yeah that's about it (#591)
works perfectly, looks better, easier to type, and more efficient. what's there to hate
This commit is contained in:
parent
d7c6533f61
commit
87653b0d65
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@ -58,7 +58,7 @@ namespace HeavenStudio.Games.Scripts_GleeClub
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public void MissPose()
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public void MissPose()
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{
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{
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if (!singing && anim.GetCurrentAnimatorStateInfo(0).IsName("Idle") && !anim.IsPlayingAnimationName("MissIdle")) anim.Play("MissIdle", 0, 0);
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if (!singing && anim.GetCurrentAnimatorStateInfo(0).IsName("Idle") && !anim.IsPlayingAnimationNames("MissIdle")) anim.Play("MissIdle", 0, 0);
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}
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}
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public void StartCrouch()
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public void StartCrouch()
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@ -37,7 +37,7 @@ namespace HeavenStudio.Games.Scripts_LaunchParty
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SoundByte.PlayOneShotGame("launchParty/miss");
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SoundByte.PlayOneShotGame("launchParty/miss");
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SoundByte.PlayOneShotGame("launchParty/rocket_endBad");
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SoundByte.PlayOneShotGame("launchParty/rocket_endBad");
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string leftOrRight = (UnityEngine.Random.Range(1, 3) == 1) ? "Left" : "Right";
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string leftOrRight = (UnityEngine.Random.Range(1, 3) == 1) ? "Left" : "Right";
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if (!anim.IsPlayingAnimationName("RocketBarelyLeft") && !anim.IsPlayingAnimationName("RocketBarelyRight")) anim.Play("RocketBarely" + leftOrRight, 0, 0);
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if (!anim.IsPlayingAnimationNames("RocketBarelyLeft", "RocketBarelyRight")) anim.Play("RocketBarely" + leftOrRight, 0, 0);
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game.ScoreMiss(0.5);
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game.ScoreMiss(0.5);
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}
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}
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}
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}
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@ -167,7 +167,7 @@ namespace HeavenStudio.Games.Scripts_LaunchParty
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void JustFamilyRocket(PlayerActionEvent caller, float state)
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void JustFamilyRocket(PlayerActionEvent caller, float state)
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{
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{
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noInput = true;
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noInput = true;
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if (anim.IsPlayingAnimationName("RocketBarelyLeft") || anim.IsPlayingAnimationName("RocketBarelyRight"))
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if (anim.IsPlayingAnimationNames("RocketBarelyLeft", "RocketBarelyRight"))
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{
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{
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number.SetActive(false);
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number.SetActive(false);
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anim.SetBool("CanRise", false);
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anim.SetBool("CanRise", false);
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@ -213,7 +213,7 @@ namespace HeavenStudio.Games.Scripts_LaunchParty
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void JustPartyCracker(PlayerActionEvent caller, float state)
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void JustPartyCracker(PlayerActionEvent caller, float state)
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{
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{
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noInput = true;
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noInput = true;
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if (anim.IsPlayingAnimationName("RocketBarelyLeft") || anim.IsPlayingAnimationName("RocketBarelyRight"))
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if (anim.IsPlayingAnimationNames("RocketBarelyLeft", "RocketBarelyRight"))
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{
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{
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number.SetActive(false);
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number.SetActive(false);
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anim.SetBool("CanRise", false);
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anim.SetBool("CanRise", false);
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@ -257,7 +257,7 @@ namespace HeavenStudio.Games.Scripts_LaunchParty
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void JustBell(PlayerActionEvent caller, float state)
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void JustBell(PlayerActionEvent caller, float state)
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{
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{
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noInput = true;
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noInput = true;
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if (anim.IsPlayingAnimationName("RocketBarelyLeft") || anim.IsPlayingAnimationName("RocketBarelyRight"))
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if (anim.IsPlayingAnimationNames("RocketBarelyLeft", "RocketBarelyRight"))
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{
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{
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number.SetActive(false);
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number.SetActive(false);
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anim.SetBool("CanRise", false);
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anim.SetBool("CanRise", false);
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@ -301,7 +301,7 @@ namespace HeavenStudio.Games.Scripts_LaunchParty
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void JustBowlingPin(PlayerActionEvent caller, float state)
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void JustBowlingPin(PlayerActionEvent caller, float state)
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{
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{
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noInput = true;
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noInput = true;
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if (anim.IsPlayingAnimationName("RocketBarelyLeft") || anim.IsPlayingAnimationName("RocketBarelyRight"))
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if (anim.IsPlayingAnimationNames("RocketBarelyLeft", "RocketBarelyRight"))
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{
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{
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number.SetActive(false);
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number.SetActive(false);
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anim.SetBool("CanRise", false);
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anim.SetBool("CanRise", false);
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@ -158,8 +158,8 @@ namespace HeavenStudio.Games
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public override void OnBeatPulse(double beat)
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public override void OnBeatPulse(double beat)
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{
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{
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if (!BossAnim.IsPlayingAnimationName("BossCall")
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if (!BossAnim.IsPlayingAnimationNames("BossCall")
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&& !BossAnim.IsPlayingAnimationName("BossSignal")
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&& !BossAnim.IsPlayingAnimationNames("BossSignal")
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&& BeatIsInBopRegion(beat))
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&& BeatIsInBopRegion(beat))
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{
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{
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BossAnim.DoScaledAnimationAsync(bossAnnoyed ? "BossMiss" : "Bop", 0.5f);
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BossAnim.DoScaledAnimationAsync(bossAnnoyed ? "BossMiss" : "Bop", 0.5f);
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@ -174,7 +174,7 @@ namespace HeavenStudio.Games
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{
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{
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BeatAction.New(instance, new List<BeatAction.Action>() {
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BeatAction.New(instance, new List<BeatAction.Action>() {
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new BeatAction.Action(beat + i, delegate {
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new BeatAction.Action(beat + i, delegate {
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if (!BossAnim.IsPlayingAnimationName("BossCall") && !BossAnim.IsPlayingAnimationName("BossSignal")) {
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if (!BossAnim.IsPlayingAnimationNames("BossCall") && !BossAnim.IsPlayingAnimationNames("BossSignal")) {
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BossAnim.DoScaledAnimationAsync(bossAnnoyed ? "BossMiss" : "Bop", 0.5f);
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BossAnim.DoScaledAnimationAsync(bossAnnoyed ? "BossMiss" : "Bop", 0.5f);
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}
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}
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})
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})
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@ -38,7 +38,7 @@ namespace HeavenStudio.Games.Scripts_MeatGrinder
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private void Update()
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private void Update()
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{
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{
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if (anim.IsPlayingAnimationName("DarkIdle") || anim.IsPlayingAnimationName("LightIdle")) GameObject.Destroy(gameObject);
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if (anim.IsPlayingAnimationNames("DarkIdle") || anim.IsPlayingAnimationNames("LightIdle")) GameObject.Destroy(gameObject);
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}
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}
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private void InputActions(bool annoyBoss, string whichSfx, string whichAnim)
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private void InputActions(bool annoyBoss, string whichSfx, string whichAnim)
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@ -287,13 +287,10 @@ namespace HeavenStudio.Games
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}
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}
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// blushes when done eating but not when staring
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// blushes when done eating but not when staring
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if (needBlush
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if (needBlush
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&& !MonkAnim.IsPlayingAnimationName("Eat")
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&& !MonkAnim.IsPlayingAnimationNames("Eat", "Stare", "Barely", "Miss")
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&& !MonkAnim.IsPlayingAnimationName("Stare")
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&& !MonkAnim.IsPlayingAnimationName("Barely")
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&& !MonkAnim.IsPlayingAnimationName("Miss")
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&& !isStaring
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&& !isStaring
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&& !noBlush)
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&& !noBlush)
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{
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{
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MonkAnim.DoScaledAnimationAsync("Blush", 0.5f);
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MonkAnim.DoScaledAnimationAsync("Blush", 0.5f);
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needBlush = false;
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needBlush = false;
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@ -351,14 +348,14 @@ namespace HeavenStudio.Games
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public override void OnBeatPulse(double beat)
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public override void OnBeatPulse(double beat)
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{
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{
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if ((MonkAnim.IsAnimationNotPlaying() || MonkAnim.IsPlayingAnimationName("Bop") || MonkAnim.IsPlayingAnimationName("Idle"))
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if ((MonkAnim.IsAnimationNotPlaying() || MonkAnim.IsPlayingAnimationNames("Bop", "Idle"))
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&& BeatIsInBopRegion(beat)
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&& BeatIsInBopRegion(beat)
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&& !isStaring)
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&& !isStaring)
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{
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{
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MonkAnim.DoScaledAnimationAsync("Bop", 0.5f);
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MonkAnim.DoScaledAnimationAsync("Bop", 0.5f);
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}
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}
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if (!MonkAnim.IsPlayingAnimationName("Blush") || !MonkAnim.IsPlayingAnimationName("Stare"))
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if (!MonkAnim.IsPlayingAnimationNames("Blush", "Stare"))
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{
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{
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if (growLevel == 4) BrowAnim.DoScaledAnimationAsync("Bop", 0.5f);
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if (growLevel == 4) BrowAnim.DoScaledAnimationAsync("Bop", 0.5f);
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if (growLevel > 0) StacheAnim.DoScaledAnimationAsync($"Bop{growLevel}", 0.5f);
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if (growLevel > 0) StacheAnim.DoScaledAnimationAsync($"Bop{growLevel}", 0.5f);
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@ -31,7 +31,7 @@ namespace HeavenStudio.Games.Scripts_OctopusMachine
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void Update()
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void Update()
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{
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{
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if (queuePrepare <= Conductor.instance.songPositionInBeatsAsDouble && Conductor.instance.NotStopped()) {
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if (queuePrepare <= Conductor.instance.songPositionInBeatsAsDouble && Conductor.instance.NotStopped()) {
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if (!(isPreparing || isSqueezed || anim.IsPlayingAnimationName("Release") || anim.IsPlayingAnimationName("Pop")))
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if (!(isPreparing || isSqueezed || anim.IsPlayingAnimationNames("Release", "Pop")))
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{
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{
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anim.DoScaledAnimationFromBeatAsync("Prepare", 0.5f, queuePrepare);
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anim.DoScaledAnimationFromBeatAsync("Prepare", 0.5f, queuePrepare);
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isPreparing = true;
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isPreparing = true;
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@ -66,15 +66,7 @@ namespace HeavenStudio.Games.Scripts_OctopusMachine
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public void RequestBop()
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public void RequestBop()
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{
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{
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if (!anim.IsPlayingAnimationName("Bop")
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if (!anim.IsPlayingAnimationNames("Bop", "Happy", "Angry", "Oops", "Release", "Pop") && !isPreparing && !isSqueezed && !cantBop)
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&& !anim.IsPlayingAnimationName("Happy")
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&& !anim.IsPlayingAnimationName("Angry")
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&& !anim.IsPlayingAnimationName("Oops")
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&& !anim.IsPlayingAnimationName("Release")
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&& !anim.IsPlayingAnimationName("Pop")
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&& !isPreparing
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&& !isSqueezed
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&& !cantBop)
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{
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{
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PlayAnimation(game.bopStatus);
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PlayAnimation(game.bopStatus);
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}
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}
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@ -248,7 +248,7 @@ namespace HeavenStudio.Games
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wrestlerAnim.DoScaledAnimationAsync("YeMiss", 0.25f);
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wrestlerAnim.DoScaledAnimationAsync("YeMiss", 0.25f);
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SoundByte.PlayOneShotGame($"ringside/confusedanswer");
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SoundByte.PlayOneShotGame($"ringside/confusedanswer");
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if (reporterAnim.IsPlayingAnimationName("IdleReporter")) reporterAnim.Play("IdleLate", 0, 0);
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if (reporterAnim.IsPlayingAnimationNames("IdleReporter")) reporterAnim.Play("IdleLate", 0, 0);
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}
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}
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}
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}
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if ( PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch
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if ( PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch
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@ -266,7 +266,7 @@ namespace HeavenStudio.Games
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}
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}
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}
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}
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}
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}
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if (!DancerP.IsPlayingAnimationName("PunchDo") && !DancerP.IsPlayingAnimationName("TurnRightDo") && !DancerP.IsPlayingAnimationName("SitDownDo"))
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if (!DancerP.IsPlayingAnimationNames("PunchDo", "TurnRightDo", "SitDownDo"))
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{
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{
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if (PlayerInput.GetIsAction(InputAction_Punch) && !IsExpectingInputNow(InputAction_Punch))
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if (PlayerInput.GetIsAction(InputAction_Punch) && !IsExpectingInputNow(InputAction_Punch))
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{
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{
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@ -38,7 +38,7 @@ namespace HeavenStudio.Games.Scripts_TapTroupe
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public void ResetFace()
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public void ResetFace()
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{
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{
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if (expressionAnim.IsPlayingAnimationName("Okay")) return;
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if (expressionAnim.IsPlayingAnimationNames("Okay")) return;
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expressionAnim.Play("NoExpression", 0, 0);
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expressionAnim.Play("NoExpression", 0, 0);
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}
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}
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@ -30,7 +30,7 @@ namespace HeavenStudio.Games.Scripts_TossBoys
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spawnedEffect.Play();
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spawnedEffect.Play();
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DoAnimationScaledAsync(crouch ? "CrouchHit" : "Hit", 0.5f);
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DoAnimationScaledAsync(crouch ? "CrouchHit" : "Hit", 0.5f);
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}
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}
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else if (!anim.IsPlayingAnimationName(prefix + "Whiff") && !anim.IsPlayingAnimationName(prefix + "Miss"))
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else if (!anim.IsPlayingAnimationNames(prefix + "Whiff", prefix + "Miss"))
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{
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{
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DoAnimationScaledAsync("Whiff", 0.5f);
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DoAnimationScaledAsync("Whiff", 0.5f);
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SoundByte.PlayOneShotGame("tossBoys/whiff");
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SoundByte.PlayOneShotGame("tossBoys/whiff");
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@ -40,7 +40,7 @@ namespace HeavenStudio.Games.Scripts_TossBoys
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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 (crouch || preparing || (!anim.IsAnimationNotPlaying() && !anim.IsPlayingAnimationName(prefix + "Idle"))) return;
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if (crouch || preparing || (!anim.IsAnimationNotPlaying() && !anim.IsPlayingAnimationNames(prefix + "Idle"))) return;
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DoAnimationScaledAsync("Bop", 0.5f);
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DoAnimationScaledAsync("Bop", 0.5f);
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}
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}
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@ -312,7 +312,7 @@ namespace HeavenStudio.Games
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{
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{
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NPCBallTransporters.GetComponent<Animator>().Play("NPCGoBigMode", 0, 0);
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NPCBallTransporters.GetComponent<Animator>().Play("NPCGoBigMode", 0, 0);
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}
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}
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if (!instance.ballTransporterLeftNPC.GetComponent<Animator>().IsPlayingAnimationName("BallTransporterLeftOpened"))
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if (!instance.ballTransporterLeftNPC.GetComponent<Animator>().IsPlayingAnimationNames("BallTransporterLeftOpened"))
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{
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{
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instance.ballTransporterLeftNPC.GetComponent<Animator>().Play("BallTransporterLeftOpen", 0, 0);
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instance.ballTransporterLeftNPC.GetComponent<Animator>().Play("BallTransporterLeftOpen", 0, 0);
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instance.ballTransporterRightNPC.GetComponent<Animator>().Play("BallTransporterRightOpen", 0, 0);
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instance.ballTransporterRightNPC.GetComponent<Animator>().Play("BallTransporterRightOpen", 0, 0);
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@ -14,11 +14,12 @@ namespace HeavenStudio.Util
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/// Returns true if animName is currently playing on animator
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/// Returns true if animName is currently playing on animator
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/// </summary>
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/// </summary>
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/// <param name="anim">Animator to check</param>
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/// <param name="anim">Animator to check</param>
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/// <param name="animName">name of animation to look out for</param>
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/// <param name="animNames">name(s) of animation to look out for</param>
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public static bool IsPlayingAnimationName(this Animator anim, string animName)
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public static bool IsPlayingAnimationNames(this Animator anim, params string[] animNames)
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{
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{
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var stateInfo = anim.GetCurrentAnimatorStateInfo(0);
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var stateInfo = anim.GetCurrentAnimatorStateInfo(0);
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return (stateInfo.normalizedTime < stateInfo.speed || stateInfo.loop) && stateInfo.IsName(animName);
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var isPlaying = Array.Exists(animNames, animName => stateInfo.IsName(animName));
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return (stateInfo.normalizedTime < stateInfo.speed || stateInfo.loop) && isPlaying;
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}
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}
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/// <summary>
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/// <summary>
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