Merge pull request #33 from jakobwcrowe/master
Rhythm Rally: Animations baybeeeeeeeeee
This commit is contained in:
commit
a3e39f0cdd
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@ -0,0 +1,8 @@
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second: pingpong_model_skeleton|pingpong_beat
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74: -3228990746527544536
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second: pingpong_model_skeleton|pingpong_pose
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second: pingpong_model_skeleton|pingpong_ready00
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second: pingpong_model_skeleton|pingpong_ready01
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second: pingpong_model_skeleton|pingpong_ready_beat
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second: pingpong_model_skeleton|pingpong_swing
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|
@ -2,15 +2,28 @@ using System.Collections;
|
|||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using RhythmHeavenMania.Util;
|
||||
namespace RhythmHeavenMania.Games.RhythmRally
|
||||
{
|
||||
public class RhythmRally : MonoBehaviour
|
||||
public class RhythmRally : Minigame
|
||||
{
|
||||
public Transform cameraPos;
|
||||
|
||||
public GameObject ball;
|
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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
|
||||
void Start()
|
||||
{
|
||||
|
@ -18,13 +31,38 @@ namespace RhythmHeavenMania.Games.RhythmRally
|
|||
GameCamera.instance.camera.transform.rotation = cameraPos.rotation;
|
||||
GameCamera.instance.camera.fieldOfView = 41f;
|
||||
GameCamera.instance.camera.backgroundColor = Color.white;
|
||||
|
||||
playerAnim.Play("Idle", 0, 0);
|
||||
opponentAnim.Play("Idle", 0, 0);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
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);
|
||||
|
||||
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);
|
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if (playerAnim.IsAnimationNotPlaying() || playerState.IsName("Idle") || playerState.IsName("Beat"))
|
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playerAnim.Play("Beat", 0, 0);
|
||||
|
||||
var opponentState = opponentAnim.GetCurrentAnimatorStateInfo(0);
|
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if (opponentAnim.IsAnimationNotPlaying() || opponentState.IsName("Idle") || opponentState.IsName("Beat"))
|
||||
opponentAnim.Play("Beat", 0, 0);
|
||||
}
|
||||
}
|
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}
|
||||
|
||||
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.DJSchool;
|
||||
using RhythmHeavenMania.Games.RhythmTweezers;
|
||||
using RhythmHeavenMania.Games.RhythmRally;
|
||||
|
||||
namespace RhythmHeavenMania
|
||||
{
|
||||
|
@ -207,7 +208,7 @@ namespace RhythmHeavenMania
|
|||
|
||||
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>()
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue