scrolling functionality
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@ -84,7 +84,12 @@ namespace HeavenStudio.Games
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|
|
||||||
[SerializeField] Animator birbPlayer;
|
[SerializeField] Animator birbPlayer;
|
||||||
|
|
||||||
int marchIterator = 0;
|
[SerializeField]Transform BG;
|
||||||
|
[SerializeField]Transform birdHolder;
|
||||||
|
[SerializeField]float DebugStep;
|
||||||
|
[SerializeField]float DebugTime;
|
||||||
|
[SerializeField]float DebugStep2;
|
||||||
|
[SerializeField]float DebugTime2;
|
||||||
|
|
||||||
public override void OnBeatPulse(double beat)
|
public override void OnBeatPulse(double beat)
|
||||||
{
|
{
|
||||||
|
@ -103,6 +108,18 @@ namespace HeavenStudio.Games
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void PlayBirbAnimDesync(Animator birbSelected, string animName, bool player, float timescale = 0.5f, float startpos = 0f, int layer = -1)
|
||||||
|
{
|
||||||
|
if (player)
|
||||||
|
{
|
||||||
|
birbPlayer.DoScaledAnimationAsync(animName, timescale, startpos, layer);
|
||||||
|
}
|
||||||
|
if (!player)
|
||||||
|
{
|
||||||
|
birbSelected.DoScaledAnimationAsync(animName, timescale, startpos, layer);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public void Bop(double beat, float length, bool shouldBop, bool autoBop)
|
public void Bop(double beat, float length, bool shouldBop, bool autoBop)
|
||||||
{
|
{
|
||||||
goBop = autoBop;
|
goBop = autoBop;
|
||||||
|
@ -124,43 +141,91 @@ namespace HeavenStudio.Games
|
||||||
public void StartStep(double beat)
|
public void StartStep(double beat)
|
||||||
{
|
{
|
||||||
RecursiveMarching(beat);
|
RecursiveMarching(beat);
|
||||||
Steppers(beat);
|
Steppers(beat, true, birbPlayer, 0);
|
||||||
}
|
foreach(Animator birb in allThemOtherBirbs)
|
||||||
|
|
||||||
public void Steppers(double beat)
|
|
||||||
{
|
{
|
||||||
switch(marchIterator)
|
|
||||||
{
|
|
||||||
case 0:
|
|
||||||
PlayBirbAnim("R_walk_00", true, 0.5f);
|
|
||||||
break;
|
|
||||||
case 1:
|
|
||||||
PlayBirbAnim("R_walk_01", true, 0.5f);
|
|
||||||
break;
|
|
||||||
case 2:
|
|
||||||
PlayBirbAnim("L_walk_00", true, 0.5f);
|
|
||||||
break;
|
|
||||||
case 3:
|
|
||||||
PlayBirbAnim("L_walk_01", true, 0.5f);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||||
{
|
{
|
||||||
new BeatAction.Action(beat, delegate
|
new BeatAction.Action(beat, delegate
|
||||||
{
|
{
|
||||||
Steppers(beat + 0.5f);
|
Steppers(beat + UnityEngine.Random.Range(-0.05f, 0.05f), false, birb, 0);
|
||||||
marchIterator++;
|
}),
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Steppers(double beat, bool player, Animator birb, int marchIterator)
|
||||||
|
{
|
||||||
|
var beatOffset = beat;
|
||||||
if(marchIterator == 4)
|
if(marchIterator == 4)
|
||||||
{
|
{
|
||||||
marchIterator = 0;
|
marchIterator = 0;
|
||||||
}
|
}
|
||||||
|
if(player)
|
||||||
|
{
|
||||||
|
switch(marchIterator)
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
PlayBirbAnimDesync(birbPlayer, "R_walk_00", true, 0.5f);
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
PlayBirbAnimDesync(birbPlayer, "R_walk_01", true, 0.5f);
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
PlayBirbAnimDesync(birbPlayer, "L_walk_00", true, 0.5f);
|
||||||
|
break;
|
||||||
|
case 3:
|
||||||
|
PlayBirbAnimDesync(birbPlayer, "L_walk_01", true, 0.5f);
|
||||||
|
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
switch(marchIterator)
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
PlayBirbAnimDesync(birb, "R_walk_00", false, 0.5f);
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
PlayBirbAnimDesync(birb, "R_walk_01", false, 0.5f);
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
PlayBirbAnimDesync(birb, "L_walk_00", false, 0.5f);
|
||||||
|
break;
|
||||||
|
case 3:
|
||||||
|
PlayBirbAnimDesync(birb, "L_walk_01", false, 0.5f);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if(player)
|
||||||
|
{
|
||||||
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||||
|
{
|
||||||
|
new BeatAction.Action(beat, delegate
|
||||||
|
{
|
||||||
|
Steppers(beat + 0.5f, true, birbPlayer, marchIterator + 1);
|
||||||
}),
|
}),
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||||
|
{
|
||||||
|
new BeatAction.Action(beat, delegate
|
||||||
|
{
|
||||||
|
Steppers(beatOffset + 0.5f, false, birb, marchIterator + 1);
|
||||||
|
}),
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public void RecursiveMarching(double beat)
|
public void RecursiveMarching(double beat)
|
||||||
{
|
{
|
||||||
ScheduleStep(beat);
|
ScheduleStep(beat);
|
||||||
|
StartCoroutine(StepTo(BG ,DebugStep, DebugTime));
|
||||||
|
StartCoroutine(StepTo(birdHolder ,DebugStep2, DebugTime2));
|
||||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||||
{
|
{
|
||||||
new BeatAction.Action(beat, delegate
|
new BeatAction.Action(beat, delegate
|
||||||
|
@ -170,6 +235,16 @@ namespace HeavenStudio.Games
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
|
IEnumerator StepTo(Transform thing, float xValue, float xTime)
|
||||||
|
{
|
||||||
|
float xPos = thing.position.x;
|
||||||
|
for (float t = 0.0f; t < 1.0f; t += Time.deltaTime / xTime)
|
||||||
|
{
|
||||||
|
thing.position = new Vector2(Mathf.SmoothStep(xPos, xPos + xValue, t), BG.position.y);
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Awake()
|
void Awake()
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in a new issue