e50e4e39e0
* Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
601 lines
25 KiB
C#
601 lines
25 KiB
C#
using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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public static class RvlWorkingDoughLoader
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("workingDough", "Working Dough", "000000", false, false, new List<GameAction>()
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{
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new GameAction("beat intervals", "Start Interval")
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{
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preFunction = delegate { var e = eventCaller.currentEntity; WorkingDough.PreSetIntervalStart(e.beat, e.length, e["auto"]); },
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defaultLength = 8f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.")
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}
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},
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new GameAction("small ball", "Small Ball")
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{
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defaultLength = 0.5f,
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priority = 1,
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},
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new GameAction("big ball", "Big Ball")
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{
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defaultLength = 0.5f,
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priority = 1,
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parameters = new List<Param>()
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{
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new Param("hasGandw", false, "Mr. Game & Watch", "Toggle if Mr. Game & Watch should be riding on the ball.")
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}
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},
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new GameAction("passTurn", "Pass Turn")
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{
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preFunction = delegate { WorkingDough.PrePassTurn(eventCaller.currentEntity.beat); },
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preFunctionLength = 1
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},
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new GameAction("rise spaceship", "Rise Up Spaceship")
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{
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function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.RiseUpShip(e.beat, e.length); },
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defaultLength = 4f,
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resizable = true,
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priority = 0
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},
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new GameAction("launch spaceship", "Launch Spaceship")
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{
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function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.LaunchShip(e.beat, e.length); },
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defaultLength = 4f,
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resizable = true,
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priority = 0
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},
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new GameAction("lift dough dudes", "Lift Dough Dudes")
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{
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function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.Elevate(e.beat, e.length, e["toggle"]); },
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Up", "Toggle if the dough dudes should go up or down.")
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},
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resizable = true,
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priority = 0
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},
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new GameAction("instant lift", "Instant Lift")
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{
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function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.InstantElevation(e["toggle"]); },
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Up", "Toggle if the dough dudes should go up or down.")
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},
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defaultLength = 0.5f,
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priority = 0
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},
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new GameAction("mr game and watch enter or exit", "Mr. G&W Enter or Exit")
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{
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function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.GANDWEnterOrExit(e.beat, e.length, e["toggle"]); },
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Exit", "Toggle if Mr. Game & Watch should exit or enter the scene.")
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},
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resizable = true,
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priority = 0
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},
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new GameAction("instant game and watch", "Instant Mr. G&W Enter or Exit")
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{
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function = delegate { var e = eventCaller.currentEntity; WorkingDough.instance.InstantGANDWEnterOrExit(e["toggle"]); },
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Exit", "Toggle if Mr. Game & Watch should exit or enter the scene.")
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},
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defaultLength = 0.5f,
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priority = 0
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},
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new GameAction("disableBG", "Toggle Background")
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{
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function = delegate { WorkingDough.instance.DisableBG(eventCaller.currentEntity["ship"]); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("ship", false, "Spaceship Only", "Toggle if the only the spaceship should be toggled.")
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}
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}
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},
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new List<string>() {"rvl", "repeat"},
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"rvldough", "en",
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new List<string>() {}
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);
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}
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}
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}
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namespace HeavenStudio.Games
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{
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using Jukebox;
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using Scripts_WorkingDough;
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public class WorkingDough : Minigame
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{
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[Header("Components")]
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[SerializeField] GameObject doughDudesNPC; //Jump animations
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public GameObject doughDudesPlayer; //Jump animations
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[SerializeField] GameObject ballTransporterRightNPC; //Close and open animations
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[SerializeField] GameObject ballTransporterLeftNPC; //Close and open animations
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[SerializeField] GameObject ballTransporterRightPlayer; //Close and open animations
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[SerializeField] GameObject ballTransporterLeftPlayer; //Close and open animations
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[SerializeField] GameObject npcImpact;
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public GameObject playerImpact;
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[SerializeField] GameObject smallBallNPC;
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[SerializeField] GameObject bigBallNPC;
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[SerializeField] Transform ballHolder;
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[SerializeField] SpriteRenderer arrowSRLeftNPC;
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[SerializeField] SpriteRenderer arrowSRRightNPC;
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[SerializeField] SpriteRenderer arrowSRLeftPlayer;
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public SpriteRenderer arrowSRRightPlayer;
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[SerializeField] GameObject NPCBallTransporters;
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[SerializeField] GameObject PlayerBallTransporters;
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[SerializeField] GameObject playerEnterSmallBall;
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[SerializeField] GameObject playerEnterBigBall;
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public GameObject missImpact;
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public Transform breakParticleHolder;
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public GameObject breakParticleEffect;
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public Animator backgroundAnimator;
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[SerializeField] Animator conveyerAnimator;
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[SerializeField] GameObject smallBGBall;
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[SerializeField] GameObject bigBGBall;
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[SerializeField] Animator spaceshipAnimator;
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[SerializeField] GameObject spaceshipLights;
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[SerializeField] Animator doughDudesHolderAnim;
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[SerializeField] Animator gandwAnim;
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[SerializeField] private GameObject[] bgObjects;
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[SerializeField] private GameObject shipObject;
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private bool bgDisabled;
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[Header("Variables")]
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float risingLength = 4f;
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double risingStartBeat;
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float liftingLength = 4f;
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double liftingStartBeat;
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float gandMovingLength = 4f;
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double gandMovingStartBeat;
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public bool bigMode;
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public bool bigModePlayer;
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static List<double> passedTurns = new List<double>();
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public bool spaceshipRisen = false;
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public bool spaceshipRising = false;
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bool liftingDoughDudes;
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string liftingAnimName;
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bool gandwHasEntered = true;
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bool gandwMoving;
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string gandwMovingAnimName;
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[Header("Curves")]
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[SerializeField] SuperCurveObject.Path[] ballBouncePaths;
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new void OnDrawGizmos()
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{
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base.OnDrawGizmos();
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foreach (SuperCurveObject.Path path in ballBouncePaths)
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{
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if (path.preview)
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{
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smallBallNPC.GetComponent<NPCDoughBall>().DrawEditorGizmo(path);
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}
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}
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}
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public SuperCurveObject.Path GetPath(string name)
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{
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foreach (SuperCurveObject.Path path in ballBouncePaths)
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{
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if (path.name == name)
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{
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return path;
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}
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}
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return default(SuperCurveObject.Path);
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}
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[Header("Resources")]
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public Sprite whiteArrowSprite;
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public Sprite redArrowSprite;
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public static WorkingDough instance;
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const int IA_AltPress = IAMAXCAT;
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protected static bool IA_TouchNrmPress(out double dt)
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{
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return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
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&& !instance.IsExpectingInputNow(InputAction_Alt);
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}
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protected static bool IA_PadAltPress(out double dt)
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{
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return PlayerInput.GetPadDown(InputController.ActionsPad.South, out dt);
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}
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protected static bool IA_BatonAltPress(out double dt)
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{
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return PlayerInput.GetSqueezeDown(out dt);
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}
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protected static bool IA_TouchAltPress(out double dt)
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{
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return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
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&& instance.IsExpectingInputNow(InputAction_Alt);
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}
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public static PlayerInput.InputAction InputAction_Nrm =
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new("RvlDoughAlt", new int[] { IAPressCat, IAPressCat, IAPressCat },
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IA_PadBasicPress, IA_TouchNrmPress, IA_BatonBasicPress);
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public static PlayerInput.InputAction InputAction_Alt =
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new("RvlDoughAlt", new int[] { IA_AltPress, IA_AltPress, IA_AltPress },
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IA_PadAltPress, IA_TouchAltPress, IA_BatonAltPress);
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void Awake()
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{
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instance = this;
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}
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void Start()
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{
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conveyerAnimator.Play("ConveyerBelt", 0, 0);
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doughDudesHolderAnim.Play("OnGround", 0, 0);
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}
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private bool shipOnly;
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public void DisableBG(bool ship)
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{
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shipOnly = ship;
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bgDisabled = !bgDisabled;
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foreach (var bgObject in bgObjects)
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{
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bgObject.SetActive(!bgDisabled || shipOnly);
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}
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shipObject.SetActive(!bgDisabled && !shipOnly);
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}
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private List<RiqEntity> GetAllBallsInBetweenBeat(double beat, double endBeat)
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{
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List<RiqEntity> ballEvents = EventCaller.GetAllInGameManagerList("workingDough", new string[] { "small ball", "big ball" });
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List<RiqEntity> tempEvents = new();
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foreach (var entity in ballEvents)
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{
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if (entity.beat >= beat && entity.beat < endBeat)
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{
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tempEvents.Add(entity);
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}
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}
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return tempEvents;
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}
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private RiqEntity GetLastIntervalBeforeBeat(double beat)
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{
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List<RiqEntity> intervalEvents = EventCaller.GetAllInGameManagerList("workingDough", new string[] { "beat intervals" });
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if (intervalEvents.Count == 0) return null;
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var tempEvents = intervalEvents.FindAll(x => x.beat <= beat);
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tempEvents.Sort((x, y) => x.beat.CompareTo(y.beat));
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return tempEvents[^1];
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}
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public void SetIntervalStart(double beat, double gameSwitchBeat, float interval = 8f, bool autoPassTurn = true)
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{
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List<RiqEntity> relevantBalls = GetAllBallsInBetweenBeat(beat, beat + interval);
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bool hasBigBall = false;
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foreach (var ball in relevantBalls)
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{
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bool isBig = ball.datamodel == "workingDough/big ball";
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if (ball.beat >= gameSwitchBeat)
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{
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SpawnBall(ball.beat - 1, isBig, isBig && ball["hasGandw"]);
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OnSpawnBall(ball.beat, isBig);
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}
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if (isBig) hasBigBall = true;
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}
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if (autoPassTurn)
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{
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PassTurn(beat + interval, interval, beat);
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}
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat - 1, delegate
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{
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bigMode = hasBigBall;
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if (bigMode)
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{
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NPCBallTransporters.GetComponent<Animator>().Play("NPCGoBigMode", 0, 0);
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}
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if (!instance.ballTransporterLeftNPC.GetComponent<Animator>().IsPlayingAnimationNames("BallTransporterLeftOpened"))
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{
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instance.ballTransporterLeftNPC.GetComponent<Animator>().Play("BallTransporterLeftOpen", 0, 0);
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instance.ballTransporterRightNPC.GetComponent<Animator>().Play("BallTransporterRightOpen", 0, 0);
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if (instance.gandwHasEntered && !bgDisabled) instance.gandwAnim.Play("GANDWLeverUp", 0, 0);
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}
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}),
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});
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}
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public static void PrePassTurn(double beat)
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{
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if (GameManager.instance.currentGame == "workingDough")
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{
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instance.PassTurnStandalone(beat);
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}
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else
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{
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passedTurns.Add(beat);
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}
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}
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private void PassTurnStandalone(double beat)
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{
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RiqEntity lastInterval = GetLastIntervalBeforeBeat(beat);
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if (lastInterval == null) return;
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PassTurn(beat, lastInterval.length, lastInterval.beat);
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}
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private void PassTurn(double beat, double length, double startBeat)
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{
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat - 1, delegate
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{
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ballTransporterRightPlayer.GetComponent<Animator>().Play("BallTransporterRightOpen", 0, 0);
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ballTransporterLeftPlayer.GetComponent<Animator>().Play("BallTransporterLeftOpen", 0, 0);
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var relevantBallEvents = GetAllBallsInBetweenBeat(startBeat, startBeat + length);
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if (relevantBallEvents.Count > 0)
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{
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bool hasBig = false;
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foreach (var ball in relevantBallEvents)
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{
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double relativeBeat = ball.beat - startBeat;
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bool isBig = ball.datamodel == "workingDough/big ball";
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SpawnPlayerBall(beat + relativeBeat - 1, isBig, isBig ? ball["hasGandw"] : false);
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if (isBig) hasBig = true;
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}
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bigModePlayer = hasBig;
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if (bigModePlayer)
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{
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PlayerBallTransporters.GetComponent<Animator>().Play("PlayerGoBigMode", 0, 0);
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}
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}
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}),
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new BeatAction.Action(beat, delegate
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{
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if (gandwHasEntered && !bgDisabled) gandwAnim.Play("MrGameAndWatchLeverDown", 0, 0);
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}),
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new BeatAction.Action(beat + 1, delegate
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{
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if (beat + 1 > GetLastIntervalBeforeBeat(beat + 1).beat + GetLastIntervalBeforeBeat(beat + 1).length)
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{
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ballTransporterLeftNPC.GetComponent<Animator>().Play("BallTransporterLeftClose", 0, 0);
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ballTransporterRightNPC.GetComponent<Animator>().Play("BallTransporterRightClose", 0, 0);
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}
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if (bigMode)
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{
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NPCBallTransporters.GetComponent<Animator>().Play("NPCExitBigMode", 0, 0);
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bigMode = false;
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}
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}),
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//Close player transporters
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new BeatAction.Action(beat + length + 1, delegate
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{
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ballTransporterLeftPlayer.GetComponent<Animator>().Play("BallTransporterLeftClose", 0, 0);
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ballTransporterRightPlayer.GetComponent<Animator>().Play("BallTransporterRightClose", 0, 0);
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if (bigModePlayer)
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{
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PlayerBallTransporters.GetComponent<Animator>().Play("PlayerExitBigMode", 0, 0);
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bigModePlayer = false;
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}
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}),
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});
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}
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public void SpawnBall(double beat, bool isBig, bool hasGandw)
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{
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var objectToSpawn = isBig ? bigBallNPC : smallBallNPC;
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var spawnedBall = GameObject.Instantiate(objectToSpawn, ballHolder);
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var ballComponent = spawnedBall.GetComponent<NPCDoughBall>();
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spawnedBall.SetActive(true);
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ballComponent.Init(beat, hasGandw);
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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//Jump and play sound
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new BeatAction.Action(beat, delegate { arrowSRLeftNPC.sprite = redArrowSprite; }),
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new BeatAction.Action(beat + 0.1f, delegate { arrowSRLeftNPC.sprite = whiteArrowSprite; }),
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new BeatAction.Action(beat + 1f, delegate { doughDudesNPC.GetComponent<Animator>().DoScaledAnimationAsync(isBig ? "BigDoughJump" :"SmallDoughJump", 0.5f); }),
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new BeatAction.Action(beat + 1f, delegate { npcImpact.SetActive(true); }),
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new BeatAction.Action(beat + 1.1f, delegate { npcImpact.SetActive(false); }),
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new BeatAction.Action(beat + 1.9f, delegate { arrowSRRightNPC.sprite = redArrowSprite; }),
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new BeatAction.Action(beat + 2f, delegate { arrowSRRightNPC.sprite = whiteArrowSprite; }),
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});
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}
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public void OnSpawnBall(double beat, bool isBig)
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{
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SoundByte.PlayOneShotGame(isBig ? "workingDough/hitBigOther" : "workingDough/hitSmallOther", beat);
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SoundByte.PlayOneShotGame(isBig ? "workingDough/bigOther" : "workingDough/smallOther", beat);
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}
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public void SpawnPlayerBall(double beat, bool isBig, bool hasGandw)
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{
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var objectToSpawn = isBig ? playerEnterBigBall : playerEnterSmallBall;
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var spawnedBall = GameObject.Instantiate(objectToSpawn, ballHolder);
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var ballComponent = spawnedBall.GetComponent<PlayerEnterDoughBall>();
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spawnedBall.SetActive(true);
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ballComponent.Init(beat, isBig, hasGandw);
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { arrowSRLeftPlayer.sprite = redArrowSprite; }),
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new BeatAction.Action(beat + 0.1f, delegate { arrowSRLeftPlayer.sprite = whiteArrowSprite; }),
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});
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}
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private struct QueuedInterval
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{
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public double beat;
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public float interval;
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public bool auto;
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}
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private static List<QueuedInterval> queuedIntervals = new();
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public static void PreSetIntervalStart(double beat, float interval, bool auto)
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{
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if (GameManager.instance.currentGame == "workingDough")
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{
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// instance.ballTriggerSetInterval = false;
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// beatInterval = interval;
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instance.SetIntervalStart(beat, beat, interval, auto);
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}
|
|
else
|
|
{
|
|
queuedIntervals.Add(new QueuedInterval
|
|
{
|
|
beat = beat,
|
|
interval = interval,
|
|
auto = auto
|
|
});
|
|
}
|
|
}
|
|
public override void OnGameSwitch(double beat)
|
|
{
|
|
if (Conductor.instance.isPlaying && !Conductor.instance.isPaused)
|
|
{
|
|
if (queuedIntervals.Count > 0)
|
|
{
|
|
foreach (var interval in queuedIntervals)
|
|
{
|
|
SetIntervalStart(interval.beat, beat, interval.interval, interval.auto);
|
|
}
|
|
queuedIntervals.Clear();
|
|
}
|
|
}
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
if (spaceshipRising && !bgDisabled) spaceshipAnimator.DoScaledAnimation("RiseSpaceship", risingStartBeat, risingLength);
|
|
if (liftingDoughDudes && !bgDisabled) doughDudesHolderAnim.DoScaledAnimation(liftingAnimName, liftingStartBeat, liftingLength);
|
|
if (gandwMoving && !bgDisabled) gandwAnim.DoScaledAnimation(gandwMovingAnimName, gandMovingStartBeat, gandMovingLength);
|
|
if (passedTurns.Count > 0)
|
|
{
|
|
foreach (var passTurn in passedTurns)
|
|
{
|
|
PassTurnStandalone(passTurn);
|
|
}
|
|
passedTurns.Clear();
|
|
}
|
|
if (PlayerInput.GetIsAction(InputAction_Nrm) && !IsExpectingInputNow(InputAction_Nrm))
|
|
{
|
|
doughDudesPlayer.GetComponent<Animator>().DoScaledAnimationAsync("SmallDoughJump", 0.5f);
|
|
SoundByte.PlayOneShotGame("workingDough/smallPlayer");
|
|
}
|
|
else if (PlayerInput.GetIsAction(InputAction_Alt) && !IsExpectingInputNow(InputAction_Alt))
|
|
{
|
|
doughDudesPlayer.GetComponent<Animator>().DoScaledAnimationAsync("BigDoughJump", 0.5f);
|
|
SoundByte.PlayOneShotGame("workingDough/bigPlayer");
|
|
}
|
|
}
|
|
|
|
public void SpawnBGBall(double beat, bool isBig, bool hasGandw)
|
|
{
|
|
var objectToSpawn = isBig ? bigBGBall : smallBGBall;
|
|
var spawnedBall = GameObject.Instantiate(objectToSpawn, ballHolder);
|
|
|
|
var ballComponent = spawnedBall.GetComponent<BGBall>();
|
|
spawnedBall.SetActive(true);
|
|
ballComponent.Init(beat, hasGandw);
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + 9f, delegate { if (!spaceshipRisen && !bgDisabled) spaceshipAnimator.Play("AbsorbBall", 0, 0); }),
|
|
});
|
|
}
|
|
|
|
public void InstantElevation(bool isUp)
|
|
{
|
|
doughDudesHolderAnim.Play(isUp ? "InAir" : "OnGround", 0, 0);
|
|
}
|
|
|
|
public void Elevate(double beat, float length, bool isUp)
|
|
{
|
|
liftingAnimName = isUp ? "LiftUp" : "LiftDown";
|
|
liftingStartBeat = beat;
|
|
liftingLength = length;
|
|
liftingDoughDudes = true;
|
|
doughDudesHolderAnim.DoScaledAnimation(liftingAnimName, liftingStartBeat, liftingLength);
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + length - 0.1f, delegate { liftingDoughDudes = false; }),
|
|
});
|
|
}
|
|
|
|
public void LaunchShip(double beat, float length)
|
|
{
|
|
if (bgDisabled) return;
|
|
spaceshipRisen = true;
|
|
if (!spaceshipLights.activeSelf)
|
|
{
|
|
spaceshipLights.SetActive(true);
|
|
spaceshipLights.GetComponent<Animator>().Play("SpaceshipLights", 0, 0);
|
|
}
|
|
spaceshipAnimator.Play("SpaceshipShake", 0, 0);
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + length, delegate { spaceshipAnimator.Play("SpaceshipLaunch", 0, 0); }),
|
|
new BeatAction.Action(beat + length, delegate { SoundByte.PlayOneShotGame("workingDough/LaunchRobot"); }),
|
|
});
|
|
}
|
|
|
|
public void RiseUpShip(double beat, float length)
|
|
{
|
|
if (bgDisabled) return;
|
|
spaceshipRisen = true;
|
|
spaceshipRising = true;
|
|
risingLength = length;
|
|
risingStartBeat = beat;
|
|
if (!spaceshipLights.activeSelf)
|
|
{
|
|
spaceshipLights.SetActive(true);
|
|
spaceshipLights.GetComponent<Animator>().Play("SpaceshipLights", 0, 0);
|
|
}
|
|
spaceshipAnimator.DoScaledAnimation("RiseSpaceship", risingStartBeat, risingLength);
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + length - 0.1f, delegate { spaceshipRising = false; }),
|
|
});
|
|
}
|
|
|
|
public void GANDWEnterOrExit(double beat, float length, bool shouldExit)
|
|
{
|
|
if (bgDisabled) return;
|
|
gandwMoving = true;
|
|
gandwHasEntered = false;
|
|
gandMovingLength = length;
|
|
gandMovingStartBeat = beat;
|
|
gandwMovingAnimName = shouldExit ? "GANDWLeave" : "GANDWEnter";
|
|
gandwAnim.DoScaledAnimation(gandwMovingAnimName, gandMovingStartBeat, gandMovingLength);
|
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat + length - 0.1f, delegate { gandwMoving = false; }),
|
|
new BeatAction.Action(beat + length, delegate { gandwHasEntered = shouldExit ? false : true; }),
|
|
});
|
|
}
|
|
|
|
public void InstantGANDWEnterOrExit(bool shouldExit)
|
|
{
|
|
if (bgDisabled) return;
|
|
gandwAnim.Play(shouldExit ? "GANDWLeft" : "MrGameAndWatchLeverDown", 0, 0);
|
|
gandwHasEntered = shouldExit ? false : true;
|
|
}
|
|
}
|
|
}
|