Crowd Stuff but More
Made bops low priority animations for the crowd. Added the jumping animation holy fuck that was a headache please send hlep.
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@ -7991,7 +7992,7 @@ SpriteRenderer:
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m_LightmapParameters: {fileID: 0}
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m_Sprite: {fileID: 303899096, guid: a7e2f6ba068969b42b53497f4d384f4e, type: 3}
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m_Sprite: {fileID: 303899096, guid: a7e2f6ba068969b42b53497f4d384f4e, type: 3}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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@ -8243,7 +8244,7 @@ SpriteRenderer:
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m_LightmapParameters: {fileID: 0}
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m_LightmapParameters: {fileID: 0}
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m_SortingLayerID: 0
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m_SortingLayerID: 0
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m_Sprite: {fileID: 1038473437, guid: a7e2f6ba068969b42b53497f4d384f4e, type: 3}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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@ -8421,7 +8422,7 @@ SpriteRenderer:
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m_LightmapParameters: {fileID: 0}
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m_LightmapParameters: {fileID: 0}
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m_SortingLayerID: 0
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@ -8621,7 +8622,7 @@ SpriteRenderer:
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m_LightmapParameters: {fileID: 0}
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m_SortingLayerID: 0
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m_SortingLayerID: 0
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m_SortingOrder: 30
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m_Sprite: {fileID: -1808832674, guid: a7e2f6ba068969b42b53497f4d384f4e, type: 3}
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@ -73,9 +73,6 @@ AnimatorStateMachine:
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m_State: {fileID: -5122083434829711582}
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m_State: {fileID: -5122083434829711582}
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m_State: {fileID: -8192043373122095533}
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m_State: {fileID: -8192043373122095533}
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m_Position: {x: 600, y: 100, z: 0}
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m_Position: {x: 600, y: 100, z: 0}
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@ -89,7 +86,7 @@ AnimatorStateMachine:
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m_StateMachineBehaviours: []
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m_StateMachineBehaviours: []
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m_AnyStatePosition: {x: 50, y: 20, z: 0}
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m_AnyStatePosition: {x: 50, y: 20, z: 0}
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m_EntryPosition: {x: 50, y: 120, z: 0}
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m_EntryPosition: {x: 50, y: 120, z: 0}
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m_ExitPosition: {x: 300, y: 300, z: 0}
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m_ExitPosition: {x: 600, y: 200, z: 0}
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m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
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m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
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m_DefaultState: {fileID: 9098812033871683046}
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m_DefaultState: {fileID: 9098812033871683046}
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--- !u!1102 &-5122083434829711582
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--- !u!1102 &-5122083434829711582
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@ -118,32 +115,6 @@ AnimatorState:
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m_MirrorParameter:
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m_MirrorParameter:
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m_CycleOffsetParameter:
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m_CycleOffsetParameter:
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m_TimeParameter:
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m_TimeParameter:
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--- !u!1102 &-3892166599699998972
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AnimatorState:
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serializedVersion: 6
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Jump
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m_Speed: 1
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m_Transitions: []
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m_StateMachineBehaviours: []
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m_Position: {x: 50, y: 50, z: 0}
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m_WriteDefaultValues: 1
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m_Mirror: 0
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m_MirrorParameterActive: 0
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m_TimeParameterActive: 0
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m_Motion: {fileID: 7400000, guid: 969a69e2e8b93234ea4f77bbacb9b409, type: 2}
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m_SpeedParameter:
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m_MirrorParameter:
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m_CycleOffsetParameter:
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m_TimeParameter:
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--- !u!91 &9100000
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--- !u!91 &9100000
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AnimatorController:
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AnimatorController:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -20,27 +20,27 @@ AnimationClip:
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m_Curve:
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time: 0
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time: 0
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value: {x: 0, y: 0, z: 0}
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value: {x: 0, y: 0, z: -2}
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inSlope: {x: Infinity, y: Infinity, z: Infinity}
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inSlope: {x: Infinity, y: Infinity, z: 0}
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outSlope: {x: Infinity, y: Infinity, z: Infinity}
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outSlope: {x: Infinity, y: Infinity, z: 0}
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value: {x: 0, y: 0, z: 0}
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value: {x: 0, y: 0, z: -2}
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inSlope: {x: Infinity, y: Infinity, z: Infinity}
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inSlope: {x: Infinity, y: Infinity, z: 0}
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outSlope: {x: Infinity, y: Infinity, z: Infinity}
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outSlope: {x: Infinity, y: Infinity, z: 0}
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time: 0.13333334
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value: {x: 0, y: 0, z: -2}
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inSlope: {x: Infinity, y: Infinity, z: Infinity}
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inSlope: {x: Infinity, y: Infinity, z: 0}
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outSlope: {x: Infinity, y: Infinity, z: Infinity}
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outSlope: {x: Infinity, y: Infinity, z: 0}
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inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
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@ -1061,43 +1061,6 @@ AnimationClip:
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path:
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path:
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classID: 4
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classID: 4
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script: {fileID: 0}
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script: {fileID: 0}
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time: 0
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value: 0
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value: 0
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attribute: m_LocalPosition.z
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path:
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script: {fileID: 0}
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serializedVersion: 2
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m_Curve:
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@ -2638,6 +2601,25 @@ AnimationClip:
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path: CrowdHolder/Bird3/Mouth3
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path: CrowdHolder/Bird3/Mouth3
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classID: 4
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script: {fileID: 0}
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script: {fileID: 0}
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time: 0
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m_PostInfinity: 2
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m_RotationOrder: 4
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attribute: m_LocalPosition.z
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path:
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script: {fileID: 0}
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m_EulerEditorCurves: []
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m_HasMotionFloatCurves: 0
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@ -54,27 +54,27 @@ AnimationClip:
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m_Curve:
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m_Curve:
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time: 0
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outSlope: {x: Infinity, y: Infinity, z: Infinity}
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outSlope: {x: Infinity, y: Infinity, z: 0}
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inSlope: {x: Infinity, y: Infinity, z: 0}
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outSlope: {x: Infinity, y: Infinity, z: 0}
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value: {x: 0, y: 0, z: -2}
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inSlope: {x: Infinity, y: Infinity, z: Infinity}
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inSlope: {x: Infinity, y: Infinity, z: 0}
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outSlope: {x: Infinity, y: Infinity, z: Infinity}
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outSlope: {x: Infinity, y: Infinity, z: 0}
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inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
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@ -319,31 +319,13 @@ AnimationClip:
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m_PreInfinity: 2
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m_RotationOrder: 4
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@ -292,27 +292,27 @@ AnimationClip:
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value: {x: 0, y: 0, z: -2}
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inSlope: {x: Infinity, y: Infinity, z: 0}
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m_Curve:
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time: 0
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value: -2
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inSlope: Infinity
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inSlope: 0
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outSlope: Infinity
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outSlope: 0
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tangentMode: 103
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tangentMode: 136
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time: 1
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value: 0
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inSlope: Infinity
|
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outSlope: Infinity
|
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m_RotationOrder: 4
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m_RotationOrder: 4
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|
|
|
||||||
|
|
@ -167,6 +167,7 @@ namespace HeavenStudio.Games
|
||||||
[SerializeField] Transform PivotL;
|
[SerializeField] Transform PivotL;
|
||||||
[SerializeField] Transform PivotR;
|
[SerializeField] Transform PivotR;
|
||||||
[SerializeField] Transform PivotD;
|
[SerializeField] Transform PivotD;
|
||||||
|
[SerializeField] Transform CrowdPos;
|
||||||
|
|
||||||
bool ravenBop = true;
|
bool ravenBop = true;
|
||||||
bool vultureBop = true;
|
bool vultureBop = true;
|
||||||
|
|
@ -209,6 +210,15 @@ namespace HeavenStudio.Games
|
||||||
bool crowdCanCheerSound = true;
|
bool crowdCanCheerSound = true;
|
||||||
bool crowdCanCheerAnimation = true;
|
bool crowdCanCheerAnimation = true;
|
||||||
bool crowdIsCheering = false;
|
bool crowdIsCheering = false;
|
||||||
|
double crowdLastMissAnimation = double.MinValue;
|
||||||
|
|
||||||
|
bool jumpUp = false;
|
||||||
|
bool jumpDown = false;
|
||||||
|
float jumpStart;
|
||||||
|
float jumpApex;
|
||||||
|
float jumpLength;
|
||||||
|
double startJumpTime = double.MinValue;
|
||||||
|
float jumpHeight = 1;
|
||||||
|
|
||||||
|
|
||||||
public enum WhoBops
|
public enum WhoBops
|
||||||
|
|
@ -499,6 +509,7 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
CrowdAnim.DoScaledAnimationAsync("Angry", 0.5f);
|
CrowdAnim.DoScaledAnimationAsync("Angry", 0.5f);
|
||||||
crowdIsCheering = false;
|
crowdIsCheering = false;
|
||||||
|
crowdLastMissAnimation = conductor.songPositionInBeatsAsDouble;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
|
@ -580,6 +591,7 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
CrowdAnim.DoScaledAnimationAsync("Angry", 0.5f);
|
CrowdAnim.DoScaledAnimationAsync("Angry", 0.5f);
|
||||||
crowdIsCheering = false;
|
crowdIsCheering = false;
|
||||||
|
crowdLastMissAnimation = conductor.songPositionInBeatsAsDouble;
|
||||||
}
|
}
|
||||||
|
|
||||||
//SoundByte.PlayOneShotGame("manzai/hai");
|
//SoundByte.PlayOneShotGame("manzai/hai");
|
||||||
|
|
@ -720,6 +732,7 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
CrowdAnim.DoScaledAnimationAsync("Angry", 0.5f);
|
CrowdAnim.DoScaledAnimationAsync("Angry", 0.5f);
|
||||||
crowdIsCheering = false;
|
crowdIsCheering = false;
|
||||||
|
crowdLastMissAnimation = conductor.songPositionInBeatsAsDouble;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
|
@ -775,6 +788,7 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
CrowdAnim.DoScaledAnimationAsync("Angry", 0.5f);
|
CrowdAnim.DoScaledAnimationAsync("Angry", 0.5f);
|
||||||
crowdIsCheering = false;
|
crowdIsCheering = false;
|
||||||
|
crowdLastMissAnimation = conductor.songPositionInBeatsAsDouble;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -825,7 +839,6 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
public void CrowdAnimation(double beat, double length, int animation, int loop)
|
public void CrowdAnimation(double beat, double length, int animation, int loop)
|
||||||
{
|
{
|
||||||
var crowdAnimation= Enum.GetName(typeof(CrowdAnimationList), animation);
|
|
||||||
double loopAsDouble = loop * 0.25;
|
double loopAsDouble = loop * 0.25;
|
||||||
|
|
||||||
var actions = new List<BeatAction.Action>();
|
var actions = new List<BeatAction.Action>();
|
||||||
|
|
@ -833,15 +846,57 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
actions.Add(new(beat - 0.25, delegate { crowdCanCheerAnimation = false; }));
|
actions.Add(new(beat - 0.25, delegate { crowdCanCheerAnimation = false; }));
|
||||||
}
|
}
|
||||||
for (int i = 0; i * loopAsDouble < length; i++)
|
if (animation != 1 && animation != 5)
|
||||||
{
|
{
|
||||||
actions.Add(new(beat + i * loopAsDouble, delegate { CrowdAnim.DoScaledAnimationAsync($"{crowdAnimation}", 0.5f); }));
|
actions.Add(new(beat, delegate { doCrowdAnimation(animation, loopAsDouble, beat); }));
|
||||||
|
actions.Add(new(beat + length, delegate { CrowdAnim.DoScaledAnimationAsync("Idle"); }));
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
for (int i = 0; i * loopAsDouble < length; i++)
|
||||||
|
{
|
||||||
|
actions.Add(new(beat + i * loopAsDouble, delegate { doCrowdAnimation(animation, loopAsDouble, beat); }));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
actions.Add(new(beat + length, delegate { crowdCanCheerAnimation = true; }));
|
actions.Add(new(beat + length, delegate { crowdCanCheerAnimation = true; }));
|
||||||
actions.Add(new(beat + length, delegate { CrowdAnim.DoScaledAnimationAsync("Idle"); }));
|
|
||||||
BeatAction.New(this, actions);
|
BeatAction.New(this, actions);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void doCrowdAnimation(int animation, double loop, double beat)
|
||||||
|
{
|
||||||
|
var crowdAnimation= Enum.GetName(typeof(CrowdAnimationList), animation);
|
||||||
|
|
||||||
|
if (!crowdIsCheering && ((crowdLastMissAnimation + 2) < conductor.songPositionInBeatsAsDouble) && animation == 1)
|
||||||
|
{
|
||||||
|
CrowdAnim.DoScaledAnimationAsync($"{crowdAnimation}", 0.5f);
|
||||||
|
}
|
||||||
|
if (animation == 5)
|
||||||
|
{
|
||||||
|
jumpHeight = Math.Min((float)loop, 2f);
|
||||||
|
jumpLength = (float)loop;
|
||||||
|
|
||||||
|
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||||
|
{
|
||||||
|
new BeatAction.Action(beat, delegate { startJumpTime = conductor.songPositionInBeatsAsDouble; }),
|
||||||
|
});
|
||||||
|
}
|
||||||
|
if (animation != 1 && animation != 5)
|
||||||
|
{
|
||||||
|
CrowdAnim.DoScaledAnimationAsync($"{crowdAnimation}", 0.5f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void crowdJumpAnimation()
|
||||||
|
{
|
||||||
|
float jumpPos = Conductor.instance.GetPositionFromBeat(startJumpTime, jumpLength);
|
||||||
|
if (jumpPos >= 0 && jumpPos <= 1f)
|
||||||
|
{
|
||||||
|
float yMul = jumpPos * 2f - 1f;
|
||||||
|
float yWeight = -(yMul * yMul) + 1f;
|
||||||
|
CrowdPos.transform.localPosition = new Vector3(0, jumpHeight * yWeight, -2);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public void crowdAnimReset()
|
public void crowdAnimReset()
|
||||||
{
|
{
|
||||||
if (crowdIsCheering)
|
if (crowdIsCheering)
|
||||||
|
|
@ -896,6 +951,7 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
CrowdAnim.DoScaledAnimationAsync("Angry", 0.5f);
|
CrowdAnim.DoScaledAnimationAsync("Angry", 0.5f);
|
||||||
crowdIsCheering = false;
|
crowdIsCheering = false;
|
||||||
|
crowdLastMissAnimation = conductor.songPositionInBeatsAsDouble;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -909,6 +965,7 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
CrowdAnim.DoScaledAnimationAsync("Angry", 0.5f);
|
CrowdAnim.DoScaledAnimationAsync("Angry", 0.5f);
|
||||||
crowdIsCheering = false;
|
crowdIsCheering = false;
|
||||||
|
crowdLastMissAnimation = conductor.songPositionInBeatsAsDouble;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -935,6 +992,7 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
CrowdAnim.DoScaledAnimationAsync("Angry", 0.5f);
|
CrowdAnim.DoScaledAnimationAsync("Angry", 0.5f);
|
||||||
crowdIsCheering = false;
|
crowdIsCheering = false;
|
||||||
|
crowdLastMissAnimation = conductor.songPositionInBeatsAsDouble;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -954,6 +1012,7 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
CrowdAnim.DoScaledAnimationAsync("Angry", 0.5f);
|
CrowdAnim.DoScaledAnimationAsync("Angry", 0.5f);
|
||||||
crowdIsCheering = false;
|
crowdIsCheering = false;
|
||||||
|
crowdLastMissAnimation = conductor.songPositionInBeatsAsDouble;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -1011,6 +1070,11 @@ namespace HeavenStudio.Games
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void LateUpdate()
|
||||||
|
{
|
||||||
|
crowdJumpAnimation();
|
||||||
|
}
|
||||||
|
|
||||||
public override void OnGameSwitch(double beat)
|
public override void OnGameSwitch(double beat)
|
||||||
{
|
{
|
||||||
foreach(var entity in GameManager.instance.Beatmap.Entities)
|
foreach(var entity in GameManager.instance.Beatmap.Entities)
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue