6ac919a232
However the new input system has a bug where if you press with two events eligible for a press, both of them interact. I don't know whether to fix this or not.
74 lines
1.6 KiB
C#
74 lines
1.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using DG.Tweening;
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using RhythmHeavenMania.Util;
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namespace RhythmHeavenMania.Games.Spaceball
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{
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public class SpaceballPlayer : MonoBehaviour
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{
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private Animator anim;
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private int currentHitInList = 0;
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public int costume;
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public SpriteRenderer PlayerSprite;
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public List<SpriteSheet> PlayerSpriteSheets = new List<SpriteSheet>();
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[System.Serializable]
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public class SpriteSheet
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{
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public List<Sprite> sprites;
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}
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public static SpaceballPlayer instance { get; set; }
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private void Awake()
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{
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instance = this;
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}
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private void Start()
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{
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anim = GetComponent<Animator>();
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}
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private void Update()
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{
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if (Spaceball.instance.EligibleHits.Count == 0)
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currentHitInList = 0;
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if (PlayerInput.Pressed())
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{
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Swing(null);
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}
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}
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public void SetCostume(int costume)
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{
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this.costume = costume;
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anim.Play("Idle", 0, 0);
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}
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public void Swing(SpaceballBall b)
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{
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if (b == null)
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{
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Jukebox.PlayOneShotGame("spaceball/swing");
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}
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else
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{
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}
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anim.Play("Swing", 0, 0);
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}
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public void SetSprite(int id)
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{
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PlayerSprite.sprite = PlayerSpriteSheets[costume].sprites[id];
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}
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}
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} |