fixed visual stuff and added missing to rolls
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@ -29,6 +29,7 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
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[SerializeField] private GameObject platform;
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private bool canKick;
|
||||
private bool canKickRelease;
|
||||
private bool doFillStartSound = false;
|
||||
|
||||
private PlayerActionEvent inputEvent;
|
||||
|
|
@ -62,12 +63,42 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
|
|||
isEndEvent = game.endBeat == endBeat;
|
||||
if (isEndEvent) anim.Play("EndIdle", 0, 0);
|
||||
isRollPlatform = game.RollOnBeat(endBeat);
|
||||
rollPlatform.gameObject.SetActive(isRollPlatform);
|
||||
rollPlatform.transform.parent.gameObject.SetActive(isRollPlatform);
|
||||
if (isRollPlatform)
|
||||
{
|
||||
platform.SetActive(false);
|
||||
inputEvent = game.ScheduleInput(startBeat, endBeat - startBeat, InputType.STANDARD_ALT_DOWN, JustRollHold, RollMissHold, Empty);
|
||||
releaseEvent = game.ScheduleInput(startBeat, endBeat - startBeat + 0.5, InputType.STANDARD_ALT_UP, JustRollRelease, RollMissRelease, Empty);
|
||||
if (startBeat < endBeat)
|
||||
{
|
||||
inputEvent = game.ScheduleInput(startBeat, endBeat - startBeat, InputType.STANDARD_ALT_DOWN, JustRollHold, RollMissHold, Empty);
|
||||
releaseEvent = game.ScheduleInput(startBeat, endBeat - startBeat + 0.5, InputType.STANDARD_ALT_UP, JustRollRelease, RollMissRelease, Empty);
|
||||
canKick = true;
|
||||
canKickRelease = true;
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(endBeat, delegate
|
||||
{
|
||||
if (!stopped)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("nightWalkAgb/boxKick");
|
||||
if (canKick)
|
||||
{
|
||||
anim.Play("Kick", 0, 0);
|
||||
}
|
||||
}
|
||||
}),
|
||||
new BeatAction.Action(endBeat + 0.5, delegate
|
||||
{
|
||||
if (!stopped)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("nightWalkAgb/boxKick");
|
||||
if (canKickRelease)
|
||||
{
|
||||
rollPlatform.Play("Kick", 0, 0);
|
||||
}
|
||||
}
|
||||
}),
|
||||
});
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -144,19 +175,19 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
|
|||
{
|
||||
canKick = true;
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(endBeat, delegate
|
||||
{
|
||||
if (!stopped)
|
||||
new BeatAction.Action(endBeat, delegate
|
||||
{
|
||||
SoundByte.PlayOneShotGame("nightWalkAgb/boxKick");
|
||||
if (canKick)
|
||||
if (!stopped)
|
||||
{
|
||||
anim.Play("Kick", 0, 0);
|
||||
SoundByte.PlayOneShotGame("nightWalkAgb/boxKick");
|
||||
if (canKick)
|
||||
{
|
||||
anim.Play("Kick", 0, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
})
|
||||
});
|
||||
})
|
||||
});
|
||||
}
|
||||
|
||||
}
|
||||
|
|
@ -236,6 +267,7 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
|
|||
}
|
||||
private void JustRollHold(PlayerActionEvent caller, float state)
|
||||
{
|
||||
canKick = false;
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
anim.DoScaledAnimationAsync("FlowerBarely", 0.5f);
|
||||
|
|
@ -248,6 +280,7 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
|
|||
|
||||
private void JustRollRelease(PlayerActionEvent caller, float state)
|
||||
{
|
||||
canKickRelease = false;
|
||||
if (isFish)
|
||||
{
|
||||
game.ScoreMiss();
|
||||
|
|
@ -269,12 +302,12 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
|
|||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("nightWalkAgb/ng");
|
||||
rollPlatform.DoScaledAnimationAsync("RollBarely", 0.5f);
|
||||
rollPlatform.DoScaledAnimationAsync("UmbrellaBarely", 0.5f);
|
||||
return;
|
||||
}
|
||||
game.playYan.HighJump(Conductor.instance.songPositionInBeats);
|
||||
SoundByte.PlayOneShot("games/nightWalkRvl/highJump7");
|
||||
rollPlatform.DoScaledAnimationAsync("RollHit", 0.5f);
|
||||
rollPlatform.DoScaledAnimationAsync("Umbrella", 0.5f);
|
||||
game.starHandler.Evolve(game.evolveAmount);
|
||||
game.hitJumps++;
|
||||
AgbNightWalk.hitJumpsPersist++;
|
||||
|
|
@ -282,12 +315,22 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
|
|||
|
||||
private void RollMissHold(PlayerActionEvent caller)
|
||||
{
|
||||
|
||||
game.playYan.Walk();
|
||||
SoundByte.PlayOneShotGame("nightWalkAgb/open" + (int)type, caller.timer + caller.startBeat + 0.5);
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(caller.timer + caller.startBeat + 0.5, delegate { anim.DoScaledAnimationAsync("Note", 0.5f); })
|
||||
});
|
||||
}
|
||||
|
||||
private void RollMissRelease(PlayerActionEvent caller)
|
||||
{
|
||||
|
||||
game.playYan.Walk();
|
||||
SoundByte.PlayOneShotGame("nightWalkAgb/open" + (int)type, caller.timer + caller.startBeat + 0.5);
|
||||
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(caller.timer + caller.startBeat + 0.5, delegate { rollPlatform.DoScaledAnimationAsync("Note", 0.5f); })
|
||||
});
|
||||
}
|
||||
|
||||
private void Just(PlayerActionEvent caller, float state)
|
||||
|
|
|
|||
Loading…
Reference in a new issue