more testing
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||||||
|
inSlope: Infinity
|
||||||
|
outSlope: Infinity
|
||||||
|
tangentMode: 103
|
||||||
|
weightedMode: 0
|
||||||
|
inWeight: 0
|
||||||
|
outWeight: 0
|
||||||
|
- serializedVersion: 3
|
||||||
|
time: 0.2
|
||||||
|
value: 0
|
||||||
|
inSlope: Infinity
|
||||||
|
outSlope: Infinity
|
||||||
|
tangentMode: 103
|
||||||
|
weightedMode: 0
|
||||||
|
inWeight: 0
|
||||||
|
outWeight: 0
|
||||||
|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
attribute: m_Enabled
|
||||||
|
path:
|
||||||
|
classID: 114
|
||||||
|
script: {fileID: 11500000, guid: 7418df1ca9a5218468aa02006816659f, type: 3}
|
||||||
|
m_EulerEditorCurves: []
|
||||||
|
m_HasGenericRootTransform: 1
|
||||||
|
m_HasMotionFloatCurves: 0
|
||||||
|
m_Events: []
|
||||||
|
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 990f9df7e2796d247985259b56b6018b
|
||||||
|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
mainObjectFileID: 7400000
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
|
@ -123,11 +123,11 @@ namespace HeavenStudio.Games
|
||||||
[SerializeField] Arch archBasic;
|
[SerializeField] Arch archBasic;
|
||||||
|
|
||||||
[Header("Animators")]
|
[Header("Animators")]
|
||||||
[SerializeField] Animator CPU1;
|
[SerializeField] public Animator CPU1;
|
||||||
[SerializeField] Animator CPU2;
|
[SerializeField] public Animator CPU2;
|
||||||
[SerializeField] public Animator Player;
|
[SerializeField] public Animator Player;
|
||||||
[SerializeField] Animator Dog;
|
[SerializeField] public Animator Dog;
|
||||||
[SerializeField] Animator Floor;
|
[SerializeField] public Animator Floor;
|
||||||
|
|
||||||
bool goBop;
|
bool goBop;
|
||||||
public bool cpu1CantBop = false;
|
public bool cpu1CantBop = false;
|
||||||
|
|
@ -177,15 +177,16 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
//spawns an arch for each arch event
|
//spawns an arch for each arch event
|
||||||
foreach (var archReg in relevantArches)
|
foreach (var archReg in relevantArches)
|
||||||
{
|
{
|
||||||
if(archReg.beat - 28 >= switchBeat)
|
if(archReg.beat - 28f >= switchBeat)
|
||||||
{
|
{
|
||||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||||
{
|
{
|
||||||
new BeatAction.Action(archReg.beat-28f, delegate {RequestArch(archReg.beat);})
|
new BeatAction.Action(archReg.beat-28, delegate {RequestArch(archReg.beat);}),
|
||||||
});
|
new BeatAction.Action(archReg.beat, delegate {CueDuck(archReg.beat);})
|
||||||
|
});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
@ -289,6 +290,7 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
public void CueDuck(double beat)
|
public void CueDuck(double beat)
|
||||||
{
|
{
|
||||||
|
ScheduleInput(beat, 3f, InputAction_BasicPress, DuckSuccess, DuckMiss, DuckEmpty);
|
||||||
BeatAction.New(instance, new List<BeatAction.Action>() {
|
BeatAction.New(instance, new List<BeatAction.Action>() {
|
||||||
|
|
||||||
new BeatAction.Action(beat, delegate {cpu1CantBop = true;} ),
|
new BeatAction.Action(beat, delegate {cpu1CantBop = true;} ),
|
||||||
|
|
@ -312,6 +314,8 @@ namespace HeavenStudio.Games
|
||||||
public void CueCrouch(double beat)
|
public void CueCrouch(double beat)
|
||||||
{
|
{
|
||||||
|
|
||||||
|
ScheduleInput(beat, 3f, InputAction_FlickRelease, CrouchSuccess, CrouchMiss, CrouchEmpty);
|
||||||
|
|
||||||
BeatAction.New(instance, new List<BeatAction.Action>() {
|
BeatAction.New(instance, new List<BeatAction.Action>() {
|
||||||
new BeatAction.Action(beat, delegate {cpu1CantBop = true;}),
|
new BeatAction.Action(beat, delegate {cpu1CantBop = true;}),
|
||||||
new BeatAction.Action(beat, delegate {CPU1.GetComponent<Animator>().DoScaledAnimationAsync("letsgo", 1f);}),
|
new BeatAction.Action(beat, delegate {CPU1.GetComponent<Animator>().DoScaledAnimationAsync("letsgo", 1f);}),
|
||||||
|
|
@ -322,7 +326,6 @@ namespace HeavenStudio.Games
|
||||||
new BeatAction.Action(beat+1, delegate {CPU1.GetComponent<Animator>().DoScaledAnimationAsync("charge", 1f);}),
|
new BeatAction.Action(beat+1, delegate {CPU1.GetComponent<Animator>().DoScaledAnimationAsync("charge", 1f);}),
|
||||||
new BeatAction.Action(beat+1, delegate {CPU2.GetComponent<Animator>().DoScaledAnimationAsync("letsgo", 1f);}),
|
new BeatAction.Action(beat+1, delegate {CPU2.GetComponent<Animator>().DoScaledAnimationAsync("letsgo", 1f);}),
|
||||||
|
|
||||||
|
|
||||||
new BeatAction.Action(beat+2, delegate {CPU2.GetComponent<Animator>().DoScaledAnimationAsync("charge", 1f);}),
|
new BeatAction.Action(beat+2, delegate {CPU2.GetComponent<Animator>().DoScaledAnimationAsync("charge", 1f);}),
|
||||||
new BeatAction.Action(beat+2, delegate {Player.GetComponent<Animator>().DoScaledAnimationAsync("letsgo", 1f);}),
|
new BeatAction.Action(beat+2, delegate {Player.GetComponent<Animator>().DoScaledAnimationAsync("letsgo", 1f);}),
|
||||||
new BeatAction.Action(beat + 2, delegate {SoundByte.PlayOneShotGame("airboarder/crouchCharge");})
|
new BeatAction.Action(beat + 2, delegate {SoundByte.PlayOneShotGame("airboarder/crouchCharge");})
|
||||||
|
|
@ -340,6 +343,7 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
BeatAction.New(instance, new List<BeatAction.Action>() {
|
BeatAction.New(instance, new List<BeatAction.Action>() {
|
||||||
|
|
||||||
|
|
||||||
new BeatAction.Action(beat+1, delegate {CPU1.GetComponent<Animator>().DoScaledAnimationAsync("jump", 1f);}),
|
new BeatAction.Action(beat+1, delegate {CPU1.GetComponent<Animator>().DoScaledAnimationAsync("jump", 1f);}),
|
||||||
new BeatAction.Action(beat+1, delegate {cpu1CantBop = false;} ),
|
new BeatAction.Action(beat+1, delegate {cpu1CantBop = false;} ),
|
||||||
new BeatAction.Action(beat + 1, delegate {SoundByte.PlayOneShotGame("airboarder/jump");}),
|
new BeatAction.Action(beat + 1, delegate {SoundByte.PlayOneShotGame("airboarder/jump");}),
|
||||||
|
|
@ -351,32 +355,32 @@ namespace HeavenStudio.Games
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
public void DuckSuccess(double beat)
|
public void DuckSuccess(PlayerActionEvent caller, float state)
|
||||||
{
|
{
|
||||||
Player.GetComponent<Animator>().DoScaledAnimationAsync("duck", 1f);
|
Player.GetComponent<Animator>().DoScaledAnimationAsync("duck", 1f);
|
||||||
SoundByte.PlayOneShotGame("airboarder/crouch");
|
SoundByte.PlayOneShotGame("airboarder/crouch");
|
||||||
}
|
}
|
||||||
|
|
||||||
public void DuckMiss(double beat){
|
public void DuckMiss(PlayerActionEvent caller){
|
||||||
Player.GetComponent<Animator>().DoScaledAnimationAsync("hit1",1f);
|
Player.GetComponent<Animator>().DoScaledAnimationAsync("hit1",1f);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void DuckEmpty(double beat){
|
public void DuckEmpty(PlayerActionEvent caller){
|
||||||
Player.GetComponent<Animator>().DoScaledAnimationAsync("hit2", 1f);
|
Player.GetComponent<Animator>().DoScaledAnimationAsync("hit2", 1f);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void CrouchSuccess(double beat)
|
public void CrouchSuccess(PlayerActionEvent caller, float state)
|
||||||
{
|
{
|
||||||
Player.GetComponent<Animator>().DoScaledAnimationAsync("charge", 1f);
|
Player.GetComponent<Animator>().DoScaledAnimationAsync("charge", 1f);
|
||||||
SoundByte.PlayOneShotGame("airboarder/crouchCharge");
|
SoundByte.PlayOneShotGame("airboarder/crouchCharge");
|
||||||
playerCantBop = true;
|
playerCantBop = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void CrouchMiss(double beat){
|
public void CrouchMiss(PlayerActionEvent caller){
|
||||||
Player.GetComponent<Animator>().DoScaledAnimationAsync("hit1",1f);
|
Player.GetComponent<Animator>().DoScaledAnimationAsync("hit1",1f);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void CrouchEmpty(double beat){
|
public void CrouchEmpty(PlayerActionEvent caller){
|
||||||
Player.GetComponent<Animator>().DoScaledAnimationAsync("hit2", 1f);
|
Player.GetComponent<Animator>().DoScaledAnimationAsync("hit2", 1f);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -28,53 +28,67 @@ namespace HeavenStudio.Games.Scripts_Airboarder
|
||||||
{
|
{
|
||||||
double calcBeat = appearBeat;
|
double calcBeat = appearBeat;
|
||||||
|
|
||||||
BeatAction.New(game, new List<BeatAction.Action>()
|
|
||||||
{
|
|
||||||
new BeatAction.Action(calcBeat+28f, delegate {game.CueDuck(calcBeat);}),
|
|
||||||
new BeatAction.Action(calcBeat+31f, delegate {game.ScheduleInput(calcBeat, 0f, Airboarder.InputAction_BasicPress, DuckSuccessArch, DuckMissArch, DuckEmptyArch);})
|
|
||||||
|
|
||||||
});
|
// BeatAction.New(game, new List<BeatAction.Action>()
|
||||||
|
// {
|
||||||
|
// new BeatAction.Action(calcBeat+31, delegate {game.ScheduleInput(calcBeat, 0f, Airboarder.InputAction_BasicPress, DuckSuccessArch, DuckMissArch, DuckEmptyArch);}),
|
||||||
|
// new BeatAction.Action(calcBeat+28, delegate {game.cpu1CantBop = true;} ),
|
||||||
|
// new BeatAction.Action(calcBeat+28, delegate {game.CPU1.GetComponent<Animator>().DoScaledAnimationAsync("letsgo", 1f);}),
|
||||||
|
// new BeatAction.Action(calcBeat+28, delegate {SoundByte.PlayOneShotGame("airboarder/ready");}),
|
||||||
|
// new BeatAction.Action(calcBeat+29, delegate {game.cpu2CantBop = true;} ),
|
||||||
|
// new BeatAction.Action(calcBeat+29, delegate {game.CPU1.GetComponent<Animator>().DoScaledAnimationAsync("duck", 1f);}),
|
||||||
|
// new BeatAction.Action(calcBeat+29, delegate {game.CPU2.GetComponent<Animator>().DoScaledAnimationAsync("letsgo", 1f);}),
|
||||||
|
// new BeatAction.Action(calcBeat+29, delegate {SoundByte.PlayOneShotGame("airboarder/crouch");}),
|
||||||
|
// new BeatAction.Action(calcBeat+30, delegate {game.playerCantBop = true;} ),
|
||||||
|
// new BeatAction.Action(calcBeat+30, delegate {game.CPU2.GetComponent<Animator>().DoScaledAnimationAsync("duck", 1f);}),
|
||||||
|
// new BeatAction.Action(calcBeat+30, delegate {game.Player.GetComponent<Animator>().DoScaledAnimationAsync("letsgo", 1f);}),
|
||||||
|
// new BeatAction.Action(calcBeat+30, delegate {SoundByte.PlayOneShotGame("airboarder/crouch");}),
|
||||||
|
// new BeatAction.Action(calcBeat+30.5, delegate {game.cpu1CantBop = false;} ),
|
||||||
|
// new BeatAction.Action(calcBeat+31.5, delegate {game.cpu2CantBop = false;} ),
|
||||||
|
// new BeatAction.Action(calcBeat+32.5, delegate {game.playerCantBop = false;} )
|
||||||
|
|
||||||
|
// });
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
float normalizedBeat = Conductor.instance.GetPositionFromBeat(appearBeat, 40f);
|
float normalizedBeat = Conductor.instance.GetPositionFromBeat(appearBeat, 40f);
|
||||||
anim.DoNormalizedAnimation("move", normalizedBeat, 0);
|
anim.Play("move", -1, normalizedBeat);
|
||||||
anim.speed = 0;
|
anim.speed = 0;
|
||||||
|
if (normalizedBeat > 1) Destroy(gameObject);
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void DuckSuccessArch(PlayerActionEvent caller, float state)
|
// public void DuckSuccessArch(PlayerActionEvent caller, float state)
|
||||||
{
|
// {
|
||||||
game.DuckSuccess(targetBeat);
|
// game.Player.GetComponent<Animator>().DoScaledAnimationAsync("duck", 1f);
|
||||||
}
|
// SoundByte.PlayOneShotGame("airboarder/crouch");
|
||||||
|
// }
|
||||||
|
|
||||||
public void DuckMissArch(PlayerActionEvent caller)
|
// public void DuckMissArch(PlayerActionEvent caller)
|
||||||
{
|
// {
|
||||||
game.DuckMiss(targetBeat);
|
// game.DuckMiss(targetBeat);
|
||||||
}
|
// }
|
||||||
|
|
||||||
public void DuckEmptyArch(PlayerActionEvent caller)
|
// public void DuckEmptyArch(PlayerActionEvent caller)
|
||||||
{
|
// {
|
||||||
game.DuckEmpty(targetBeat);
|
// game.DuckEmpty(targetBeat);
|
||||||
}
|
// }
|
||||||
public void CrouchSuccessArch(PlayerActionEvent caller, float state)
|
// public void CrouchSuccessArch(PlayerActionEvent caller, float state)
|
||||||
{
|
// {
|
||||||
game.CrouchSuccess(targetBeat);
|
// game.CrouchSuccess(targetBeat);
|
||||||
}
|
// }
|
||||||
|
|
||||||
public void CrouchMissArch(PlayerActionEvent caller)
|
// public void CrouchMissArch(PlayerActionEvent caller)
|
||||||
{
|
// {
|
||||||
game.CrouchMiss(targetBeat);
|
// game.CrouchMiss(targetBeat);
|
||||||
}
|
// }
|
||||||
|
|
||||||
public void CrouchEmptyArch(PlayerActionEvent caller)
|
// public void CrouchEmptyArch(PlayerActionEvent caller)
|
||||||
{
|
// {
|
||||||
game.CrouchEmpty(targetBeat);
|
// game.CrouchEmpty(targetBeat);
|
||||||
}
|
// }
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue