Inu Sensei Start
Inu Sensei added to scene. He can bop, crouch, or do neither
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name: inuHead
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name: inuHeadBounce
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name: inuThing
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weights: []
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name: inuShadow
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rect:
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weights: []
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name: inuCollar
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|
rect:
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edges: []
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weights: []
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|
name: inuLolIdk
|
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|
rect:
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|
serializedVersion: 2
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alignment: 0
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|
physicsShape: []
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bones: []
|
bones: []
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|
|
|
||||||
|
|
@ -41,7 +41,7 @@ TextureImporter:
|
||||||
nPOTScale: 0
|
nPOTScale: 0
|
||||||
lightmap: 0
|
lightmap: 0
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compressionQuality: 50
|
compressionQuality: 50
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spriteMode: 1
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spriteMode: 2
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spriteExtrude: 1
|
spriteExtrude: 1
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spriteMeshType: 1
|
spriteMeshType: 1
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alignment: 0
|
alignment: 0
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|
|
@ -75,6 +75,18 @@ TextureImporter:
|
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overridden: 0
|
overridden: 0
|
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androidETC2FallbackOverride: 0
|
androidETC2FallbackOverride: 0
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|
forceMaximumCompressionQuality_BC6H_BC7: 0
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|
- serializedVersion: 3
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|
buildTarget: Standalone
|
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|
maxTextureSize: 2048
|
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|
resizeAlgorithm: 0
|
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|
textureFormat: -1
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|
textureCompression: 1
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|
compressionQuality: 50
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|
crunchedCompression: 0
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|
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forceMaximumCompressionQuality_BC6H_BC7: 0
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spriteSheet:
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sprites: []
|
sprites: []
|
||||||
|
|
|
||||||
|
|
@ -12,9 +12,30 @@ namespace HeavenStudio.Games.Loaders
|
||||||
{
|
{
|
||||||
return new Minigame("sumoBrothers", "Sumo Brothers \n<color=#eb5454>[INITIALIZATION ONLY]</color>", "0058CE", false, false, new List<GameAction>()
|
return new Minigame("sumoBrothers", "Sumo Brothers \n<color=#eb5454>[INITIALIZATION ONLY]</color>", "0058CE", false, false, new List<GameAction>()
|
||||||
{
|
{
|
||||||
|
new GameAction("bop", "Bop")
|
||||||
|
{
|
||||||
|
function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.Bop(e["toggle"], e["toggle1"]); },
|
||||||
|
parameters = new List<Param>()
|
||||||
|
{
|
||||||
|
new Param("toggle", true, "Inu Bop", "Inu Sensei bops or not."),
|
||||||
|
new Param("toggle1", true, "Sumo Bop", "Sumo Brothers bop or not."),
|
||||||
|
},
|
||||||
|
defaultLength = 1f
|
||||||
|
},
|
||||||
|
|
||||||
|
new GameAction("inuCrouch", "Inu Crouch")
|
||||||
|
{
|
||||||
|
function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.Crouch(e["toggle"]); },
|
||||||
|
parameters = new List<Param>()
|
||||||
|
{
|
||||||
|
new Param("toggle", true, "Crouch", "Inu Sensei crouches or not.")
|
||||||
|
},
|
||||||
|
defaultLength = 1f
|
||||||
|
},
|
||||||
|
|
||||||
new GameAction("endPose", "End Pose")
|
new GameAction("endPose", "End Pose")
|
||||||
{
|
{
|
||||||
preFunction = delegate { var e = eventCaller.currentEntity; SumoBrothers.Pose(e.beat); },
|
function = delegate { var e = eventCaller.currentEntity; SumoBrothers.Pose(e.beat); },
|
||||||
defaultLength = 5f
|
defaultLength = 5f
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -28,9 +49,15 @@ namespace HeavenStudio.Games
|
||||||
// using Scripts_SumoBrothers;
|
// using Scripts_SumoBrothers;
|
||||||
public class SumoBrothers : Minigame
|
public class SumoBrothers : Minigame
|
||||||
{
|
{
|
||||||
|
[Header("Components")]
|
||||||
|
[SerializeField] Animator inuSensei;
|
||||||
|
|
||||||
|
public static SumoBrothers instance;
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Awake()
|
void Awake()
|
||||||
{
|
{
|
||||||
|
instance = this;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -40,6 +67,33 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void Bop(bool inu, bool sumo)
|
||||||
|
{
|
||||||
|
if (inu)
|
||||||
|
{
|
||||||
|
inuSensei.DoScaledAnimationAsync("InuBop", 0.5f);
|
||||||
|
|
||||||
|
}
|
||||||
|
if (sumo)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Crouch(bool crouch)
|
||||||
|
{
|
||||||
|
if (crouch)
|
||||||
|
{
|
||||||
|
inuSensei.DoScaledAnimationAsync("InuCrouch", 0.5f);
|
||||||
|
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
inuSensei.DoScaledAnimationAsync("InuIdle", 0.5f);
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public static void Pose(float beat)
|
public static void Pose(float beat)
|
||||||
{
|
{
|
||||||
var cond = Conductor.instance;
|
var cond = Conductor.instance;
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue