841929b547
* started working on bon odori
* bon odori is now playable, just no animations and sounds
* bon odori is functional now, just missing the art, better audio and animations
* nothing new, my git is always 1 commit behind
* Revert "nothing new, my git is always 1 commit behind"
This reverts commit b96a70004d
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* changed the background
im only commiting because saladplainzone is gonna do the anims now
* Accurate BG
* Good prefab
* finalized player prefab
* Finalize Prefab
* More animation stuff
* Bow anim done
* text is now functional, passing the project to AstrlJelly
* merging w master branch
* text scrolling is ALMOST functional
* scrolling is ALMOST ALMOST functional
* FINALLY!!!! TEXT SCOLLING IS DONE!!!!!
* TEXT SCROLLING IS (almost) PERFECT!!!! now we gotta wait for the animations
* minor bug fixes
* TEXT SCROLLING IS ACTUALLY PERFECT NOW. also updated the font
* i forgor to change the outline on the fonts
* Setup
* more working on stuff
* more testing
* more testing
* more testing
* some fixes
* fixes
* testing stuff
* fixed some things
* a few more fixes
* more testing
* More fixes
* bops and animation adjustments
* camera stuff!
* Implementing placeholder icon
* recolorable sky
* fix that bug + format arch file
also change the script name
* oops
---------
Co-authored-by: streitixy <danilomeiraivo@gmail.com>
Co-authored-by: saladplainzone <chocolate2890mail@gmail.com>
Co-authored-by: streitixy <85808002+streitixy@users.noreply.github.com>
Co-authored-by: AstrlJelly <bdlawson115@gmail.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
122 lines
3.6 KiB
C#
122 lines
3.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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using UnityEngine;
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namespace HeavenStudio.Games.Scripts_Airboarder
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{
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public class Wall : MonoBehaviour
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{
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public Airboarder game;
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public double targetBeat;
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public double appearBeat;
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public float normalizedWall;
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public float cueStart;
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[Header("Components")]
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[SerializeField] Animator wallAnim;
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private bool isCrouch;
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// Start is called before the first frame update
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private void Awake()
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{
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game = Airboarder.instance;
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}
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public void CueJump(double jumpBeat)
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{
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game.ScheduleInput(jumpBeat, 3f, Airboarder.InputAction_FlickRelease, JumpSuccess, JumphMiss, JumpEmpty);
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BeatAction.New(game, new List<BeatAction.Action>() {
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new BeatAction.Action(jumpBeat+1, delegate
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{
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game.CPU1.DoScaledAnimationAsync("jump", 1f, 0, 1);
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SoundByte.PlayOneShotGame("airboarder/jump");
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SoundByte.PlayOneShotGame("airboarder/jumpvox");
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}),
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new BeatAction.Action(jumpBeat+2, delegate {
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game.CPU2.DoScaledAnimationAsync("jump", 1f, 0, 1);
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SoundByte.PlayOneShotGame("airboarder/jump");
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SoundByte.PlayOneShotGame("airboarder/jumpvox");
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}),
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new BeatAction.Action(jumpBeat+2.5, delegate {game.cpu1CantBop = false;} ),
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new BeatAction.Action(jumpBeat+3.5, delegate {game.cpu2CantBop = false;} ),
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});
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}
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// Update is called once per frame
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void Update()
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{
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var cond = Conductor.instance;
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var currentBeat = cond.songPositionInBeatsAsDouble;
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float normalizedWall = Conductor.instance.GetPositionFromBeat(appearBeat, 40f);
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wallAnim.GetComponent<Animator>().DoNormalizedAnimation("move", normalizedWall, 0);
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if (normalizedWall > 1) Destroy(gameObject);
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}
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public void JumpSuccess(PlayerActionEvent caller, float state)
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{
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game.Player.DoScaledAnimationAsync("jump", 1f, 0, 1);
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if (state is >= 1 or <= -1)
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{
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wallAnim.DoScaledAnimationAsync("shake", 1f, 0, 1);
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SoundByte.PlayOneShotGame("airboarder/barely");
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SoundByte.PlayOneShotGame("airboarder/barelyvox");
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}
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else
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{
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SoundByte.PlayOneShotGame("airboarder/jump");
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SoundByte.PlayOneShotGame("airboarder/jumpvox");
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}
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double beat = caller.startBeat + caller.timer;
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BeatAction.New(this, new() {
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new(beat, ()=>game.playerCantBop = true),
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new(beat+1.5f, ()=>game.playerCantBop = false)});
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game.wantsCrouch = false;
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}
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public void JumphMiss(PlayerActionEvent caller){
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game.playerCantBop = true;
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game.wantsCrouch = false;
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game.Player.DoScaledAnimationAsync("hit2", 1f, 0, 1);
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wallAnim.DoScaledAnimationAsync("break", 1f, 0, 1);
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double beat = caller.startBeat + caller.timer;
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game.MissSound(beat);
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BeatAction.New(this, new() {
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new(beat+1.5f, ()=>game.playerCantBop = false)});
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}
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public void JumpEmpty(PlayerActionEvent caller){
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}
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}
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}
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