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Collapsing Properties Update + Animation From Beat Method (#575)
* add entity to collapse function, start on new animation thingy im gonna use fork lifter to demonstrate DoScaledAnimationFromBeatAsync() cuz it uses animations to cue the peas also i fixed that months old bug where the fork lifter sfx wasn't playing correctly :/ * animation from beat functional, octo machine converted this looks fantastic i can't wait to implement this into more things * better anim function this is more efficient AND it'll produce more consistent results when starting an animation between tempo changes :D (it no longer iterates through a list twice)
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@ -5,6 +5,7 @@ using UnityEngine;
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using HeavenStudio.Editor.Track;
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using Jukebox;
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using Jukebox.Legacy;
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using System.Linq;
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namespace HeavenStudio.Editor
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{
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@ -111,12 +112,8 @@ namespace HeavenStudio.Editor
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EventPropertyPrefab input = ePrefabs[p.propertyName].GetComponent<EventPropertyPrefab>();
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foreach (var c in p.collapseParams)
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{
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List<GameObject> collapseables = new();
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foreach (var s in c.collapseables)
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{
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collapseables.Add(ePrefabs[s]);
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}
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input.propertyCollapses.Add(new EventPropertyPrefab.PropertyCollapse(collapseables, c.CollapseOn));
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List<GameObject> collapseables = c.collapseables.Select(x => ePrefabs[x]).ToList();
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input.propertyCollapses.Add(new EventPropertyPrefab.PropertyCollapse(collapseables, c.CollapseOn, entity));
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}
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input.SetCollapses(p.parameter);
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}
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