bb2ae74339
* add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing
54 lines
1.3 KiB
C#
54 lines
1.3 KiB
C#
using DG.Tweening;
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using NaughtyBezierCurves;
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using HeavenStudio.Util;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace HeavenStudio.Games.Scripts_NtrSamurai
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{
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public class NtrSamuraiChild : MonoBehaviour
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{
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[Header("Transforms")]
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public Transform DebrisPosL;
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public Transform DebrisPosR;
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public Transform WalkPos0;
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public Transform WalkPos1;
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[Header("Objects")]
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public Animator anim;
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public double startBeat = double.MinValue;
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public bool isMain = true;
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// Update is called once per frame
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void Update()
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{
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if (!isMain)
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{
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var cond = Conductor.instance;
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float prog = Conductor.instance.GetPositionFromBeat(startBeat + 1f, 4f);
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if (prog >= 0)
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{
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Walk();
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transform.position = Vector3.Lerp(WalkPos0.position, WalkPos1.position, prog);
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if (prog >= 1f)
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{
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GameObject.Destroy(gameObject);
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}
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}
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}
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}
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public void Bop()
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{
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anim.Play("ChildBeat", -1, 0);
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}
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public void Walk()
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{
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anim.Play("ChildWalk");
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}
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}
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} |