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diff --git a/Assets/Resources/Sprites/Games/MannequinFactory/Animations/Hand/SlapEmpty.anim.meta b/Assets/Resources/Sprites/Games/MannequinFactory/Animations/Hand/SlapEmpty.anim.meta
new file mode 100644
index 000000000..32d5a96ac
--- /dev/null
+++ b/Assets/Resources/Sprites/Games/MannequinFactory/Animations/Hand/SlapEmpty.anim.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 94a0382c6a2fbee47a69c597303378df
+NativeFormatImporter:
+ externalObjects: {}
+ mainObjectFileID: 7400000
+ userData:
+ assetBundleName: agbmannequin/common
+ assetBundleVariant:
diff --git a/Assets/Resources/Sprites/Games/MannequinFactory/Animations/MannequinHead.meta b/Assets/Resources/Sprites/Games/MannequinFactory/Animations/MannequinHead.meta
index 6cd3b9c8b..e1279a417 100644
--- a/Assets/Resources/Sprites/Games/MannequinFactory/Animations/MannequinHead.meta
+++ b/Assets/Resources/Sprites/Games/MannequinFactory/Animations/MannequinHead.meta
@@ -4,5 +4,5 @@ folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
- assetBundleName:
+ assetBundleName: agbmannequin/common
assetBundleVariant:
diff --git a/Assets/Scripts/Games/MannequinFactory/MannequinFactory.cs b/Assets/Scripts/Games/MannequinFactory/MannequinFactory.cs
index c6f0f06dc..e0d88859e 100644
--- a/Assets/Scripts/Games/MannequinFactory/MannequinFactory.cs
+++ b/Assets/Scripts/Games/MannequinFactory/MannequinFactory.cs
@@ -16,17 +16,31 @@ namespace HeavenStudio.Games.Loaders
{
function = delegate {
var e = eventCaller.currentEntity;
- MannequinFactory.instance.HeadOut(e.beat, e["type"]);
+ MannequinFactory.instance.HeadOut(e.beat, 1);
+ },
+ defaultLength = 7,
+ },
+ new GameAction("misalignedHeadOut", "Send Misaligned Head Out")
+ {
+ function = delegate {
+ var e = eventCaller.currentEntity;
+ MannequinFactory.instance.HeadOut(e.beat, 2);
+ },
+ defaultLength = 7,
+ },
+ new GameAction("randomHeadOut", "Send Random Head Out")
+ {
+ function = delegate {
+ var e = eventCaller.currentEntity;
+ MannequinFactory.instance.HeadOut(e.beat, 0);
},
defaultLength = 7,
- parameters = new List()
- {
- new Param("type", MannequinFactory.HeadOutTypes.NoClap, "Cue Type", "Should the mannequin go out wrong or not?"),
- }
},
new GameAction("changeText", "Change Text")
{
- function = delegate { MannequinFactory.instance.ChangeSignText(eventCaller.currentEntity["text"]); },
+ function = delegate {
+ MannequinFactory.instance.SignText.text = eventCaller.currentEntity["text"];
+ },
defaultLength = 0.5f,
parameters = new List()
{
@@ -67,7 +81,7 @@ namespace HeavenStudio.Games
[Header("References")]
[SerializeField] SpriteRenderer bg;
- [SerializeField] TMP_Text SignText;
+ public TMP_Text SignText;
public GameObject MannequinHeadObject;
Tween bgColorTween;
@@ -94,7 +108,7 @@ namespace HeavenStudio.Games
if (PlayerInput.Pressed(true) && PlayerInput.GetSpecificDirection(3) && !IsExpectingInputNow(InputType.DIRECTION_LEFT_DOWN))
{
- HandAnim.DoScaledAnimationAsync("Slap");
+ HandAnim.DoScaledAnimationAsync("SlapEmpty");
}
}
@@ -121,12 +135,7 @@ namespace HeavenStudio.Games
MannequinHead head = Instantiate(MannequinHeadObject, gameObject.transform).GetComponent();
head.startBeat = beat;
- head.withClap = (cueType == 2);
- }
-
- public void ChangeSignText(string text)
- {
- SignText.text = text;
+ head.needClap = (cueType == 2);
}
public void BackgroundColor(Color start, Color end, float beats, bool instant)
diff --git a/Assets/Scripts/Games/MannequinFactory/MannequinHead.cs b/Assets/Scripts/Games/MannequinFactory/MannequinHead.cs
index af528c064..c401070a8 100644
--- a/Assets/Scripts/Games/MannequinFactory/MannequinHead.cs
+++ b/Assets/Scripts/Games/MannequinFactory/MannequinHead.cs
@@ -8,8 +8,7 @@ namespace HeavenStudio.Games.Scripts_MannequinFactory
public class MannequinHead : MonoBehaviour
{
public double startBeat;
- public bool withClap;
- public bool clapped;
+ public bool needClap;
[Header("Animators")]
[SerializeField] SpriteRenderer headSr;
@@ -17,8 +16,6 @@ namespace HeavenStudio.Games.Scripts_MannequinFactory
[SerializeField] SpriteRenderer eyesSr;
[SerializeField] Sprite[] eyes;
[SerializeField] Animator headAnim;
- Animator stampAnim;
- Animator handAnim;
int turnStatus;
@@ -27,15 +24,11 @@ namespace HeavenStudio.Games.Scripts_MannequinFactory
private void Awake()
{
game = MannequinFactory.instance;
-
- stampAnim = game.StampAnim;
- handAnim = game.HandAnim;
}
private void Start()
{
- turnStatus = withClap ? 0 : 1;
- clapped = !withClap;
+ turnStatus = needClap ? 0 : 1;
headSr.sprite = heads[turnStatus];
BeatAction.New(gameObject, new List {
@@ -46,18 +39,13 @@ namespace HeavenStudio.Games.Scripts_MannequinFactory
else game.ScheduleUserInput(startBeat, 5, InputType.STANDARD_DOWN, StampUnJust, StampMiss, Nothing);
}),
});
- if (withClap) SoundByte.PlayOneShotGame("mannequinFactory/whoosh", beat: startBeat + 3);
+ if (needClap) SoundByte.PlayOneShotGame("mannequinFactory/whoosh", beat: startBeat + 3);
SoundByte.PlayOneShotGame("mannequinFactory/whoosh", beat: startBeat + 5);
- if (withClap) game.ScheduleInput(startBeat, 3, InputType.DIRECTION_LEFT_DOWN, ClapJust, ClapMiss, Nothing);
+ if (needClap) game.ScheduleInput(startBeat, 3, InputType.DIRECTION_LEFT_DOWN, ClapJust, ClapMiss, Nothing);
else game.ScheduleUserInput(startBeat, 3, InputType.DIRECTION_LEFT_DOWN, ClapUnJust, ClapMiss, Nothing);
}
- private void Update()
- {
-
- }
-
void ClapJust(PlayerActionEvent caller, float state)
{
ClapHit(state);
@@ -77,21 +65,17 @@ namespace HeavenStudio.Games.Scripts_MannequinFactory
{
turnStatus++;
SoundByte.PlayOneShotGame("mannequinFactory/slap");
- handAnim.DoScaledAnimationAsync("Slap");
+ game.HandAnim.DoScaledAnimationAsync("SlapJust");
headAnim.Play("Slapped", 0, 0);
- clapped = true;
}
- void ClapMiss(PlayerActionEvent caller)
- {
- //headAnim.DoScaledAnimationAsync("Move2", 0.3f);
- }
+ void ClapMiss(PlayerActionEvent caller) { }
void StampHit(float state)
{
if (state >= 1f || state <= -1f) SoundByte.PlayOneShot("nearMiss");
headAnim.DoScaledAnimationAsync("Stamp", 0.3f);
- stampAnim.DoScaledAnimationAsync("StampJust", 0.3f);
+ game.StampAnim.DoScaledAnimationAsync("StampJust", 0.2f);
SoundByte.PlayOneShotGame("mannequinFactory/eyes");
eyesSr.gameObject.SetActive(true);
}
@@ -115,7 +99,6 @@ namespace HeavenStudio.Games.Scripts_MannequinFactory
StampHit(state);
eyesSr.sprite = eyes[1];
- headAnim.DoScaledAnimationAsync("Stamp", 0.3f);
BeatAction.New(gameObject, new List {
new BeatAction.Action(startBeat + 6, delegate {
SoundByte.PlayOneShotGame("mannequinFactory/miss");