3e20013a1a
* setup * scroll stuff * tons of stuff * totem bop * bopping and new assets * soem more * frog fit * fixed order of operation issue * triple proto * wow i love super curves * TRIPLE JUMP * frog fall * the spinny * dragon initial * functional dragon * fixed un bug * the deets * the deets have been fixed * miss stuff * smol fix * no log * fixed some issues * switch to next state * particle * remove useless logic * zoomed out * sound and line fix * new bg sheet * minor tweaks * pillar tops * background objects * background tweak * triple sound tweak * background rework * frog wings and new jump anim * fix * birds * disable pillars * landing end * fix again * minor fix * fixes and icon * background scroll logic rework * put in fixed sheet * fixed sounds
62 lines
1.8 KiB
C#
62 lines
1.8 KiB
C#
using HeavenStudio.Util;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HeavenStudio.Games.Scripts_TotemClimb
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{
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public class TCFrog : MonoBehaviour
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{
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[NonSerialized] public double beat;
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[SerializeField] private Animator _animLeft;
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[SerializeField] private Animator _animMiddle;
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[SerializeField] private Animator _animRight;
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[SerializeField] private Animator _anim;
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[SerializeField] private Transform _jumperPointLeft;
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[SerializeField] private Transform _jumperPointMiddle;
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[SerializeField] private Transform _jumperPointRight;
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public Transform JumperPointLeft => _jumperPointLeft;
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public Transform JumperPointMiddle => _jumperPointMiddle;
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public Transform JumperPointRight => _jumperPointRight;
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private bool _hasWings = false;
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private bool _flapSet = false; // I hate unity
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private void Update()
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{
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if (!_anim.GetCurrentAnimatorStateInfo(0).IsName("Wings") && _hasWings && !_flapSet)
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{
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_anim.Play("Wings", 0, 0);
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_flapSet = true;
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}
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}
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public void FallPiece(int part)
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{
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if (_hasWings) _anim.Play("WingsNoFlap", 0, 0);
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switch (part)
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{
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case -1:
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_animLeft.DoScaledAnimationAsync("Fall", 0.5f);
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break;
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case 0:
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_animMiddle.DoScaledAnimationAsync("Fall", 0.5f);
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break;
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default:
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_animRight.DoScaledAnimationAsync("Fall", 0.5f);
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break;
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}
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}
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public void SetHasWings()
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{
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_hasWings = true;
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}
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}
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}
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