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Gameplay: Timing windows use a "smart" BPM scaling system (#86)
* Game: Pajama Party * Pajama Party: bg setup, Mako jump * Pajama Party: mako jumping * Pajama Party: prep landing anim references * Pajama Party: several anims, improved 3d scene * Pajama Party: bg cleanup * Pajama Party: Mako sleeping anims * Pajama Party: All Mako anims, add sounds to fs * Pajama Party: prep monkey prefab * Pajama Party: thrown pillow, prep sequences * Pajama Party: make embarrassed catch not loop whoops * Pajama Party: sound adjust, prefab work * Pajama Party: monkey spawning, basic jumping * Pajama Party: jump sequence no input detection or landing yet * Pajama Party: anims override * Pajama Party: jump cue functional comes with improvements and bugfixes to PlayerActionEvent * Pajama Party: sleep cue functional * Pajama Party: some notes * PlayerActionEvent: more bugfixes * Pajama Party: fully functional throw cue * Pajama Party: start animating sleep cue * Pajama Party: feature-complete * Pajama Party: unfuck layering * Pajama Party: icon also adds Fan Club's concept icon * Pajama Party: cues while unloaded * inverse-scale timing windows based on speed * Fan Club: move to new input system * Fan Club: allow forced animations during calls * Crop Stomp: fix camera shake regression
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@ -291,10 +291,9 @@ namespace HeavenStudio.Games
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if (shakeTween != null)
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shakeTween.Kill(true);
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var camTrans = GameCamera.instance.transform;
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camTrans.localPosition = new Vector3(camTrans.localPosition.x, 0.75f, camTrans.localPosition.z);
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camTrans.DOLocalMoveY(0f, 0.5f).SetEase(Ease.OutElastic, 1f);
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DOTween.Punch(() => GameCamera.additionalPosition, x => GameCamera.additionalPosition = x, new Vector3(0, 0.75f, 0),
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Conductor.instance.pitchedSecPerBeat*0.5f, 18, 1f);
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isStepping = true;
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}
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