Fan Club Retouch (#416)

* new sprites not done

* more sprites more anim chanegs

* almost done

* INSANE

* sheet done

* its done

* re-implement improved squat sprite

* remove many unused assets

allow games to be hidden in the editor

* start animations of backup dancers

* finish backup dancer animations

* add effects to backup dancers' tree

* add dancers to the prefab

* import new sprites

* backup dancers fully functional

* game camera now updates in LateUpdate()

* touched some anims

* oops

* oops 2

* add audience applause

fix the mapped cellanim shaders

---------

Co-authored-by: minenice55 <star.elementa@gmail.com>
This commit is contained in:
ev
2023-05-21 13:35:00 -04:00
committed by GitHub
parent 8a8d58f1a0
commit 9b16a8d5a9
814 changed files with 133421 additions and 57807 deletions

View File

@ -2,42 +2,45 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NtrIdolAri : MonoBehaviour
namespace HeavenStudio.Games.Scripts_FanClub
{
[Header("Objects")]
public ParticleSystem idolClapEffect;
public ParticleSystem idolWinkEffect;
public ParticleSystem idolKissEffect;
public ParticleSystem idolWinkArrEffect;
[Header("References")]
public Material coreMat;
public void ClapParticle()
public class NtrIdolAri : MonoBehaviour
{
idolClapEffect.Play();
}
[Header("Objects")]
public ParticleSystem idolClapEffect;
public ParticleSystem idolWinkEffect;
public ParticleSystem idolKissEffect;
public ParticleSystem idolWinkArrEffect;
public void WinkParticle()
{
idolWinkEffect.Play();
}
[Header("References")]
public Material coreMat;
public void KissParticle()
{
idolKissEffect.Play();
}
public void ClapParticle()
{
idolClapEffect.Play();
}
public void WinkArrangeParticle()
{
idolWinkArrEffect.Play();
}
public void WinkParticle()
{
idolWinkEffect.Play();
}
public void ToSpot(bool unspot = true)
{
if (unspot)
coreMat.SetColor("_AddColor", new Color(0, 0, 0, 0));
else
coreMat.SetColor("_AddColor", new Color(0, 100/255f, 200/255f, 0));
public void KissParticle()
{
idolKissEffect.Play();
}
public void WinkArrangeParticle()
{
idolWinkArrEffect.Play();
}
public void ToSpot(bool unspot = true)
{
if (unspot)
coreMat.SetColor("_AddColor", new Color(0, 0, 0, 0));
else
coreMat.SetColor("_AddColor", new Color(0, 100 / 255f, 200 / 255f, 0));
}
}
}
}