Cleaned up animations a bit further, changed 'fusuma' to 'shoji'
This commit is contained in:
parent
afc14b9966
commit
c9de6f31c0
|
@ -644,7 +644,7 @@ MonoBehaviour:
|
|||
scrollingHolder: {fileID: 5348239490659111460}
|
||||
nailHolder: {fileID: 7148765670405675429}
|
||||
boardTrans: {fileID: 3085823780726025195}
|
||||
fusumaTrans: {fileID: 1196000419050048408}
|
||||
shojiTrans: {fileID: 1196000419050048408}
|
||||
--- !u!1 &1716111394362355661
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
|
|
|
@ -21,8 +21,6 @@ AnimationClip:
|
|||
- curve:
|
||||
- time: 0
|
||||
value: {fileID: -1220576532, guid: 99d6a57b351ee2046b9af317c31f4a05, type: 3}
|
||||
- time: 0.41666666
|
||||
value: {fileID: -1543273638, guid: 99d6a57b351ee2046b9af317c31f4a05, type: 3}
|
||||
attribute: m_Sprite
|
||||
path: Arm
|
||||
classID: 212
|
||||
|
@ -43,13 +41,12 @@ AnimationClip:
|
|||
isPPtrCurve: 1
|
||||
pptrCurveMapping:
|
||||
- {fileID: -1220576532, guid: 99d6a57b351ee2046b9af317c31f4a05, type: 3}
|
||||
- {fileID: -1543273638, guid: 99d6a57b351ee2046b9af317c31f4a05, type: 3}
|
||||
m_AnimationClipSettings:
|
||||
serializedVersion: 2
|
||||
m_AdditiveReferencePoseClip: {fileID: 0}
|
||||
m_AdditiveReferencePoseTime: 0
|
||||
m_StartTime: 0
|
||||
m_StopTime: 0.43333334
|
||||
m_StopTime: 0.016666668
|
||||
m_OrientationOffsetY: 0
|
||||
m_Level: 0
|
||||
m_CycleOffset: 0
|
||||
|
|
|
@ -21,8 +21,8 @@ AnimationClip:
|
|||
- serializedVersion: 3
|
||||
time: 0
|
||||
value: {x: 0.1, y: 3.2, z: 0}
|
||||
inSlope: {x: 0, y: 0, z: 0}
|
||||
outSlope: {x: 0, y: 0, z: 0}
|
||||
inSlope: {x: Infinity, y: Infinity, z: 0}
|
||||
outSlope: {x: Infinity, y: Infinity, z: 0}
|
||||
tangentMode: 0
|
||||
weightedMode: 0
|
||||
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
|
||||
|
@ -180,9 +180,9 @@ AnimationClip:
|
|||
- serializedVersion: 3
|
||||
time: 0
|
||||
value: 0.1
|
||||
inSlope: 0
|
||||
outSlope: 0
|
||||
tangentMode: 136
|
||||
inSlope: Infinity
|
||||
outSlope: Infinity
|
||||
tangentMode: 103
|
||||
weightedMode: 0
|
||||
inWeight: 0.33333334
|
||||
outWeight: 0.33333334
|
||||
|
@ -244,9 +244,9 @@ AnimationClip:
|
|||
- serializedVersion: 3
|
||||
time: 0
|
||||
value: 3.2
|
||||
inSlope: 0
|
||||
outSlope: 0
|
||||
tangentMode: 136
|
||||
inSlope: Infinity
|
||||
outSlope: Infinity
|
||||
tangentMode: 103
|
||||
weightedMode: 0
|
||||
inWeight: 0.33333334
|
||||
outWeight: 0.33333334
|
||||
|
|
|
@ -26,7 +26,7 @@ namespace HeavenStudio.Games.Scripts_NailCarpenter
|
|||
|
||||
private void HammmerJust(PlayerActionEvent caller, float state)
|
||||
{
|
||||
game.Carpenter.DoScaledAnimationAsync("carpenterHit", 1f);
|
||||
game.Carpenter.DoScaledAnimationAsync("carpenterHit", 0.25f);
|
||||
if (state >= 1f || state <= -1f)
|
||||
{
|
||||
nailAnim.DoScaledAnimationAsync(
|
||||
|
|
|
@ -38,21 +38,22 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 4f,
|
||||
resizable = true
|
||||
},
|
||||
new GameAction("slideFusuma", "Slide Fusuma")
|
||||
new GameAction("slideShoji", "Slide Shoji")
|
||||
{
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
NailCarpenter.instance.SlideFusuma(e.beat, e.length, e["fillRatio"], e["ease"], e["mute"]);
|
||||
NailCarpenter.instance.SlideShoji(e.beat, e.length, e["fillRatio"], e["ease"], e["mute"]);
|
||||
},
|
||||
defaultLength = 1f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("fillRatio", new EntityTypes.Float(0f, 1f, 0.3f), "Ratio", "Set the ratio of closing the fusuma."),
|
||||
new Param("fillRatio", new EntityTypes.Float(0f, 1f, 0.3f), "Ratio", "Set how much of the screen the shoji covers."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
|
||||
new Param("mute", false, "Mute", "Toggle if the cue should be muted.")
|
||||
}
|
||||
},
|
||||
|
||||
},
|
||||
new List<string>() { "pco", "normal" },
|
||||
"pconail", "en",
|
||||
|
@ -79,7 +80,7 @@ namespace HeavenStudio.Games
|
|||
public Transform scrollingHolder;
|
||||
public Transform nailHolder;
|
||||
public Transform boardTrans;
|
||||
public Transform fusumaTrans;
|
||||
public Transform shojiTrans;
|
||||
const float nailDistance = -4f;
|
||||
const float boardWidth = 19.2f;
|
||||
float scrollRate => nailDistance / (Conductor.instance.pitchedSecPerBeat * 2f);
|
||||
|
@ -136,6 +137,7 @@ namespace HeavenStudio.Games
|
|||
Util.EasingFunction.Ease slideEase;
|
||||
float slideRatioLast = 0, slideRatioNext = 0;
|
||||
|
||||
|
||||
void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
|
@ -171,7 +173,7 @@ namespace HeavenStudio.Games
|
|||
newBoardX %= boardWidth;
|
||||
boardTrans.localPosition = new Vector3(newBoardX, boardPos.y, boardPos.z);
|
||||
|
||||
UpdateFusuma(currentBeat);
|
||||
UpdateShoji(currentBeat);
|
||||
}
|
||||
|
||||
public override void OnGameSwitch(double beat)
|
||||
|
@ -317,7 +319,7 @@ namespace HeavenStudio.Games
|
|||
OnGameSwitch(beat);
|
||||
}
|
||||
|
||||
public void SlideFusuma(double beat, double length, float fillRatio, int ease, bool mute)
|
||||
public void SlideShoji(double beat, double length, float fillRatio, int ease, bool mute)
|
||||
{
|
||||
if (!mute) MultiSound.Play(new MultiSound.Sound[]{ new MultiSound.Sound("nailCarpenter/open", beat)});
|
||||
slideBeat = beat;
|
||||
|
@ -326,7 +328,7 @@ namespace HeavenStudio.Games
|
|||
slideRatioLast = slideRatioNext;
|
||||
slideRatioNext = fillRatio;
|
||||
}
|
||||
void UpdateFusuma(double beat)
|
||||
void UpdateShoji(double beat)
|
||||
{
|
||||
if (beat >= slideBeat)
|
||||
{
|
||||
|
@ -336,7 +338,7 @@ namespace HeavenStudio.Games
|
|||
float slideProg = Conductor.instance.GetPositionFromBeat(slideBeat, slideLength, true);
|
||||
slideProg = Mathf.Clamp01(slideProg);
|
||||
float slide = func(slideLast, slideNext, slideProg);
|
||||
fusumaTrans.localPosition = new Vector3(slide, 0, 0);
|
||||
shojiTrans.localPosition = new Vector3(slide, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -387,6 +389,7 @@ namespace HeavenStudio.Games
|
|||
return false;
|
||||
}
|
||||
|
||||
|
||||
// MultiSound.Play may not work in OnPlay (OnGameSwitch?), so I play the audio using an alternative method.
|
||||
List<MultiSound.Sound> sounds = new List<MultiSound.Sound>(){};
|
||||
bool isPlayed = false;
|
||||
|
|
Loading…
Reference in a new issue