Some Misc Animation Stuff

added move animations, attempted to get "Hai" bubbles to be random but failed, allowed Manzai's inputs to work between game switches
This commit is contained in:
ThePurpleAnon 2024-01-23 18:55:18 -06:00
parent 47a711f457
commit d5ad219e80
9 changed files with 7357 additions and 70 deletions

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View file

@ -106,6 +106,9 @@ namespace HeavenStudio.Games
[SerializeField] Animator HaiBubbleR;
[SerializeField] Animator BothBirdsAnim;
[SerializeField] Transform PivotL;
[SerializeField] Transform PivotR;
bool ravenBop = true;
bool vultureBop = true;
@ -166,6 +169,7 @@ namespace HeavenStudio.Games
TonakaiyoOtonokoi,
TorinikugaTorininkui,
UmetteUmena,
Muted,
}
static readonly Dictionary<string, int> boingLengths = new() {
@ -304,6 +308,10 @@ namespace HeavenStudio.Games
public void HaiJustL(PlayerActionEvent caller, float state)
{
// var euler = PivotL.eulerAngles;
// euler.z = UnityEngine.Random.Range(0, 100);
HaiBubbleL.DoScaledAnimationAsync("HaiL", 0.5f);
HaiJustFull();
}
@ -402,5 +410,23 @@ namespace HeavenStudio.Games
if (normalizedBeat >= 1f) isMoving = false;
}
}
public override void OnGameSwitch(double beat)
{
foreach(var entity in GameManager.instance.Beatmap.Entities)
{
if(entity.beat > beat) //the list is sorted based on the beat of the entity, so this should work fine.
{
break;
}
if(entity.datamodel != "manzai/pun" || entity.beat + entity.length <= beat) //check for dispenses that happen right before the switch
{
continue;
}
bool isOnGameSwitchBeat = entity.beat == beat;
DoPun(entity.beat, entity["boing"], entity["pun"]);
break;
}
}
}
}

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