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@ -551,9 +551,9 @@ RectTransform:
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--- !u!114 &9435782
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@ -4172,9 +4172,9 @@ RectTransform:
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m_Father: {fileID: 539838476}
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@ -4396,9 +4396,9 @@ RectTransform:
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@ -4532,9 +4532,9 @@ RectTransform:
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--- !u!114 &1783491359
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|
|
|
@ -84,7 +84,12 @@ namespace HeavenStudio.Games
|
|||
|
||||
[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)
|
||||
{
|
||||
|
@ -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)
|
||||
{
|
||||
goBop = autoBop;
|
||||
|
@ -124,43 +141,91 @@ namespace HeavenStudio.Games
|
|||
public void StartStep(double beat)
|
||||
{
|
||||
RecursiveMarching(beat);
|
||||
Steppers(beat);
|
||||
}
|
||||
|
||||
public void Steppers(double beat)
|
||||
Steppers(beat, true, birbPlayer, 0);
|
||||
foreach(Animator birb in allThemOtherBirbs)
|
||||
{
|
||||
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>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate
|
||||
{
|
||||
Steppers(beat + 0.5f);
|
||||
marchIterator++;
|
||||
Steppers(beat + UnityEngine.Random.Range(-0.05f, 0.05f), false, birb, 0);
|
||||
}),
|
||||
});
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void Steppers(double beat, bool player, Animator birb, int marchIterator)
|
||||
{
|
||||
var beatOffset = beat;
|
||||
if(marchIterator == 4)
|
||||
{
|
||||
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)
|
||||
{
|
||||
ScheduleStep(beat);
|
||||
StartCoroutine(StepTo(BG ,DebugStep, DebugTime));
|
||||
StartCoroutine(StepTo(birdHolder ,DebugStep2, DebugTime2));
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
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
|
||||
void Awake()
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue