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@ -97,9 +97,16 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
|
||||||
// Time without moving that the game will kill you if you have lethal trash
|
// 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 float timeInState = 0;
|
||||||
public DelayState lastState = DelayState.None;
|
public DelayState lastState = DelayState.None;
|
||||||
void GameLogic() {
|
void GameLogic() {
|
||||||
|
desiredAnimation = AnimationName.Idle; // Start off assuming idle
|
||||||
|
if (HighestStack(board) > 9)
|
||||||
|
desiredAnimation = AnimationName.Sad;
|
||||||
|
|
||||||
if (delayState != lastState) {
|
if (delayState != lastState) {
|
||||||
timeInState = 0;
|
timeInState = 0;
|
||||||
}
|
}
|
||||||
|
@ -130,6 +137,7 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
|
||||||
}
|
}
|
||||||
return;
|
return;
|
||||||
case DelayState.Combo:
|
case DelayState.Combo:
|
||||||
|
desiredAnimation = AnimationName.Happy; // Look happy when we're combo the shit out of them
|
||||||
if (timeInState > activationSpreadTime) {
|
if (timeInState > activationSpreadTime) {
|
||||||
board = ActivateOnce(board, out bool didActivate);
|
board = ActivateOnce(board, out bool didActivate);
|
||||||
if (didActivate) {
|
if (didActivate) {
|
||||||
|
@ -171,6 +179,9 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return;
|
return;
|
||||||
|
case DelayState.Loss:
|
||||||
|
desiredAnimation = AnimationName.Sad;
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -648,6 +659,8 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
|
||||||
render.RebuildStack(board);
|
render.RebuildStack(board);
|
||||||
GameLogic();
|
GameLogic();
|
||||||
|
|
||||||
|
render.SetAnimation();
|
||||||
|
|
||||||
if (Time.time >= nextNetworkTick && NetworkManager.inRoom){
|
if (Time.time >= nextNetworkTick && NetworkManager.inRoom){
|
||||||
UpdateNow();
|
UpdateNow();
|
||||||
nextNetworkTick = Time.time + networkTick;
|
nextNetworkTick = Time.time + networkTick;
|
||||||
|
|
|
@ -25,6 +25,32 @@ public class GameBoardRender : MonoBehaviour {
|
||||||
public TileRender place2;
|
public TileRender place2;
|
||||||
public TileRender place3, place4; // Next tile display
|
public TileRender place3, place4; // Next tile display
|
||||||
|
|
||||||
|
public GameObject Happy, Sad, Idle;
|
||||||
|
private float soonestChangeTime = 0f;
|
||||||
|
public void SetAnimation() {
|
||||||
|
bool enableHappy = false, enableSad = false, enableIdle = false;
|
||||||
|
|
||||||
|
if (Time.time < soonestChangeTime) return;
|
||||||
|
|
||||||
|
switch(board.desiredAnimation) {
|
||||||
|
case GameBoard.AnimationName.Happy:
|
||||||
|
soonestChangeTime = Time.time + 3f;
|
||||||
|
enableHappy = true;
|
||||||
|
break;
|
||||||
|
case GameBoard.AnimationName.Sad:
|
||||||
|
soonestChangeTime = Time.time + 2f;
|
||||||
|
enableSad = true;
|
||||||
|
break;
|
||||||
|
case GameBoard.AnimationName.Idle:
|
||||||
|
enableIdle = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (Happy) Happy.SetActive(enableHappy);
|
||||||
|
if (Sad) Sad.SetActive(enableSad);
|
||||||
|
if (Idle) Idle.SetActive(enableIdle);
|
||||||
|
}
|
||||||
|
|
||||||
// Dramatically slow falls in combo mode
|
// Dramatically slow falls in combo mode
|
||||||
public float tileSpeed => board.Combo > 0 ? 15 : 20;
|
public float tileSpeed => board.Combo > 0 ? 15 : 20;
|
||||||
|
|
||||||
|
|
|
@ -65,6 +65,8 @@ MonoBehaviour:
|
||||||
text: START
|
text: START
|
||||||
- key: GAME_GAMESET
|
- key: GAME_GAMESET
|
||||||
text: GAME SET
|
text: GAME SET
|
||||||
|
- key: KEY_SPACE
|
||||||
|
text: SPACE
|
||||||
japaneseLocals:
|
japaneseLocals:
|
||||||
- key: GAME_SCORE
|
- key: GAME_SCORE
|
||||||
text: "\u30B9\u30B3\u30A2"
|
text: "\u30B9\u30B3\u30A2"
|
||||||
|
@ -118,6 +120,8 @@ MonoBehaviour:
|
||||||
text:
|
text:
|
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- key: GAME_GAMESET
|
- key: GAME_GAMESET
|
||||||
text:
|
text:
|
||||||
|
- key: KEY_SPACE
|
||||||
|
text: "\u30B9\u30DA\u30FC\u30B9"
|
||||||
spanishLocals:
|
spanishLocals:
|
||||||
- key: GAME_SCORE
|
- key: GAME_SCORE
|
||||||
text:
|
text:
|
||||||
|
@ -171,3 +175,5 @@ MonoBehaviour:
|
||||||
text:
|
text:
|
||||||
- key: GAME_GAMESET
|
- key: GAME_GAMESET
|
||||||
text:
|
text:
|
||||||
|
- key: KEY_SPACE
|
||||||
|
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