caf7d9465f
* add pause menu assets * layout and animation for pause * make play mode prefab function re-assign unused class inheritance * remove filepath * don't init medals twice * remove PlayerActionObject * initial attempt at anti-note lock TODO: circumvent inputs clearing themselves making the functionality not work * properly implement input lock prevention * fix error on editor open * functional pause menu * bugfix * make unpausing not reset current play statistics * serialize initializer components in inspector instead of procedurally generating * sanity check * note for fade * make flashes in the camera prefabs instead of in world space remove / reorganize script files address issue #411 * fix bug with perfect campaign make minigame transitions hide the game canvas adjust animation of the song credits textbox * fully functional intro scene (placeholder for future title screen) refactored entire game loading procedure re-organized some files * add interaction query to disclaimer text * reword legal * anchor section medals to section display more tempo change placement controls * operation order bugfix * prep for future ratings and stats * loading text * autoload opening scene * splash screen adjustments added setting to force enable splash screen * adjust setting entry
101 lines
3.5 KiB
C#
101 lines
3.5 KiB
C#
using HeavenStudio.Util;
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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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using NaughtyBezierCurves;
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namespace HeavenStudio.Games.Scripts_MunchyMonk
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{
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public class Dumpling : MonoBehaviour
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{
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public Animator otherAnim;
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public float startBeat;
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public float type;
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const string sfxName = "munchyMonk/";
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private bool canDestroy;
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[Header("References")]
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[SerializeField] Animator smearAnim;
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[SerializeField] Animator anim;
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private MunchyMonk game;
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private void Awake()
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{
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game = MunchyMonk.instance;
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game.firstTwoMissed = false;
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}
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private void Start()
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{
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if (type == 1f || type == 3f) {
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game.ScheduleInput(startBeat, 1f, InputType.STANDARD_DOWN, Hit, Miss, Early);
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} else if (type >= 3.5f) {
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game.ScheduleInput(startBeat, 0.75f, InputType.STANDARD_DOWN, Hit, Miss, Early);
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} else {
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game.ScheduleInput(startBeat, type == 2f ? 1.5f : 2f, InputType.STANDARD_DOWN, Hit, Miss, Early);
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}
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}
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private void Update()
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{
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if ((!Conductor.instance.isPlaying && !Conductor.instance.isPaused) || GameManager.instance.currentGame != "munchyMonk") {
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GameObject.Destroy(gameObject);
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}
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if (canDestroy && anim.IsAnimationNotPlaying()) GameObject.Destroy(gameObject);
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}
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private void Hit(PlayerActionEvent caller, float state)
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{
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if (!canDestroy) {
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game.MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f);
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Jukebox.PlayOneShotGame(sfxName+"slap");
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game.isStaring = false;
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if (state >= 1f || state <= -1f)
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{
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game.MonkAnim.DoScaledAnimationAsync("Barely", 0.5f);
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anim.DoScaledAnimationAsync("HitHead", 0.5f);
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Jukebox.PlayOneShotGame(sfxName+"barely");
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canDestroy = true;
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} else {
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game.MonkAnim.DoScaledAnimationAsync("Eat", 0.4f);
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if (type == 2) otherAnim.DoScaledAnimationAsync("FollowHand", 0.5f);
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smearAnim.Play("SmearAppear", 0, 0);
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game.needBlush = true;
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Jukebox.PlayOneShotGame(sfxName+"gulp");
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if (game.forceGrow) game.growLevel += 1;
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GameObject.Destroy(gameObject);
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}
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}
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}
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private void Miss(PlayerActionEvent caller)
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{
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if (!canDestroy) {
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anim.DoScaledAnimationAsync("FallOff", 0.5f);
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canDestroy = true;
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}
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}
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private void Early(PlayerActionEvent caller)
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{
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if (!(type == 2.5f) || game.firstTwoMissed) {
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game.MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f);
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game.MonkAnim.DoScaledAnimationAsync("Miss", 0.5f);
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smearAnim.Play("SmearAppear", 0, 0);
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anim.DoScaledAnimationAsync("HitHead", 0.5f);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound(sfxName+"slap", game.lastReportedBeat),
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new MultiSound.Sound(sfxName+"miss", game.lastReportedBeat),
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});
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canDestroy = true;
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game.needBlush = false;
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game.firstTwoMissed = true;
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}
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}
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}
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}
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