Merge pull request #33 from jakobwcrowe/master
Rhythm Rally: Animations baybeeeeeeeeee
This commit is contained in:
commit
a3e39f0cdd
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second: pingpong_model_skeleton|pingpong_beat
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@ -2,15 +2,28 @@ using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
|
using UnityEngine;
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|
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||||||
|
using RhythmHeavenMania.Util;
|
||||||
namespace RhythmHeavenMania.Games.RhythmRally
|
namespace RhythmHeavenMania.Games.RhythmRally
|
||||||
{
|
{
|
||||||
public class RhythmRally : MonoBehaviour
|
public class RhythmRally : Minigame
|
||||||
{
|
{
|
||||||
public Transform cameraPos;
|
public Transform cameraPos;
|
||||||
|
|
||||||
public GameObject ball;
|
public GameObject ball;
|
||||||
public NaughtyBezierCurves.BezierCurve3D curve3D;
|
public NaughtyBezierCurves.BezierCurve3D curve3D;
|
||||||
|
|
||||||
|
public Animator playerAnim;
|
||||||
|
public Animator opponentAnim;
|
||||||
|
|
||||||
|
public GameEvent bop = new GameEvent();
|
||||||
|
|
||||||
|
public static RhythmRally instance;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
instance = this;
|
||||||
|
}
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
@ -18,13 +31,38 @@ namespace RhythmHeavenMania.Games.RhythmRally
|
||||||
GameCamera.instance.camera.transform.rotation = cameraPos.rotation;
|
GameCamera.instance.camera.transform.rotation = cameraPos.rotation;
|
||||||
GameCamera.instance.camera.fieldOfView = 41f;
|
GameCamera.instance.camera.fieldOfView = 41f;
|
||||||
GameCamera.instance.camera.backgroundColor = Color.white;
|
GameCamera.instance.camera.backgroundColor = Color.white;
|
||||||
|
|
||||||
|
playerAnim.Play("Idle", 0, 0);
|
||||||
|
opponentAnim.Play("Idle", 0, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
ball.transform.position = curve3D.GetPoint(Mathf.Clamp(Conductor.instance.GetPositionFromBeat(0, 2f), 0, 1));
|
var cond = Conductor.instance;
|
||||||
|
|
||||||
|
ball.transform.position = curve3D.GetPoint(Mathf.Clamp(cond.GetPositionFromBeat(0, 2f), 0, 1));
|
||||||
ball.transform.GetChild(0).transform.position = new Vector3(ball.transform.position.x, -0.399f, ball.transform.position.z);
|
ball.transform.GetChild(0).transform.position = new Vector3(ball.transform.position.x, -0.399f, ball.transform.position.z);
|
||||||
|
|
||||||
|
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
|
||||||
|
{
|
||||||
|
if (cond.songPositionInBeats >= bop.startBeat && cond.songPositionInBeats < bop.startBeat + bop.length)
|
||||||
|
{
|
||||||
|
var playerState = playerAnim.GetCurrentAnimatorStateInfo(0);
|
||||||
|
if (playerAnim.IsAnimationNotPlaying() || playerState.IsName("Idle") || playerState.IsName("Beat"))
|
||||||
|
playerAnim.Play("Beat", 0, 0);
|
||||||
|
|
||||||
|
var opponentState = opponentAnim.GetCurrentAnimatorStateInfo(0);
|
||||||
|
if (opponentAnim.IsAnimationNotPlaying() || opponentState.IsName("Idle") || opponentState.IsName("Beat"))
|
||||||
|
opponentAnim.Play("Beat", 0, 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Bop(float beat, float length)
|
||||||
|
{
|
||||||
|
bop.length = length;
|
||||||
|
bop.startBeat = beat;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -11,6 +11,7 @@ using RhythmHeavenMania.Games.KarateMan;
|
||||||
using RhythmHeavenMania.Games.SpaceSoccer;
|
using RhythmHeavenMania.Games.SpaceSoccer;
|
||||||
using RhythmHeavenMania.Games.DJSchool;
|
using RhythmHeavenMania.Games.DJSchool;
|
||||||
using RhythmHeavenMania.Games.RhythmTweezers;
|
using RhythmHeavenMania.Games.RhythmTweezers;
|
||||||
|
using RhythmHeavenMania.Games.RhythmRally;
|
||||||
|
|
||||||
namespace RhythmHeavenMania
|
namespace RhythmHeavenMania
|
||||||
{
|
{
|
||||||
|
@ -207,7 +208,7 @@ namespace RhythmHeavenMania
|
||||||
|
|
||||||
new Minigame("rhythmRally", "Rhythm Rally", "B888F8", true, false, new List<GameAction>()
|
new Minigame("rhythmRally", "Rhythm Rally", "B888F8", true, false, new List<GameAction>()
|
||||||
{
|
{
|
||||||
|
new GameAction("bop", delegate { RhythmRally.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 0.5f, true),
|
||||||
}),
|
}),
|
||||||
/*new Minigame("spaceDance", "Space Dance", "B888F8", new List<GameAction>()
|
/*new Minigame("spaceDance", "Space Dance", "B888F8", new List<GameAction>()
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in a new issue