheduleInput(beat, 2, Minigame.InputAction_BasicPress, nextIsTriple ? JustTripleEnter : Just, nextIsTriple ? MissTripleEnter : Miss, Empty);
|
||||
}
|
||||
|
||||
public void TripleJumping(double beat, bool enter, bool miss = false)
|
||||
public void TripleJumping(double beat, bool enter, bool miss = false, bool nearMiss = false)
|
||||
{
|
||||
StartCoroutine(JumpTripleCo(beat, enter, miss));
|
||||
StartCoroutine(JumpTripleCo(beat, enter, miss, nearMiss));
|
||||
if (beat + 0.5 >= _game.EndBeat) return;
|
||||
_game.ScheduleInput(beat, 0.5, Minigame.InputAction_BasicPress, enter ? JustTripleExit : Just, enter ? MissTripleExit : Miss, Empty);
|
||||
}
|
||||
|
|
@ -93,7 +94,7 @@ namespace HeavenStudio.Games.Scripts_TotemClimb
|
|||
_anim.DoScaledAnimationAsync("Bop", 0.5f);
|
||||
}
|
||||
|
||||
private IEnumerator JumpCo(double beat, bool miss)
|
||||
private IEnumerator JumpCo(double beat, bool miss, bool nearMiss)
|
||||
{
|
||||
if (beat >= _startBeat)
|
||||
{
|
||||
|
|
@ -121,29 +122,35 @@ namespace HeavenStudio.Games.Scripts_TotemClimb
|
|||
};
|
||||
}
|
||||
}
|
||||
if (!miss) _anim.Play("Jump", 0, 0);
|
||||
if (!miss) _anim.DoScaledAnimationAsync(nearMiss ? "NearMiss" : "Jump", 0.5f);
|
||||
else _anim.DoScaledAnimationAsync("Miss", 0.5f);
|
||||
|
||||
float normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, _path.positions[0].duration);
|
||||
bool playedFall = false;
|
||||
bool firstFrame = true;
|
||||
|
||||
while(normalizedBeat < 1f)
|
||||
{
|
||||
transform.position = GetPathPositionFromBeat(_path, Math.Min(Conductor.instance.songPositionInBeatsAsDouble, beat + _path.positions[0].duration), beat);
|
||||
if (_game.IsExpectingInputNow(Minigame.InputAction_BasicPress) && PlayerInput.GetIsAction(Minigame.InputAction_BasicPress) && !firstFrame)
|
||||
{
|
||||
yield break;
|
||||
}
|
||||
Debug.Log(Math.Clamp(Conductor.instance.songPositionInBeatsAsDouble, beat, beat + _path.positions[0].duration) + ", Beat: " + beat);
|
||||
transform.position = GetPathPositionFromBeat(_path, Math.Clamp(Conductor.instance.songPositionInBeatsAsDouble, beat, beat + _path.positions[0].duration), beat);
|
||||
|
||||
if (normalizedBeat >= 0.5f && !playedFall)
|
||||
{
|
||||
if (!miss) _anim.Play("Fall", 0, 0);
|
||||
if (!miss && !nearMiss) _anim.Play("Fall", 0, 0);
|
||||
playedFall = true;
|
||||
}
|
||||
|
||||
normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, _path.positions[0].duration);
|
||||
firstFrame = false;
|
||||
yield return null;
|
||||
}
|
||||
_anim.Play("Idle", 0, 0);
|
||||
}
|
||||
|
||||
private IEnumerator JumpTripleCo(double beat, bool enter, bool miss)
|
||||
private IEnumerator JumpTripleCo(double beat, bool enter, bool miss, bool nearMiss)
|
||||
{
|
||||
if (beat >= _startBeat)
|
||||
{
|
||||
|
|
@ -160,23 +167,29 @@ namespace HeavenStudio.Games.Scripts_TotemClimb
|
|||
target = _game.GetJumperFrogPointAtBeat(beat + 0.5, enter ? 0 : 1)
|
||||
};
|
||||
}
|
||||
if (!miss) _anim.Play("Jump", 0, 0);
|
||||
if (!miss) _anim.DoScaledAnimationAsync(nearMiss ? "NearMiss" : "Jump", 0.5f);
|
||||
else _anim.DoScaledAnimationAsync("Miss", 0.5f);
|
||||
|
||||
float normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, _path.positions[0].duration);
|
||||
bool playedFall = false;
|
||||
bool firstFrame = true;
|
||||
|
||||
while (normalizedBeat < 1f)
|
||||
{
|
||||
transform.position = GetPathPositionFromBeat(_path, Math.Min(Conductor.instance.songPositionInBeatsAsDouble, beat + _path.positions[0].duration), beat);
|
||||
if (_game.IsExpectingInputNow(Minigame.InputAction_BasicPress) && PlayerInput.GetIsAction(Minigame.InputAction_BasicPress) && !firstFrame)
|
||||
{
|
||||
yield break;
|
||||
}
|
||||
transform.position = GetPathPositionFromBeat(_path, Math.Clamp(Conductor.instance.songPositionInBeatsAsDouble, beat, beat + _path.positions[0].duration), beat);
|
||||
|
||||
if (normalizedBeat >= 0.5f && !playedFall)
|
||||
{
|
||||
if (!miss) _anim.Play("Fall", 0, 0);
|
||||
if (!miss && !nearMiss) _anim.Play("Fall", 0, 0);
|
||||
playedFall = true;
|
||||
}
|
||||
|
||||
normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, _path.positions[0].duration);
|
||||
firstFrame = false;
|
||||
yield return null;
|
||||
}
|
||||
_anim.Play("Idle", 0, 0);
|
||||
|
|
@ -215,14 +228,23 @@ namespace HeavenStudio.Games.Scripts_TotemClimb
|
|||
_anim.Play("HighJump", 0, 0);
|
||||
_highParticle.PlayScaledAsync(0.5f);
|
||||
}
|
||||
else _anim.DoScaledAnimationAsync("Miss", 0.5f);
|
||||
else
|
||||
{
|
||||
_anim.DoScaledAnimationAsync("HighMiss", 0.5f);
|
||||
_highMissParticle.PlayScaledAsync(0.5f);
|
||||
}
|
||||
|
||||
float normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, _path.positions[0].duration);
|
||||
bool playedFall = false;
|
||||
bool firstFrame = true;
|
||||
|
||||
while (normalizedBeat < 1f)
|
||||
{
|
||||
transform.position = GetPathPositionFromBeat(_path, Math.Min(Conductor.instance.songPositionInBeatsAsDouble, beat + _path.positions[0].duration), beat);
|
||||
if (_game.IsExpectingInputNow(Minigame.InputAction_BasicPress) && PlayerInput.GetIsAction(Minigame.InputAction_BasicPress) && !firstFrame)
|
||||
{
|
||||
yield break;
|
||||
}
|
||||
transform.position = GetPathPositionFromBeat(_path, Math.Clamp(Conductor.instance.songPositionInBeatsAsDouble, beat, beat + _path.positions[0].duration), beat);
|
||||
|
||||
if (normalizedBeat >= 0.5f && !playedFall)
|
||||
{
|
||||
|
|
@ -231,10 +253,12 @@ namespace HeavenStudio.Games.Scripts_TotemClimb
|
|||
}
|
||||
|
||||
normalizedBeat = Conductor.instance.GetPositionFromBeat(beat, _path.positions[0].duration);
|
||||
firstFrame = false;
|
||||
yield return null;
|
||||
}
|
||||
_anim.Play("Idle", 0, 0);
|
||||
_highParticle.Stop();
|
||||
_highMissParticle.Stop();
|
||||
}
|
||||
|
||||
private IEnumerator HoldCo(double beat)
|
||||
|
|
@ -263,14 +287,19 @@ namespace HeavenStudio.Games.Scripts_TotemClimb
|
|||
canUnHold = true;
|
||||
}
|
||||
|
||||
yield return null;
|
||||
if (_game.IsExpectingInputNow(Minigame.InputAction_FlickRelease) && PlayerInput.GetIsAction(Minigame.InputAction_FlickRelease))
|
||||
{
|
||||
yield break;
|
||||
}
|
||||
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
private void Just(PlayerActionEvent caller, float state)
|
||||
{
|
||||
bool isTriple = _game.IsTripleBeat(caller.startBeat + caller.timer);
|
||||
StartJumping(caller.startBeat + caller.timer);
|
||||
StartJumping(caller.startBeat + caller.timer, false, state >= 1f || state <= -1f);
|
||||
_game.BopTotemAtBeat(caller.startBeat + caller.timer);
|
||||
if (isTriple) _game.FallFrogAtBeat(caller.startBeat + caller.timer, 1);
|
||||
if (state >= 1f || state <= -1f)
|
||||
|
|
@ -284,7 +313,7 @@ namespace HeavenStudio.Games.Scripts_TotemClimb
|
|||
|
||||
private void JustTripleEnter(PlayerActionEvent caller, float state)
|
||||
{
|
||||
TripleJumping(caller.startBeat + caller.timer, true);
|
||||
TripleJumping(caller.startBeat + caller.timer, true, false, state >= 1f || state <= -1f);
|
||||
_game.FallFrogAtBeat(caller.startBeat + caller.timer, -1);
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
|
|
@ -297,7 +326,7 @@ namespace HeavenStudio.Games.Scripts_TotemClimb
|
|||
|
||||
private void JustTripleExit(PlayerActionEvent caller, float state)
|
||||
{
|
||||
TripleJumping(caller.startBeat + caller.timer, false);
|
||||
TripleJumping(caller.startBeat + caller.timer, false, false, state >= 1f || state <= -1f);
|
||||
_game.FallFrogAtBeat(caller.startBeat + caller.timer, 0);
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
|
|
@ -323,7 +352,7 @@ namespace HeavenStudio.Games.Scripts_TotemClimb
|
|||
|
||||
private void JustRelease(PlayerActionEvent caller, float state)
|
||||
{
|
||||
HighJump(caller.startBeat + caller.timer, false);
|
||||
HighJump(caller.startBeat + caller.timer, state >= 1f && state <= -1f);
|
||||
_game.ReleaseDragonAtBeat(caller.startBeat + caller.timer);
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
|
|
|
|||
Loading…
Reference in a new issue