Crouch Block Rework

Reworked crouch block to be a stretchable cue instead of a toggle (like KM prepare stance)
This commit is contained in:
RaffyTaffy14 2023-02-03 23:07:26 -05:00
parent 93ecc2b280
commit 8551732920
2 changed files with 15 additions and 18 deletions

View file

@ -12685,7 +12685,7 @@ MonoBehaviour:
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m_Direction: 0 m_Direction: 0
m_Value: 0 m_Value: 0
m_Size: 0.03287128 m_Size: 0.032871284
m_NumberOfSteps: 0 m_NumberOfSteps: 0
m_OnValueChanged: m_OnValueChanged:
m_PersistentCalls: m_PersistentCalls:
@ -18787,7 +18787,7 @@ MonoBehaviour:
m_TargetGraphic: {fileID: 1589389272} m_TargetGraphic: {fileID: 1589389272}
m_HandleRect: {fileID: 1589389271} m_HandleRect: {fileID: 1589389271}
m_Direction: 2 m_Direction: 2
m_Value: 1 m_Value: 0
m_Size: 1 m_Size: 1
m_NumberOfSteps: 0 m_NumberOfSteps: 0
m_OnValueChanged: m_OnValueChanged:
@ -23702,7 +23702,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0.5} m_AnchorMin: {x: 0, y: 0.5}
m_AnchorMax: {x: 1, y: 0.5} m_AnchorMax: {x: 1, y: 0.5}
m_AnchoredPosition: {x: 0, y: 129.92247} m_AnchoredPosition: {x: 0, y: 130.07068}
m_SizeDelta: {x: 0, y: 0} m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 1} m_Pivot: {x: 0.5, y: 1}
--- !u!114 &1154875944 --- !u!114 &1154875944

View file

@ -18,19 +18,21 @@ namespace HeavenStudio.Games.Loaders
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("toggle", true, "Inu Bop", "Inu Sensei bops or not."), new Param("toggle", true, "Inu Bop", "Inu Sensei bops or not."),
new Param("toggle1", true, "Sumo Bop", "Sumo Brothers bop or not."), new Param("toggle1", true, "Brothers Bop", "Sumo Brothers bop or not."),
}, },
defaultLength = 1f defaultLength = 1f
}, },
new GameAction("inuCrouch", "Inu Crouch") new GameAction("crouch", "Crouch")
{ {
function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.Crouch(e["toggle"]); }, function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.Crouch(e.beat, e.length, e["toggle"], e["toggle1"]); },
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("toggle", true, "Crouch", "Inu Sensei crouches or not.") new Param("toggle", true, "Inu Crouch", "Inu Sensei crouches or not."),
new Param("toggle1", true, "Brothers Crouch", "Sumo Brothers crouche or not.")
}, },
defaultLength = 1f defaultLength = 1f,
resizable = true
}, },
new GameAction("endPose", "End Pose") new GameAction("endPose", "End Pose")
@ -80,18 +82,13 @@ namespace HeavenStudio.Games
} }
} }
public void Crouch(bool crouch) public void Crouch(float beat, float length, bool inu, bool sumo)
{ {
if (crouch) BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
{ new BeatAction.Action(beat, delegate { if (inu) inuSensei.DoScaledAnimationAsync("InuCrouch", 0.5f); }),
inuSensei.DoScaledAnimationAsync("InuCrouch", 0.5f); new BeatAction.Action(beat + length, delegate { if (inu) inuSensei.DoScaledAnimationAsync("InuIdle", 0.5f); })
});
}
else
{
inuSensei.DoScaledAnimationAsync("InuIdle", 0.5f);
}
} }
public void Pose(float beat) public void Pose(float beat)