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Animation Layering Fixes
also replaced all instances of Play to DoScaledAnimationAsync to match the bpm
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@ -1,6 +1,6 @@
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//notes:
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// BEFORE NEW PROPS
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//1. minenice will also use this to test out randomly named parameters so coding has to rest until the new props update
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//1. minenice will also use this to test out randomly named parameters so coding has to rest until the new props update [DONE]
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//2. see fan club for separate prefabs (cadets) [DONE]
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//3. temporarily take sounds from rhre, wait until someone records the full code, including misses, or record it myself (unlikely) [IN PROGRESS]
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// AFTER NEW PROPS
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@ -23,15 +23,6 @@ namespace HeavenStudio.Games.Loaders
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("marchingOrders", "Marching Orders \n<color=#eb5454>[WIP]</color>", "00A43B", false, false, new List<GameAction>()
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{
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//from krispy:
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//i'm not that good at coding but i'll try my best to make a minigame
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//please don't take over... i'll get back into it once i know coding
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//thank you and have a nice day!
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//the cues do nothing at the moment, so i temporarily disabled them
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new GameAction("bop", "Bop")
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{
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function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.Bop(e.beat, e.length); },
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@ -117,17 +108,17 @@ namespace HeavenStudio.Games
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if (cond.songPositionInBeats >= bop.startBeat && cond.songPositionInBeats < bop.startBeat + bop.length)
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{
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if (!(cond.songPositionInBeats >= noBop.startBeat && cond.songPositionInBeats < noBop.startBeat + noBop.length))
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Cadet1.Play("Bop", -1, 0);
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Cadet2.Play("Bop", -1, 0);
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Cadet3.Play("Bop", -1, 0);
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CadetPlayer.Play("Bop", -1, 0);
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Cadet1.DoScaledAnimationAsync("Bop", 0.5f);
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Cadet2.DoScaledAnimationAsync("Bop", 0.5f);
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Cadet3.DoScaledAnimationAsync("Bop", 0.5f);
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CadetPlayer.DoScaledAnimationAsync("Bop", 0.5f);
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}
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}
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if (PlayerInput.Pressed() && !IsExpectingInputNow())
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{
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Jukebox.PlayOneShot("miss");
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Sarge.Play("Anger", -1, 0);
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Sarge.DoScaledAnimationAsync("Anger", 0.5f);
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}
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}
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@ -152,7 +143,7 @@ namespace HeavenStudio.Games
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BeatAction.New(Player, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 0.25f, delegate { Sarge.Play("Talk", -1, 0);}),
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new BeatAction.Action(beat + 0.25f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
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});
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}
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@ -165,11 +156,11 @@ namespace HeavenStudio.Games
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BeatAction.New(Player, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { Sarge.Play("Talk", -1, 0);}),
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new BeatAction.Action(beat + 1f, delegate { Cadet1.Play("MarchL", -1, 0);}),
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new BeatAction.Action(beat + 1f, delegate { Cadet2.Play("MarchL", -1, 0);}),
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new BeatAction.Action(beat + 1f, delegate { Cadet3.Play("MarchL", -1, 0);}),
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new BeatAction.Action(beat + 1f, delegate { CadetPlayer.Play("MarchL", -1, 0);}),
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new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
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new BeatAction.Action(beat + 1f, delegate { Cadet1.DoScaledAnimationAsync("MarchL", 0.5f);}),
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new BeatAction.Action(beat + 1f, delegate { Cadet2.DoScaledAnimationAsync("MarchL", 0.5f);}),
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new BeatAction.Action(beat + 1f, delegate { Cadet3.DoScaledAnimationAsync("MarchL", 0.5f);}),
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new BeatAction.Action(beat + 1f, delegate { CadetPlayer.DoScaledAnimationAsync("MarchL", 0.5f);}),
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});
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}
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@ -182,7 +173,7 @@ namespace HeavenStudio.Games
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BeatAction.New(Player, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { Sarge.Play("Talk", -1, 0);}),
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new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
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});
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}
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