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public bool active; + public bool active; public enum DelayState { None, Collapse, Combo, Loss } public DelayState delayState = DelayState.None; // TIL I need to always have an update timer or the dispatcher doesn't get created - [NetVar('n',true,true,100)] + [NetVar('n', true, true, 100)] public int NextDrop; - [NetVar('c',true,true)] + [NetVar('c', true, true)] public int CurrentDrop; public (TileInfo left, TileInfo right) currentPair { @@ -66,7 +66,7 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize { activator = TileInfo.CreateRandomActivatorTile(); lastActivatorColor = activator.color; - + if (++nextSpecial >= ActivatorsUntilSpecial) { nextSpecial = 0; activator.kind = TileKind.Special; @@ -87,19 +87,26 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize { public int dropHeight = 12; // Y value to drop from [Header("Scoring")] - [NetVar('C',true,true)] + [NetVar('C', true, true)] public int Combo; // Increments on successively chained combos - [NetVar('S',true,true)] + [NetVar('S', true, true)] public int score = 0; - + #region GameLogic // Time without moving that the game will kill you if you have lethal trash - public float AutoDeathTime = 10f; + public float AutoDeathTime = 10f; + + public enum AnimationName { Idle, Happy, Sad } + public AnimationName desiredAnimation; public float timeInState = 0; public DelayState lastState = DelayState.None; void GameLogic() { + desiredAnimation = AnimationName.Idle; // Start off assuming idle + if (HighestStack(board) > 9) + desiredAnimation = AnimationName.Sad; + if (delayState != lastState) { timeInState = 0; } @@ -130,6 +137,7 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize { } return; case DelayState.Combo: + desiredAnimation = AnimationName.Happy; // Look happy when we're combo the shit out of them if (timeInState > activationSpreadTime) { board = ActivateOnce(board, out bool didActivate); if (didActivate) { @@ -171,6 +179,9 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize { } } return; + case DelayState.Loss: + desiredAnimation = AnimationName.Sad; + break; } } @@ -647,7 +658,9 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize { render.RebuildStack(board); GameLogic(); - 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