fix unstep
add notes for splat
This commit is contained in:
parent
199eb30767
commit
3e66554c8f
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@ -439,7 +439,7 @@ AnimationClip:
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@ -15,7 +15,7 @@ AnimatorStateTransition:
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@ -1,5 +1,6 @@
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using HeavenStudio.Util;
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using UnityEngine;
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using UnityEngine;
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namespace HeavenStudio.Games.Scripts_NtrSamurai
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namespace HeavenStudio.Games.Scripts_NtrSamurai
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@ -17,15 +18,9 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
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stepping = false;
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stepping = 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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}
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public void Bop()
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public void Bop()
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{
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{
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if (!stepping && !(animator.GetCurrentAnimatorClipInfo(0)[0].clip.name == "Slash"))
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if (!stepping && !animator.IsPlayingAnimationNames("Beat", "Unstep", "Slash"))
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animator.Play("Beat", -1, 0);
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animator.Play("Beat", -1, 0);
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}
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}
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@ -34,11 +29,11 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
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stepping = !off;
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stepping = !off;
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if (off)
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if (off)
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{
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{
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animator.Play("Beat", -1, 0);
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animator.Play("Unstep", -1, 0);
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}
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}
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else
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else
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{
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{
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if (animator.GetCurrentAnimatorClipInfo(0)[0].clip.name == "Slash")
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if (animator.IsPlayingAnimationNames("Slash"))
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animator.Play("StepSeathe", -1, 0);
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animator.Play("StepSeathe", -1, 0);
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else
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else
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animator.Play("Step", -1, 0);
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animator.Play("Step", -1, 0);
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@ -51,7 +46,7 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
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animator.Play("Slash", -1, 0);
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animator.Play("Slash", -1, 0);
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}
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}
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public bool isStepping()
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public bool IsStepping()
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{
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{
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return stepping;
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return stepping;
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}
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}
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@ -113,6 +113,7 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
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if (flyPos > 1f)
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if (flyPos > 1f)
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{
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{
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// TODO: splat
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GameObject.Destroy(gameObject);
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GameObject.Destroy(gameObject);
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return;
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return;
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}
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}
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@ -124,7 +125,7 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
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GameObject.Destroy(gameObject);
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GameObject.Destroy(gameObject);
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return;
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return;
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}
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}
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transform.position = heldPos.position;
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// transform.position = heldPos.position;
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break;
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break;
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case -1: // sliced by samurai, falling towards child
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case -1: // sliced by samurai, falling towards child
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flyPos = cond.GetPositionFromBeat(startBeat, 1f);
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flyPos = cond.GetPositionFromBeat(startBeat, 1f);
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@ -138,7 +139,9 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
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{
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{
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NtrSamuraiChild child = SamuraiSliceNtr.instance.CreateChild(startBeat + 1f);
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NtrSamuraiChild child = SamuraiSliceNtr.instance.CreateChild(startBeat + 1f);
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heldPos = child.DebrisPosR;
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heldPos = child.DebrisPosR;
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transform.parent = child.DebrisPosR;
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secondHalf.heldPos = child.DebrisPosL;
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secondHalf.heldPos = child.DebrisPosL;
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secondHalf.transform.parent = child.DebrisPosL;
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}
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}
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flyProg = -2;
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flyProg = -2;
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GetComponent<SpriteRenderer>().sortingOrder = 7;
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GetComponent<SpriteRenderer>().sortingOrder = 7;
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@ -155,6 +158,7 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
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if (jumpPos > 2f)
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if (jumpPos > 2f)
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{
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{
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// missed...
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// missed...
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// TODO: splat
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GameObject.Destroy(gameObject);
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GameObject.Destroy(gameObject);
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return;
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return;
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}
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}
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@ -177,6 +181,7 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
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if (flyPos > 1f)
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if (flyPos > 1f)
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{
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{
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// missed...
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// missed...
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// TODO: splat
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GameObject.Destroy(gameObject);
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GameObject.Destroy(gameObject);
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return;
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return;
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}
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}
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@ -190,6 +195,7 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
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if (flyPos > 1f)
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if (flyPos > 1f)
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{
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{
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// missed...
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// missed...
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// TODO: splat
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GameObject.Destroy(gameObject);
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GameObject.Destroy(gameObject);
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return;
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return;
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}
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}
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@ -13,7 +13,8 @@ namespace HeavenStudio.Games.Loaders
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using static Minigames;
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using static Minigames;
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public static class NtrSamuraiLoader
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public static class NtrSamuraiLoader
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{
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("samuraiSliceNtr", "Samurai Slice (DS)", "b6b5b6", false, false, new List<GameAction>()
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return new Minigame("samuraiSliceNtr", "Samurai Slice (DS)", "b6b5b6", false, false, new List<GameAction>()
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{
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{
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new GameAction("bop", "Bop")
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new GameAction("bop", "Bop")
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@ -94,7 +95,8 @@ namespace HeavenStudio.Games
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public class SamuraiSliceNtr : Minigame
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public class SamuraiSliceNtr : Minigame
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{
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{
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public enum ObjectType {
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public enum ObjectType
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{
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Melon,
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Melon,
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Fish,
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Fish,
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Demon,
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Demon,
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@ -182,7 +184,7 @@ namespace HeavenStudio.Games
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{
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{
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if (PlayerInput.GetIsAction(InputAction_AltDown))
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if (PlayerInput.GetIsAction(InputAction_AltDown))
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DoStep();
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DoStep();
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if (PlayerInput.GetIsAction(InputAction_AltUp) && player.isStepping())
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if (PlayerInput.GetIsAction(InputAction_AltUp) && player.IsStepping())
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DoUnStep();
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DoUnStep();
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if (PlayerInput.GetIsAction(InputAction_FlickPress))
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if (PlayerInput.GetIsAction(InputAction_FlickPress))
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DoSlice();
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DoSlice();
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@ -229,12 +231,11 @@ namespace HeavenStudio.Games
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{
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{
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player.Step(true);
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player.Step(true);
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launcher.GetComponent<Animator>().Play("UnStep", -1, 0);
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launcher.GetComponent<Animator>().Play("UnStep", -1, 0);
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player.GetComponent<Animator>().Play("UnStep", -1, 0);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void DoSlice()
|
public void DoSlice()
|
||||||
{
|
{
|
||||||
if (player.isStepping())
|
if (player.IsStepping())
|
||||||
{
|
{
|
||||||
launcher.GetComponent<Animator>().Play("UnStep", -1, 0);
|
launcher.GetComponent<Animator>().Play("UnStep", -1, 0);
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue