Rhythm Rally Graphical Overhaul (#607)

* new model

* prefab done

fixes to camera, bops and player input

* todo note

* re-organize some assets
This commit is contained in:
minenice55
2024-01-04 21:07:27 -05:00
committed by GitHub
parent e458d6d157
commit 8422e75b07
32 changed files with 5765 additions and 559 deletions

View File

@ -16,6 +16,9 @@ namespace HeavenStudio.Games.Scripts_RhythmRally
private Animator opponentAnim;
private Conductor cond;
public bool PlayerDown { get { return playerDown; } }
bool playerDown = false;
public void Init()
{
game = RhythmRally.instance;
@ -31,20 +34,23 @@ namespace HeavenStudio.Games.Scripts_RhythmRally
if (PlayerInput.GetIsAction(RhythmRally.InputAction_BasicPress))
{
playerAnim.Play("Ready1");
playerDown = true;
}
if (PlayerInput.GetIsAction(RhythmRally.InputAction_BasicRelease))
{
playerAnim.Play("UnReady1");
playerDown = false;
}
}
else
{
if (!game.served || game.missed || !game.started) return;
if (!game.started) return;
}
if (PlayerInput.GetIsAction(RhythmRally.InputAction_FlickPress) && !game.IsExpectingInputNow(RhythmRally.InputAction_FlickPress))
{
// Play "whoosh" sound here
playerAnim.DoScaledAnimationAsync("Swing", 0.5f);
playerDown = false;
}
}
@ -65,7 +71,8 @@ namespace HeavenStudio.Games.Scripts_RhythmRally
bounceBeat = game.serveBeat + game.targetBeat + 0.5f;
}
playerAnim.DoScaledAnimationAsync("Swing", 0.5f); ;
playerAnim.DoScaledAnimationAsync("Swing", 0.5f);
playerDown = false;
MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Return", hitBeat), new MultiSound.Sound("rhythmRally/ReturnBounce", bounceBeat) });
BounceFX(bounceBeat);
game.ball.SetActive(true);
@ -75,7 +82,8 @@ namespace HeavenStudio.Games.Scripts_RhythmRally
{
MissBall();
SoundByte.PlayOneShot("miss");
playerAnim.DoScaledAnimationAsync("Swing", 0.5f); ;
playerAnim.DoScaledAnimationAsync("Swing", 0.5f);
playerDown = false;
game.missCurve.KeyPoints[0].Position = game.ball.transform.position;
game.missCurve.transform.localScale = new Vector3(-state, 1f, 1f);