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