add step rotation and step scale to animations
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@ -84,6 +84,10 @@ namespace Bread2Unity
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var partsOfGameObject = spritesAssociatedWithPrefab.SelectMany(sprite => sprite.parts)
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.Where(part => bccadPrefab.RegionToChild[part.RegionIndex] == child).ToList();
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var stepScaleX = new BccadCurve();
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var stepScaleY = new BccadCurve();
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var stepRotation = new BccadCurve();
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var enabledCurve = new BccadCurve();
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var xTransformCurve = new BccadCurve();
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@ -109,6 +113,10 @@ namespace Bread2Unity
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foreach (var currentStep in animation.Steps)
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{
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stepRotation.AddKey(currentTime, currentStep.Rotation);
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stepScaleX.AddKey(currentTime, currentStep.StretchX);
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stepScaleY.AddKey(currentTime, currentStep.StretchY);
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var bccadSprite = currentStep.BccadSprite;
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// Find the index of part of the game object
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var partIndex = bccadSprite.parts.Select((value, index) => new { value, index })
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@ -164,6 +172,15 @@ namespace Bread2Unity
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currentTime += currentStep.Delay / 30f;
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}
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if (animation.Steps.Select(step => step.StretchX).Distinct().Count() > 1)
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animationClip.SetCurve("", typeof(Transform), "localScale.x", stepScaleX);
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if (animation.Steps.Select(step => step.StretchY).Distinct().Count() > 1)
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animationClip.SetCurve("", typeof(Transform), "localScale.y", stepScaleY);
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if (animation.Steps.Select(step => step.Rotation).Distinct().Count() > 1)
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animationClip.SetCurve("", typeof(Transform), "localEulerAngles.z", stepRotation);
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if (childIndex == 0)
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{
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enabledCurve.CopyLastKey(currentTime);
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@ -13,8 +13,8 @@ Rhythm Heaven animation to Unity animation converter
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- [x] refactor files
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- [X] add color animations
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- [ ] add rotation from steps
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- [ ] add scale from steps
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- [X] add rotation from steps
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- [X] add scale from steps
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- [x] add translation from steps
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- [ ] remove bccad test
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