okay im doing this incase horrible things happen but this is animation work for the steppers
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--- !u!1107 &6628066711433480843
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AnimatorStateMachine:
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@ -92,6 +170,15 @@ AnimatorStateMachine:
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@ -551,9 +551,9 @@ RectTransform:
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@ -4172,9 +4172,9 @@ RectTransform:
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@ -4396,9 +4396,9 @@ RectTransform:
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--- !u!114 &151246938
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@ -8906,7 +8906,7 @@ MonoBehaviour:
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--- !u!114 &1783491359
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|
|
|
@ -49,6 +49,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
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new GameAction("march", "Stepping")
|
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{
|
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function = delegate {var e = eventCaller.currentEntity; Flockstep.instance.StartStep(e.beat); }, //open to adding more stuff eventually
|
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defaultLength = 1,
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},
|
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new GameAction("jump", "Jump")
|
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|
@ -83,6 +84,8 @@ namespace HeavenStudio.Games
|
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|
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[SerializeField] Animator birbPlayer;
|
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|
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int marchIterator;
|
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|
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public override void OnBeatPulse(double beat)
|
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{
|
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if (goBop)
|
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|
@ -118,11 +121,51 @@ namespace HeavenStudio.Games
|
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}
|
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}
|
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|
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public void StartStep(double beat)
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{
|
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PlayBirbAnim("startStep", true, 1f);
|
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ScheduleStep(beat);
|
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RecursiveMarching(beat);
|
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}
|
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|
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public void RecursiveMarching(double beat)
|
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{
|
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marchIterator++;
|
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ScheduleStep(beat);
|
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if(marchIterator > 1)
|
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{
|
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print("stop!!");
|
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PlayBirbAnim("marching2", true, 1f);
|
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marchIterator = 0;
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}
|
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BeatAction.New(this, new List<BeatAction.Action>() {
|
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new(beat + 1, delegate { RecursiveMarching(beat + 1); })
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});
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}
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|
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// Start is called before the first frame update
|
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void Awake()
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{
|
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instance = this;
|
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SetupBopRegion("flockstep", "bop", "toggle");
|
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}
|
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|
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private void ScheduleStep(double beat)
|
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{
|
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PlayerActionEvent input = ScheduleInput(beat, 1f, InputAction_BasicPress, Success, Miss, Nothing);
|
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}
|
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|
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public void Success(PlayerActionEvent caller, float state)
|
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{
|
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// man.Step();
|
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// if (state is >= 1f or <= -1f) SoundByte.PlayOneShot("nearMiss");
|
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}
|
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|
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public void Miss(PlayerActionEvent caller)
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{
|
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// man.Fall();
|
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}
|
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|
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public void Nothing(PlayerActionEvent caller) { }
|
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}
|
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}
|
Loading…
Reference in a new issue