New animation helper function and rhythm rally scaled animations (#285)

This commit is contained in:
Rapandrasmus
2023-02-17 19:45:18 +01:00
committed by GitHub
parent e24bc63760
commit dbe8f7dcf3
7 changed files with 29 additions and 56 deletions

View File

@ -129,9 +129,9 @@ namespace HeavenStudio.Games
{
if (Conductor.instance.ReportBeat(ref lastReportedBeat))
{
if (isPlaying(monkeys[0], "Idle")) monkeys[0].DoScaledAnimationAsync("Bop", 0.5f);
if (isPlaying(monkeys[1], "Idle")) monkeys[1].DoScaledAnimationAsync("Bop", 0.5f);
if (isPlaying(player.anim, "Idle")) player.anim.DoScaledAnimationAsync("Bop", 0.5f);
if (monkeys[0].IsPlayingAnimationName("Idle")) monkeys[0].DoScaledAnimationAsync("Bop", 0.5f);
if (monkeys[1].IsPlayingAnimationName("Idle")) monkeys[1].DoScaledAnimationAsync("Bop", 0.5f);
if (player.anim.IsPlayingAnimationName("Idle")) player.anim.DoScaledAnimationAsync("Bop", 0.5f);
}
else if (Conductor.instance.songPositionInBeats < lastReportedBeat)
{
@ -489,15 +489,6 @@ namespace HeavenStudio.Games
}
#endregion
bool isPlaying(Animator anim, string stateName)
{
if (anim.GetCurrentAnimatorStateInfo(0).IsName(stateName) &&
anim.GetCurrentAnimatorStateInfo(0).normalizedTime < 1.0f)
return true;
else
return false;
}
//this is the orig way for input handling
//public void CreateTap(float beat, int type = 0)
//{