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https://github.com/RHeavenStudio/HeavenStudio.git
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Bon Odori Animation Update 1 (#795)
* started working on bon odori
* bon odori is now playable, just no animations and sounds
* bon odori is functional now, just missing the art, better audio and animations
* nothing new, my git is always 1 commit behind
* Revert "nothing new, my git is always 1 commit behind"
This reverts commit b96a70004d
.
* changed the background
im only commiting because saladplainzone is gonna do the anims now
* Accurate BG
* Good prefab
* finalized player prefab
* Finalize Prefab
* More animation stuff
* Bow anim done
* text is now functional, passing the project to AstrlJelly
* merging w master branch
* text scrolling is ALMOST functional
* scrolling is ALMOST ALMOST functional
* FINALLY!!!! TEXT SCOLLING IS DONE!!!!!
* TEXT SCROLLING IS (almost) PERFECT!!!! now we gotta wait for the animations
* minor bug fixes
* TEXT SCROLLING IS ACTUALLY PERFECT NOW. also updated the font
* i forgor to change the outline on the fonts
* Fixed side clap, started replacing backgrounds
* Further improvements
* bopping stuff
* Fixed animations, added new bg upscale, made compatible with current master
* Added clapping fx
* removed transitions from front clap animation
---------
Co-authored-by: streitixy <danilomeiraivo@gmail.com>
Co-authored-by: saladplainzone <chocolate2890mail@gmail.com>
Co-authored-by: streitixy <85808002+streitixy@users.noreply.github.com>
This commit is contained in:
@ -226,6 +226,10 @@ namespace HeavenStudio.Games
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[SerializeField] Animator CPU2;
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[SerializeField] Animator CPU3;
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[SerializeField] Animator Face;
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[SerializeField] Animator CPU1Face;
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[SerializeField] Animator CPU2Face;
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[SerializeField] Animator CPU3Face;
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[SerializeField] Animator PlayerFace;
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public enum typeClap
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{
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SideClap = 0,
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@ -371,14 +375,14 @@ namespace HeavenStudio.Games
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clapTypeString = "ClapFront";
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}
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Player.Play(clapTypeString);
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Player.DoScaledAnimationAsync(clapTypeString, 0.5f);
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if (!goBopDonpans)
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{
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beatUniversal + 1d, delegate { Player.Play("NeutralClapped"); CPU1.Play("NeutralClapped"); CPU2.Play("NeutralClapped"); CPU3.Play("NeutralClapped");}),
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new BeatAction.Action(beatUniversal + 1d, delegate { Player.DoScaledAnimationAsync("NeutralClapped", 0.5f); CPU1.DoScaledAnimationAsync("NeutralClapped", 0.5f); CPU2.DoScaledAnimationAsync("NeutralClapped", 0.5f); CPU3.DoScaledAnimationAsync("NeutralClapped", 0.5f);}),
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});
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}
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@ -485,10 +489,10 @@ namespace HeavenStudio.Games
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clapTypeString = "ClapFront";
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}
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Player.Play(clapTypeString);
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CPU1.Play(clapTypeString);
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CPU2.Play(clapTypeString);
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CPU3.Play(clapTypeString);
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Player.DoScaledAnimationAsync(clapTypeString, 0.5f);
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CPU1.DoScaledAnimationAsync(clapTypeString, 0.5f);
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CPU2.DoScaledAnimationAsync(clapTypeString, 0.5f);
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CPU3.DoScaledAnimationAsync(clapTypeString, 0.5f);
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if (!goBopDonpans)
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{
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@ -503,9 +507,9 @@ namespace HeavenStudio.Games
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public void Miss(PlayerActionEvent caller)
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{
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CPU1.Play(clapTypeString);
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CPU2.Play(clapTypeString);
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CPU3.Play(clapTypeString);
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CPU1.DoScaledAnimationAsync(clapTypeString, 0.5f);
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CPU2.DoScaledAnimationAsync(clapTypeString, 0.5f);
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CPU3.DoScaledAnimationAsync(clapTypeString, 0.5f);
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SoundByte.PlayOneShot("miss");
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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@ -527,10 +531,10 @@ namespace HeavenStudio.Games
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clapTypeString = "ClapFront";
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}
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Player.Play(clapTypeString);
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CPU1.Play(clapTypeString);
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CPU2.Play(clapTypeString);
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CPU3.Play(clapTypeString);
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Player.DoScaledAnimationAsync(clapTypeString, 0.5f);
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CPU1.DoScaledAnimationAsync(clapTypeString, 0.5f);
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CPU2.DoScaledAnimationAsync(clapTypeString, 0.5f);
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CPU3.DoScaledAnimationAsync(clapTypeString, 0.5f);
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if (!goBopDonpans)
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{
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@ -773,11 +777,11 @@ namespace HeavenStudio.Games
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{
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new BeatAction.Action(beat + i, delegate
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{
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Player.Play("Bop");
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CPU1.Play("Bop");
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CPU2.Play("Bop");
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CPU3.Play("Bop");
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Judge.Play("Bop");
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Player.DoScaledAnimationAsync("Bop", 0.5f);
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CPU1.DoScaledAnimationAsync("Bop", 0.5f);
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CPU2.DoScaledAnimationAsync("Bop", 0.5f);
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CPU3.DoScaledAnimationAsync("Bop", 0.5f);
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Judge.DoScaledAnimationAsync("Bop", 0.5f);
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}),
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new BeatAction.Action(beat + length, delegate
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@ -830,15 +834,15 @@ namespace HeavenStudio.Games
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{
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if (goBopDonpans)
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{
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Player.Play("Bop");
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CPU1.Play("Bop");
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CPU2.Play("Bop");
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CPU3.Play("Bop");
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Player.DoScaledAnimationAsync("Bop", 0.5f);
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CPU1.DoScaledAnimationAsync("Bop", 0.5f);
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CPU2.DoScaledAnimationAsync("Bop", 0.5f);
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CPU3.DoScaledAnimationAsync("Bop", 0.5f);
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}
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if (goBopJudge)
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{
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Judge.Play("Bop");
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Judge.DoScaledAnimationAsync("Bop", 0.5f);
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}
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}
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public void DarkBG(double beat, bool toggle, float length)
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