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
99 lines
2.3 KiB
C#
99 lines
2.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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namespace HeavenStudio.Games.Scripts_WizardsWaltz
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{
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public class Plant : MonoBehaviour
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{
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public Animator animator;
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public SpriteRenderer spriteRenderer;
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public float createBeat;
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private WizardsWaltz game;
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private bool hit = false;
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private bool passed = false;
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public int order = 0;
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private void Awake()
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{
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game = WizardsWaltz.instance;
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spriteRenderer.sortingOrder = order;
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animator.Play("Appear", 0, 0);
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}
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private void Start() {
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game.ScheduleInput(createBeat, game.beatInterval, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, Just, Miss, Out);
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}
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private void Update()
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{
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if (!passed && Conductor.instance.songPositionInBeats > createBeat + game.beatInterval)
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{
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StartCoroutine(FadeOut());
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passed = true;
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}
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}
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public void Bloom()
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{
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animator.Play("Hit", 0, 0);
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}
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public void IdlePlant()
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{
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animator.Play("IdlePlant", 0, 0);
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}
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public void IdleFlower()
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{
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animator.Play("IdleFlower", 0, 0);
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}
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public void Eat()
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{
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animator.Play("Eat", 0, 0);
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}
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public void EatLoop()
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{
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animator.Play("EatLoop", 0, 0);
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}
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public void Ace()
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{
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game.wizard.Magic(this, true);
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hit = true;
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}
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public void NearMiss()
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{
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game.wizard.Magic(this, false);
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hit = true;
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}
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private void Just(PlayerActionEvent caller, float state)
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{
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if (state >= 1f || state <= -1f) {
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NearMiss();
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return;
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}
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Ace();
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}
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private void Miss(PlayerActionEvent caller)
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{
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// this is where perfect challenge breaks
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}
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private void Out(PlayerActionEvent caller) {}
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public IEnumerator FadeOut()
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{
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yield return new WaitForSeconds(Conductor.instance.secPerBeat * game.beatInterval / 2f);
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Destroy(gameObject);
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}
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}
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} |