HeavenStudio/Assets/Scripts/Games/TapTroupe/TapTroupeTapper.cs
Rapandrasmus 2b1dff15a9
TAP TROUPE ADDED! OKAY! (#288)
* Started

* Imported new spritesheet

* Set up new spritesheets

* Added foreground elements

* Added bopping

* SOUND FILES

* Working dough fixx lol

* Stepping Added!

* minor tweak

* Tap troupe inputs are queued yippee

* Tapping math stuff done

* Added tapping animations for npcs

* OKAY!

* Party Popper!

* Improved da particle

* Vine boom

* Ready for PR!

* Little fix

* anim adjustments

* Updated some sounds and scaling

* all anims done

---------

Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-02-18 22:12:59 +00:00

99 lines
2.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_TapTroupe
{
public class TapTroupeTapper : MonoBehaviour
{
public Animator anim;
[SerializeField] GameObject impactStep;
private TapTroupe game;
[SerializeField] bool player;
[SerializeField] int soundIndex;
public enum TapAnim
{
Bam,
Tap,
BamReady,
BamTapReady,
LastTap
}
void Awake()
{
game = TapTroupe.instance;
anim = GetComponent<Animator>();
}
public void Step(bool hit = true, bool switchFeet = true)
{
if (switchFeet) transform.localScale = new Vector3(transform.localScale.x * -1, transform.localScale.y, 1);
if (hit)
{
if (TapTroupe.prepareTap)
{
anim.DoScaledAnimationAsync("HitStepReadyTap", 0.5f);
}
else
{
anim.DoScaledAnimationAsync("HitStepFeet", 0.5f);
}
}
else
{
if (TapTroupe.prepareTap)
{
anim.DoScaledAnimationAsync("StepReadyTap", 0.5f);
}
else
{
anim.DoScaledAnimationAsync("StepFeet", 0.5f);
}
}
}
public void Tap(TapAnim animType, bool hit = true, bool switchFeet = true)
{
if (switchFeet) transform.localScale = new Vector3(transform.localScale.x * -1, transform.localScale.y, 1);
string animName = "";
if (hit) animName = "Hit";
switch (animType)
{
case TapAnim.Bam:
animName += "BamFeet";
break;
case TapAnim.Tap:
animName += "TapFeet";
break;
case TapAnim.BamReady:
animName += "BamReadyFeet";
break;
case TapAnim.BamTapReady:
animName += "BamReadyTap";
break;
case TapAnim.LastTap:
if (hit)
{
animName = "LastTapFeet";
}
else
{
animName = "StepFeet";
}
break;
}
anim.DoScaledAnimationAsync(animName, 0.5f);
if (!player) Jukebox.PlayOneShotGame($"tapTroupe/other{soundIndex}");
}
public void Bop()
{
anim.DoScaledAnimationAsync("BopFeet", 0.5f);
}
}
}