ac1804a901
* SupahScrollSetUp
* Scrolls now, with issues, also added a flames animation
* Started implementing new multiple space kickers
* bg recolor space soccer
* Recolorable dots!
* we circular motitating n shit
* ReAdded Enter and exit stuff
* I despise unexplainable bugs
* The balls are so buggy 😱
* Trying to fix someting
* Fixed Scroll Stutter
* Fixed a whiff bug
* Updated sounds and added ease event for space kickers
* Fixed some bugs
* Changed some names
* new option for quiz show random presses
* Board meeting bug fixes
* Testing Curve stuff
* Converted all code to use new curves, need to fix all issues
* Playing around with keypoint values, will probably expose them so someone else can mess with them
* curves be like
* Fixed stuff
* BALLS FIXED
* Fixed clappy trio stuff
* Added player move event
* Almost fixed, just need to fix wonkiness with high kick toe
* Fixed da bug
* Board meeting and quiz show tweaks
* Fix for board meeting and enter/exit presets for space soccer
* Stop ball added
* Updated how scroll works
102 lines
3.1 KiB
C#
102 lines
3.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_BoardMeeting
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{
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public class BMExecutive : MonoBehaviour
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{
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public BoardMeeting game;
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public bool player;
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public Animator anim;
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bool canBop = true;
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int smileCounter = 0;
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public bool spinning;
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bool preparing;
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Sound rollLoop = null;
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private void Awake()
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{
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anim = GetComponent<Animator>();
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game = BoardMeeting.instance;
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}
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public void Prepare()
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{
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if (spinning) return;
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preparing = true;
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anim.DoScaledAnimationAsync("Prepare", 0.5f);
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canBop = false;
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}
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public void Spin(string soundToPlay = "A", bool forceStart = false)
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{
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if (spinning) return;
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spinning = true;
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preparing = false;
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string animToPlay = game.firstSpinner.anim.GetCurrentAnimatorStateInfo(0).IsName("Spin") ? "Spin" : "LoopSpin";
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if (this == game.firstSpinner) anim.DoUnscaledAnimation("Spin", 0);
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else anim.DoUnscaledAnimation(forceStart ? "Spin" : animToPlay, forceStart ? 0 : game.firstSpinner.anim.GetCurrentAnimatorStateInfo(0).normalizedTime);
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canBop = false;
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Jukebox.PlayOneShotGame("boardMeeting/rollPrepare" + soundToPlay);
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float offset = 0;
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switch (soundToPlay)
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{
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case "A":
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case "B":
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offset = 0.01041666666f;
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break;
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case "C":
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case "Player":
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offset = 0.02083333333f;
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break;
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default:
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offset = 0;
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break;
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}
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rollLoop = Jukebox.PlayOneShotGame("boardMeeting/roll" + soundToPlay, Conductor.instance.songPositionInBeats + 0.5f - Conductor.instance.GetRestFromRealTime(offset), 1, 1, true);
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}
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public void Stop(bool hit = true)
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{
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if (!spinning) return;
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spinning = false;
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anim.DoScaledAnimationAsync(hit ? "Stop" : "Miss", hit ? 0.5f : 0.25f);
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if (rollLoop != null)
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{
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rollLoop.KillLoop(0);
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rollLoop = null;
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}
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BeatAction.New(game.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(Conductor.instance.songPositionInBeats + 1.5f, delegate { canBop = true; })
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});
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}
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public void Bop()
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{
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if (!canBop || spinning || !anim.IsAnimationNotPlaying() || preparing) return;
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if (smileCounter > 0)
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{
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anim.DoScaledAnimationAsync("SmileBop", 0.5f);
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smileCounter--;
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}
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else
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{
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anim.DoScaledAnimationAsync("Bop", 0.5f);
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}
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}
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public void Smile()
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{
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if (spinning) return;
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if (!preparing) anim.Play("SmileIdle");
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smileCounter = 2;
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}
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}
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}
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