mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 08:17:38 +02:00
Fan Club: various adjustments
address input lockout (still has one minor issue I need to check) make certain forced animations make more sense
This commit is contained in:
@ -47,7 +47,7 @@ namespace HeavenStudio.Games.Loaders
|
||||
|
||||
new GameAction("play stage animation", delegate { var e = eventCaller.currentEntity; FanClub.instance.PlayAnimStage(e.beat, e.type); }, 1, true, parameters: new List<Param>()
|
||||
{
|
||||
new Param("type", FanClub.StageAnimations.Reset, "Animation", "Animation to play")
|
||||
new Param("type", FanClub.StageAnimations.Flash, "Animation", "Animation to play")
|
||||
}),
|
||||
});
|
||||
}
|
||||
@ -73,7 +73,7 @@ namespace HeavenStudio.Games
|
||||
Call,
|
||||
Response,
|
||||
Jump,
|
||||
//TODO: BigCall
|
||||
BigCall,
|
||||
Squat,
|
||||
Wink,
|
||||
Dab
|
||||
@ -295,8 +295,8 @@ namespace HeavenStudio.Games
|
||||
public void PlayAnim(float beat, float length, int type)
|
||||
{
|
||||
idolJumpStartTime = Single.MinValue;
|
||||
DisableResponse(beat, length);
|
||||
DisableBop(beat, length);
|
||||
DisableResponse(beat, length + 0.5f);
|
||||
DisableBop(beat, length + 0.5f);
|
||||
|
||||
switch (type)
|
||||
{
|
||||
@ -325,11 +325,18 @@ namespace HeavenStudio.Games
|
||||
case (int) IdolAnimations.Jump:
|
||||
DoIdolJump(beat, length);
|
||||
break;
|
||||
case (int) IdolAnimations.BigCall:
|
||||
BeatAction.New(Arisa, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { Arisa.GetComponent<Animator>().Play("IdolBigCall0", -1, 0); }),
|
||||
new BeatAction.Action(beat + length, delegate { Arisa.GetComponent<Animator>().Play("IdolBigCall1", -1, 0); }),
|
||||
});
|
||||
break;
|
||||
case (int) IdolAnimations.Squat:
|
||||
BeatAction.New(Arisa, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { Arisa.GetComponent<Animator>().Play("IdolSquat0", -1, 0); }),
|
||||
new BeatAction.Action(beat + 1f, delegate { Arisa.GetComponent<Animator>().Play("IdolSquat1", -1, 0); }),
|
||||
new BeatAction.Action(beat + length, delegate { Arisa.GetComponent<Animator>().Play("IdolSquat1", -1, 0); }),
|
||||
});
|
||||
break;
|
||||
case (int) IdolAnimations.Wink:
|
||||
@ -403,10 +410,10 @@ namespace HeavenStudio.Games
|
||||
new MultiSound.Sound("fanClub/arisa_hai_3_jp", beat + 2f),
|
||||
});
|
||||
|
||||
Prepare(beat + 3f);
|
||||
responseToggle = false;
|
||||
DisableBop(beat, 8f);
|
||||
|
||||
Prepare(beat + 3f);
|
||||
Prepare(beat + 4f);
|
||||
Prepare(beat + 5f);
|
||||
Prepare(beat + 6f);
|
||||
@ -555,12 +562,13 @@ namespace HeavenStudio.Games
|
||||
const float BIGCALL_LENGTH = 2.75f;
|
||||
public void CallBigReady(float beat, bool noSound = false)
|
||||
{
|
||||
Prepare(beat + 1.5f);
|
||||
Prepare(beat + 2f);
|
||||
|
||||
if (!noSound)
|
||||
Jukebox.PlayOneShotGame("fanClub/crowd_big_ready");
|
||||
|
||||
DisableSpecBop(beat, 3.75f);
|
||||
Prepare(beat + 1.5f);
|
||||
Prepare(beat + 2f);
|
||||
|
||||
PlayAnimationAll("FanBigReady", onlyOverrideBop: true);
|
||||
BeatAction.New(this.gameObject, new List<BeatAction.Action>()
|
||||
|
Reference in New Issue
Block a user