okay im doing this incase horrible things happen but this is animation work for the steppers

This commit is contained in:
colorplease 2024-02-25 09:54:28 -08:00
parent 1a24d22a9e
commit a98aa0e9da
19 changed files with 10373 additions and 578 deletions

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View file

@ -49,6 +49,7 @@ namespace HeavenStudio.Games.Loaders
},
new GameAction("march", "Stepping")
{
function = delegate {var e = eventCaller.currentEntity; Flockstep.instance.StartStep(e.beat); }, //open to adding more stuff eventually
defaultLength = 1,
},
new GameAction("jump", "Jump")
@ -82,6 +83,8 @@ namespace HeavenStudio.Games
[SerializeField] Animator[] allThemOtherBirbs;
[SerializeField] Animator birbPlayer;
int marchIterator;
public override void OnBeatPulse(double beat)
{
@ -117,6 +120,28 @@ namespace HeavenStudio.Games
}
}
}
public void StartStep(double beat)
{
PlayBirbAnim("startStep", true, 1f);
ScheduleStep(beat);
RecursiveMarching(beat);
}
public void RecursiveMarching(double beat)
{
marchIterator++;
ScheduleStep(beat);
if(marchIterator > 1)
{
print("stop!!");
PlayBirbAnim("marching2", true, 1f);
marchIterator = 0;
}
BeatAction.New(this, new List<BeatAction.Action>() {
new(beat + 1, delegate { RecursiveMarching(beat + 1); })
});
}
// Start is called before the first frame update
void Awake()
@ -124,5 +149,23 @@ namespace HeavenStudio.Games
instance = this;
SetupBopRegion("flockstep", "bop", "toggle");
}
private void ScheduleStep(double beat)
{
PlayerActionEvent input = ScheduleInput(beat, 1f, InputAction_BasicPress, Success, Miss, Nothing);
}
public void Success(PlayerActionEvent caller, float state)
{
// man.Step();
// if (state is >= 1f or <= -1f) SoundByte.PlayOneShot("nearMiss");
}
public void Miss(PlayerActionEvent caller)
{
// man.Fall();
}
public void Nothing(PlayerActionEvent caller) { }
}
}