fixed visual stuff and added missing to rolls

This commit is contained in:
Rapandrasmus 2023-06-26 20:26:07 +02:00
parent 6cb0272db5
commit a92824906a
10 changed files with 762 additions and 2507 deletions

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View file

@ -29,6 +29,7 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
[SerializeField] private GameObject platform;
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)