f9113ccff7
* Heh * prefab cat * minigame script + sounds imported * more catgrab * oops * functional objects non visual * More cat ghrab 2 * persist/stretchy logs + cue disable sound + sigh * finished cat grab * sdfsdfsdf * oops * Oops. * Freedom * More * more anime * anims almost dune * all anims * Oops. * Fixing bad animation * I have made a severe and continuous lapse in judgement * bear bop + cut + whiff visuals implemented * rest visuals implemented * added log visuals cut * accomadation for persist/stretch * Oops345 * CATS! * sorting layer oops * fix catgrab object being flipped * bug fix and huh choice * sorting layer fix * anim fixes * upscale almost * upscale done * Huge zoom in * left cat put * two main cats done * particles for main logs * Particles implemented * particle tweaks * bg cats placed * bg cats + zoom toggle * slide offset * more bg cat * new object sheet * bg cats final * more particle * particles fr * Oops * catdance update * I have created an Issue * fixed a lot of shit * Paricle fix * particle fix again im sorry * object upscale wip and more * Mistakes * freezer particle and tweaks * resorted * more particle nonsense im sorry everything hurts * freezer break implement * penguin fix * sorry * halves + upscales done + particles done * fixed particles * particle fixes 2000 * fixed cat dance and rest * snow * icon * oops232323 * Sigh * snow implementation * baby done * layering fix * actual layering fix * particle tweaks * windsnowshit * new rotation * rotation pivots set * all particles should be good now * bat fix * bg cats work better * miss implemented * layer arm fix * rotation changed * expose camera ease + spam prevention * it was just 1 beat long * custom objects * custom objects initial implementation * bomb + ball fix * new sounds * oops * More * big ball implementation 2 * Oops. * Update LBJCatMove.cs --------- Co-authored-by: ev <85412919+iloveoatmeal2022@users.noreply.github.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
162 lines
5.7 KiB
C#
162 lines
5.7 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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using UnityEngine.UIElements;
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namespace HeavenStudio.Games.Scripts_LumBEARjack
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{
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public class LBJBigObject : MonoBehaviour
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{
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[Header("Components")]
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[SerializeField] private SpriteRenderer _logSR;
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[SerializeField] private Sprite _logCutSprite;
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[SerializeField] private SpriteRenderer _ballSR1;
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[SerializeField] private Sprite _ballCutSprite;
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[SerializeField] private SpriteRenderer _ballSR2;
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private LBJBear _bear;
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private LBJObjectRotate _rotateObject;
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private LumBEARjack.BigType _type;
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private bool _right = true;
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private PlayerActionEvent _hitActionEvent;
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private PlayerActionEvent _cutActionEvent;
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private double _rotationBeat;
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private double _rotationLength;
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private void Awake()
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{
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_rotateObject = GetComponent<LBJObjectRotate>();
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_logSR.gameObject.SetActive(false);
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_ballSR2.gameObject.SetActive(false);
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}
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public void Init(LBJBear bear, double beat, double length, LumBEARjack.BigType type, bool right, double startUpBeat = -1)
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{
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_bear = bear;
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_type = type;
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_right = right;
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_rotationBeat = beat + (length / 4 * 2);
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_rotationLength = length / 4;
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switch (_type)
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{
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case LumBEARjack.BigType.log:
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_logSR.gameObject.SetActive(true);
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break;
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case LumBEARjack.BigType.bigBall:
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_ballSR1.gameObject.SetActive(true);
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_ballSR2.gameObject.SetActive(true);
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break;
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}
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if (startUpBeat <= beat + (length / 4 * 2)) _hitActionEvent = LumBEARjack.instance.ScheduleInput(beat, length / 4 * 2, Minigame.InputAction_BasicPress, JustHit, Miss, Blank);
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else
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{
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_rotationBeat = beat + (length / 4 * 3);
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_logSR.sprite = _logCutSprite;
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_ballSR1.sprite = _ballCutSprite;
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}
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_cutActionEvent = LumBEARjack.instance.ScheduleInput(beat, length / 4 * 3, Minigame.InputAction_BasicPress, JustCut, Miss, Blank);
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Update();
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}
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private void Update()
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{
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if (PlayerInput.GetIsAction(Minigame.InputAction_BasicPress) && !LumBEARjack.instance.IsExpectingInputNow(Minigame.InputAction_BasicPress))
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{
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LumBEARjack.instance.ScoreMiss();
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Miss(null);
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if (_hitActionEvent != null)
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{
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_hitActionEvent.Disable();
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_hitActionEvent.QueueDeletion();
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}
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return;
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}
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if (_type == LumBEARjack.BigType.bigBall)
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{
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_rotateObject.SingleMove(_rotationBeat, _rotationLength, _right);
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return;
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}
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_rotateObject.Move(_rotationBeat, _rotationLength, _right);
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}
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private void JustHit(PlayerActionEvent caller, float state)
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{
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if (state >= 1f || state <= -1f)
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{
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_bear.SwingWhiff(false);
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Miss(caller);
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return;
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}
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SoundByte.PlayOneShotGame("lumbearjack/hitVoice" + (Random.Range(1, 3) == 1 ? "A" : "B"));
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SoundByte.PlayOneShotGame("lumbearjack/baseHit");
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LumBEARjack.instance.DoBigObjectEffect(_type, true);
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string hitSound = _type switch
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{
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LumBEARjack.BigType.log => "bigLogHit",
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LumBEARjack.BigType.bigBall => "bigBallHit",
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_ => throw new System.NotImplementedException(),
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};
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SoundByte.PlayOneShotGame("lumbearjack/" + hitSound);
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_bear.CutMid();
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_rotationBeat = _cutActionEvent.startBeat + _cutActionEvent.timer;
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_logSR.sprite = _logCutSprite;
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_ballSR1.sprite = _ballCutSprite;
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}
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private void JustCut(PlayerActionEvent caller, float state)
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{
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if (state >= 1f || state <= -1f)
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{
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_bear.SwingWhiff(false);
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Miss(caller);
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return;
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}
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SoundByte.PlayOneShotGame("lumbearjack/bigLogCutVoice");
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LumBEARjack.instance.DoBigObjectEffect(_type, false);
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string cutSound = _type switch
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{
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LumBEARjack.BigType.log => "bigLogCut",
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LumBEARjack.BigType.bigBall => "bigBallCut",
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_ => throw new System.NotImplementedException(),
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};
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SoundByte.PlayOneShotGame("lumbearjack/" + cutSound, -1, 1, (_type == LumBEARjack.BigType.bigBall) ? 2 : 1);
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if (_type == LumBEARjack.BigType.bigBall) SoundByte.PlayOneShotGame("lumbearjack/bigBallHit", -1, 1.5f);
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_bear.Cut(caller.startBeat + caller.timer, false, false);
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Destroy(gameObject);
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}
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private void Miss(PlayerActionEvent caller)
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{
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SoundByte.PlayOneShot("miss");
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if (_cutActionEvent != null)
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{
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_cutActionEvent.Disable();
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_cutActionEvent.QueueDeletion();
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}
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SpriteRenderer sr = _type switch
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{
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LumBEARjack.BigType.log => _logSR,
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LumBEARjack.BigType.bigBall => _ballSR2,
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_ => throw new System.NotImplementedException(),
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};
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LumBEARjack.instance.ActivateMissEffect(sr.transform, sr);
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Destroy(gameObject);
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}
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private void Blank(PlayerActionEvent caller) { }
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}
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}
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