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Space dance improvements/additions + launch party rotation fix (#321)
* Almost done with space dance stuff additions * Space dance improvements and additions * Removed WIP text from Space Dance * Removed WIP text from launch party and kitties and made the launch pad rotation actually be in the center of the launch pad
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@ -18,7 +18,7 @@ namespace HeavenStudio.Games.Loaders
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("launchParty", "Launch Party \n<color=#eb5454>[WIP]</color>", "000000", false, false, new List<GameAction>()
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return new Minigame("launchParty", "Launch Party", "000000", false, false, new List<GameAction>()
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{
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new GameAction("rocket", "Family Model")
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{
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@ -155,6 +155,7 @@ namespace HeavenStudio.Games
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[SerializeField] ParticleSystem fallingStars;
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[SerializeField] ParticleSystem fallingStarsBack;
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[SerializeField] Transform launchPad;
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[SerializeField] Transform launchPadRotatable;
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[SerializeField] Transform spawnPad;
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[SerializeField] Scroll scrollScript;
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[SerializeField] Animator lensFlareAnim;
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@ -302,20 +303,20 @@ namespace HeavenStudio.Games
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{
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if (normalizedBeat > 1)
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{
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launchPad.rotation = Quaternion.Euler(0, 0, currentPadRotation);
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launchPadRotatable.rotation = Quaternion.Euler(0, 0, currentPadRotation);
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}
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else
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{
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if (currentRotLength < 0)
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{
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launchPad.rotation = Quaternion.Euler(0, 0, currentPadRotation);
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launchPadRotatable.rotation = Quaternion.Euler(0, 0, currentPadRotation);
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}
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else
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{
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EasingFunction.Function func = EasingFunction.GetEasingFunction(lastRotEase);
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float newRotZ = func(lastPadRotation, currentPadRotation, normalizedBeat);
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launchPad.rotation = Quaternion.Euler(0, 0, newRotZ);
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launchPadRotatable.rotation = Quaternion.Euler(0, 0, newRotZ);
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}
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}
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}
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@ -343,7 +344,7 @@ namespace HeavenStudio.Games
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{
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if (currentRotIndex < allRotEvents.Count && currentRotIndex >= 0)
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{
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lastPadRotation = launchPad.rotation.eulerAngles.z;
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lastPadRotation = launchPadRotatable.rotation.eulerAngles.z;
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currentRotBeat = allRotEvents[currentRotIndex].beat;
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currentRotLength = allRotEvents[currentRotIndex].length;
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currentPadRotation = allRotEvents[currentRotIndex]["rot"];
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