HeavenStudioPlus/Assets/Resources/Sprites/Games/MeatGrinder/Animations/Boss/BossCall.anim

2143 lines
55 KiB
Plaintext
Raw Normal View History

Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!74 &7400000
AnimationClip:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: BossCall
serializedVersion: 6
m_Legacy: 0
m_Compressed: 0
m_UseHighQualityCurve: 1
m_RotationCurves: []
m_CompressedRotationCurves: []
m_EulerCurves:
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: {x: 0, y: 0, z: 7}
inSlope: {x: 0, y: 0, z: 0}
outSlope: {x: 0, y: 0, z: 0}
tangentMode: 0
weightedMode: 0
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
- serializedVersion: 3
time: 0.16666667
value: {x: 0, y: 0, z: 5}
inSlope: {x: 0, y: 0, z: -30}
outSlope: {x: 0, y: 0, z: -30}
tangentMode: 0
weightedMode: 0
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
- serializedVersion: 3
time: 0.23333333
value: {x: 0, y: 0, z: 0}
inSlope: {x: 0, y: 0, z: 0}
outSlope: {x: 0, y: 0, z: 0}
tangentMode: 0
weightedMode: 0
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
path: BossTorso
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: {x: 0, y: 0, z: 11}
inSlope: {x: 0, y: 0, z: 0}
outSlope: {x: 0, y: 0, z: 0}
tangentMode: 0
weightedMode: 0
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
- serializedVersion: 3
time: 0.16666667
value: {x: 0, y: 0, z: 3}
inSlope: {x: 0, y: 0, z: -47.142857}
outSlope: {x: 0, y: 0, z: -47.142857}
tangentMode: 0
weightedMode: 0
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
- serializedVersion: 3
time: 0.23333333
value: {x: 0, y: 0, z: 0}
inSlope: {x: 0, y: 0, z: 0}
outSlope: {x: 0, y: 0, z: 0}
tangentMode: 0
weightedMode: 0
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
path: BossLeftLeg
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: {x: 0, y: 0, z: 7.5}
inSlope: {x: 0, y: 0, z: 0}
outSlope: {x: 0, y: 0, z: 0}
tangentMode: 0
weightedMode: 0
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
- serializedVersion: 3
time: 0.16666667
value: {x: 0, y: 0, z: 5}
inSlope: {x: 0, y: 0, z: -32.142857}
outSlope: {x: 0, y: 0, z: -32.142857}
tangentMode: 0
weightedMode: 0
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
- serializedVersion: 3
time: 0.23333333
value: {x: 0, y: 0, z: 0}
inSlope: {x: 0, y: 0, z: 0}
outSlope: {x: 0, y: 0, z: 0}
tangentMode: 0
weightedMode: 0
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
path: BossHead
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: {x: 0, y: 0, z: 7.5}
inSlope: {x: 0, y: 0, z: 0}
outSlope: {x: 0, y: 0, z: 0}
tangentMode: 0
weightedMode: 0
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
- serializedVersion: 3
time: 0.16666667
value: {x: 0, y: 0, z: 5}
inSlope: {x: 0, y: 0, z: -32.142857}
outSlope: {x: 0, y: 0, z: -32.142857}
tangentMode: 0
weightedMode: 0
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
- serializedVersion: 3
time: 0.23333333
value: {x: 0, y: 0, z: 0}
inSlope: {x: 0, y: 0, z: 0}
outSlope: {x: 0, y: 0, z: 0}
tangentMode: 0
weightedMode: 0
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
path: BossArmLeft
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: {x: 0, y: 0, z: 7.5}
inSlope: {x: 0, y: 0, z: 0}
outSlope: {x: 0, y: 0, z: 0}
tangentMode: 0
weightedMode: 0
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
- serializedVersion: 3
time: 0.16666667
value: {x: 0, y: 0, z: 5}
inSlope: {x: 0, y: 0, z: -32.142857}
outSlope: {x: 0, y: 0, z: -32.142857}
tangentMode: 0
weightedMode: 0
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
- serializedVersion: 3
time: 0.23333333
value: {x: 0, y: 0, z: 0}
inSlope: {x: 0, y: 0, z: 0}
outSlope: {x: 0, y: 0, z: 0}
tangentMode: 0
weightedMode: 0
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
path: BossArmRight
m_PositionCurves:
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: {x: -6.041, y: 1.291, z: 0}
inSlope: {x: 0, y: 0, z: 0}
outSlope: {x: 0, y: 0, z: 0}
tangentMode: 0
weightedMode: 0
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
- serializedVersion: 3
time: 0.16666667
value: {x: -6, y: 1.284, z: 0}
inSlope: {x: 0.7028553, y: -0.11999948, z: 0}
outSlope: {x: 0.7028553, y: -0.11999948, z: 0}
tangentMode: 0
weightedMode: 0
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
- serializedVersion: 3
time: 0.23333333
value: {x: -5.803, y: 1.181, z: 0}
inSlope: {x: 0, y: 0, z: 0}
outSlope: {x: 0, y: 0, z: 0}
tangentMode: 0
weightedMode: 0
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
path: BossArmLeft
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: {x: -7.171, y: -0.124, z: 0}
inSlope: {x: 0, y: 0, z: 0}
outSlope: {x: 0, y: 0, z: 0}
tangentMode: 0
weightedMode: 0
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
- serializedVersion: 3
time: 0.16666667
value: {x: -7.191, y: 0.005, z: 0}
inSlope: {x: 0, y: 1.14, z: 0}
outSlope: {x: 0, y: 1.14, z: 0}
tangentMode: 0
weightedMode: 0
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
- serializedVersion: 3
time: 0.23333333
value: {x: -7.08, y: 0.142, z: 0}
inSlope: {x: 0, y: 0, z: 0}
outSlope: {x: 0, y: 0, z: 0}
tangentMode: 0
weightedMode: 0
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
path: BossArmRight
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: {x: -6.801, y: 0.937, z: 0}
inSlope: {x: 0, y: 0, z: 0}
outSlope: {x: 0, y: 0, z: 0}
tangentMode: 0
weightedMode: 0
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
- serializedVersion: 3
time: 0.16666667
value: {x: -6.72, y: 0.958, z: 0}
inSlope: {x: 1.0457141, y: 0.274286, z: 0}
outSlope: {x: 1.0457141, y: 0.274286, z: 0}
tangentMode: 0
weightedMode: 0
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
- serializedVersion: 3
time: 0.23333333
value: {x: -6.557, y: 1.001, z: 0}
inSlope: {x: 0, y: 0, z: 0}
outSlope: {x: 0, y: 0, z: 0}
tangentMode: 0
weightedMode: 0
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
path: BossHead
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: {x: -6.232, y: -0.111, z: 0}
inSlope: {x: 0, y: 0, z: 0}
outSlope: {x: 0, y: 0, z: 0}
tangentMode: 0
weightedMode: 0
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
- serializedVersion: 3
time: 0.16666667
value: {x: -6.218, y: -0.118, z: 0}
inSlope: {x: 0.23999895, y: 0, z: 0}
outSlope: {x: 0.23999895, y: 0, z: 0}
tangentMode: 0
weightedMode: 0
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
- serializedVersion: 3
time: 0.23333333
value: {x: -6.132, y: -0.118, z: 0}
inSlope: {x: 0, y: 0, z: 0}
outSlope: {x: 0, y: 0, z: 0}
tangentMode: 0
weightedMode: 0
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
path: BossTorso
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: {x: -5.551, y: -0.821, z: 0}
inSlope: {x: 0, y: 0, z: 0}
outSlope: {x: 0, y: 0, z: 0}
tangentMode: 0
weightedMode: 0
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
- serializedVersion: 3
time: 0.16666667
value: {x: -5.564, y: -0.909, z: 0}
inSlope: {x: -0.22285733, y: -0.61714286, z: 0}
outSlope: {x: -0.22285733, y: -0.61714286, z: 0}
tangentMode: 0
weightedMode: 0
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
- serializedVersion: 3
time: 0.23333333
value: {x: -5.609, y: -0.965, z: 0}
inSlope: {x: 0, y: 0, z: 0}
outSlope: {x: 0, y: 0, z: 0}
tangentMode: 0
weightedMode: 0
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
path: BossLeftLeg
m_ScaleCurves:
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: {x: 0.76, y: 0.912, z: 0.76}
inSlope: {x: 0, y: 0, z: 0}
outSlope: {x: 0, y: 0, z: 0}
tangentMode: 0
weightedMode: 0
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
- serializedVersion: 3
time: 0.16666667
value: {x: 0.76, y: 0.836, z: 0.76}
inSlope: {x: 0, y: -0.65142864, z: 0}
outSlope: {x: 0, y: -0.65142864, z: 0}
tangentMode: 0
weightedMode: 0
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
- serializedVersion: 3
time: 0.23333333
value: {x: 0.76, y: 0.76, z: 0.76}
inSlope: {x: 0, y: 0, z: 0}
outSlope: {x: 0, y: 0, z: 0}
tangentMode: 0
weightedMode: 0
inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334}
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
path: BossArmLeft
m_FloatCurves:
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 1
inSlope: Infinity
outSlope: Infinity
tangentMode: 103
weightedMode: 0
inWeight: 0
outWeight: 0
- serializedVersion: 3
time: 0.16666667
value: 1
inSlope: Infinity
outSlope: Infinity
tangentMode: 103
weightedMode: 0
inWeight: 0
outWeight: 0
- serializedVersion: 3
time: 0.23333333
value: 1
inSlope: Infinity
outSlope: Infinity
tangentMode: 103
weightedMode: 0
inWeight: 0
outWeight: 0
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_SortingOrder
path: BossArmLeft
classID: 212
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 1
inSlope: Infinity
outSlope: Infinity
tangentMode: 103
weightedMode: 0
inWeight: 0
outWeight: 0
- serializedVersion: 3
time: 0.16666667
value: 1
inSlope: Infinity
outSlope: Infinity
tangentMode: 103
weightedMode: 0
inWeight: 0
outWeight: 0
- serializedVersion: 3
time: 0.23333333
value: 1
inSlope: Infinity
outSlope: Infinity
tangentMode: 103
weightedMode: 0
inWeight: 0
outWeight: 0
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_SortingOrder
path: BossArmRight
classID: 212
script: {fileID: 0}
m_PPtrCurves:
- curve:
- time: 0
value: {fileID: 8969925656131713453, guid: adbc5b443bdc23e469209cc4f602d17d, type: 3}
- time: 0.16666667
value: {fileID: 8969925656131713453, guid: adbc5b443bdc23e469209cc4f602d17d, type: 3}
- time: 0.23333333
value: {fileID: 8969925656131713453, guid: adbc5b443bdc23e469209cc4f602d17d, type: 3}
attribute: m_Sprite
path: BossTorso
classID: 212
script: {fileID: 0}
- curve:
- time: 0
value: {fileID: 3108801417681170918, guid: adbc5b443bdc23e469209cc4f602d17d, type: 3}
- time: 0.16666667
value: {fileID: 3108801417681170918, guid: adbc5b443bdc23e469209cc4f602d17d, type: 3}
- time: 0.23333333
value: {fileID: 3108801417681170918, guid: adbc5b443bdc23e469209cc4f602d17d, type: 3}
attribute: m_Sprite
path: BossHead
classID: 212
script: {fileID: 0}
- curve:
- time: 0
value: {fileID: -4011833703415356042, guid: adbc5b443bdc23e469209cc4f602d17d, type: 3}
- time: 0.16666667
value: {fileID: -4011833703415356042, guid: adbc5b443bdc23e469209cc4f602d17d, type: 3}
- time: 0.23333333
value: {fileID: -4011833703415356042, guid: adbc5b443bdc23e469209cc4f602d17d, type: 3}
attribute: m_Sprite
path: BossLeftLeg
classID: 212
script: {fileID: 0}
- curve:
- time: 0
value: {fileID: 3980019249115040852, guid: adbc5b443bdc23e469209cc4f602d17d, type: 3}
- time: 0.16666667
value: {fileID: 3980019249115040852, guid: adbc5b443bdc23e469209cc4f602d17d, type: 3}
- time: 0.23333333
value: {fileID: 3980019249115040852, guid: adbc5b443bdc23e469209cc4f602d17d, type: 3}
attribute: m_Sprite
path: BossArmLeft
classID: 212
script: {fileID: 0}
- curve:
- time: 0
value: {fileID: -5596940865122316592, guid: adbc5b443bdc23e469209cc4f602d17d, type: 3}
- time: 0.16666667
value: {fileID: -5596940865122316592, guid: adbc5b443bdc23e469209cc4f602d17d, type: 3}
- time: 0.23333333
value: {fileID: -5596940865122316592, guid: adbc5b443bdc23e469209cc4f602d17d, type: 3}
attribute: m_Sprite
path: BossArmRight
classID: 212
script: {fileID: 0}
m_SampleRate: 60
m_WrapMode: 0
m_Bounds:
m_Center: {x: 0, y: 0, z: 0}
m_Extent: {x: 0, y: 0, z: 0}
m_ClipBindingConstant:
genericBindings:
- serializedVersion: 2
path: 278647277
attribute: 1
script: {fileID: 0}
typeID: 4
customType: 0
isPPtrCurve: 0
- serializedVersion: 2
path: 695402125
attribute: 1
script: {fileID: 0}
typeID: 4
customType: 0
isPPtrCurve: 0
- serializedVersion: 2
path: 1713718587
attribute: 1
script: {fileID: 0}
typeID: 4
customType: 0
isPPtrCurve: 0
- serializedVersion: 2
path: 1865178237
attribute: 1
script: {fileID: 0}
typeID: 4
customType: 0
isPPtrCurve: 0
- serializedVersion: 2
path: 3051293731
attribute: 1
script: {fileID: 0}
typeID: 4
customType: 0
isPPtrCurve: 0
- serializedVersion: 2
path: 1865178237
attribute: 4
script: {fileID: 0}
typeID: 4
customType: 4
isPPtrCurve: 0
- serializedVersion: 2
path: 3051293731
attribute: 4
script: {fileID: 0}
typeID: 4
customType: 4
isPPtrCurve: 0
- serializedVersion: 2
path: 1713718587
attribute: 4
script: {fileID: 0}
typeID: 4
customType: 4
isPPtrCurve: 0
- serializedVersion: 2
path: 278647277
attribute: 4
script: {fileID: 0}
typeID: 4
customType: 4
isPPtrCurve: 0
- serializedVersion: 2
path: 695402125
attribute: 4
script: {fileID: 0}
typeID: 4
customType: 4
isPPtrCurve: 0
- serializedVersion: 2
path: 278647277
attribute: 3
script: {fileID: 0}
typeID: 4
customType: 0
isPPtrCurve: 0
- serializedVersion: 2
path: 278647277
attribute: 3762991556
script: {fileID: 0}
typeID: 212
customType: 26
isPPtrCurve: 0
- serializedVersion: 2
path: 695402125
attribute: 3762991556
script: {fileID: 0}
typeID: 212
customType: 26
isPPtrCurve: 0
- serializedVersion: 2
path: 1865178237
attribute: 0
script: {fileID: 0}
typeID: 212
customType: 23
isPPtrCurve: 1
- serializedVersion: 2
path: 1713718587
attribute: 0
script: {fileID: 0}
typeID: 212
customType: 23
isPPtrCurve: 1
- serializedVersion: 2
path: 3051293731
attribute: 0
script: {fileID: 0}
typeID: 212
customType: 23
isPPtrCurve: 1
- serializedVersion: 2
path: 278647277
attribute: 0
script: {fileID: 0}
typeID: 212
customType: 23
isPPtrCurve: 1
- serializedVersion: 2
path: 695402125
attribute: 0
script: {fileID: 0}
typeID: 212
customType: 23
isPPtrCurve: 1
pptrCurveMapping:
- {fileID: 8969925656131713453, guid: adbc5b443bdc23e469209cc4f602d17d, type: 3}
- {fileID: 8969925656131713453, guid: adbc5b443bdc23e469209cc4f602d17d, type: 3}
- {fileID: 8969925656131713453, guid: adbc5b443bdc23e469209cc4f602d17d, type: 3}
- {fileID: 3108801417681170918, guid: adbc5b443bdc23e469209cc4f602d17d, type: 3}
- {fileID: 3108801417681170918, guid: adbc5b443bdc23e469209cc4f602d17d, type: 3}
- {fileID: 3108801417681170918, guid: adbc5b443bdc23e469209cc4f602d17d, type: 3}
- {fileID: -4011833703415356042, guid: adbc5b443bdc23e469209cc4f602d17d, type: 3}
- {fileID: -4011833703415356042, guid: adbc5b443bdc23e469209cc4f602d17d, type: 3}
- {fileID: -4011833703415356042, guid: adbc5b443bdc23e469209cc4f602d17d, type: 3}
- {fileID: 3980019249115040852, guid: adbc5b443bdc23e469209cc4f602d17d, type: 3}
- {fileID: 3980019249115040852, guid: adbc5b443bdc23e469209cc4f602d17d, type: 3}
- {fileID: 3980019249115040852, guid: adbc5b443bdc23e469209cc4f602d17d, type: 3}
- {fileID: -5596940865122316592, guid: adbc5b443bdc23e469209cc4f602d17d, type: 3}
- {fileID: -5596940865122316592, guid: adbc5b443bdc23e469209cc4f602d17d, type: 3}
- {fileID: -5596940865122316592, guid: adbc5b443bdc23e469209cc4f602d17d, type: 3}
m_AnimationClipSettings:
serializedVersion: 2
m_AdditiveReferencePoseClip: {fileID: 0}
m_AdditiveReferencePoseTime: 0
m_StartTime: 0
Meat Grinder Fixes (#316) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 02:54:04 +00:00
m_StopTime: 0.25
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
m_OrientationOffsetY: 0
m_Level: 0
m_CycleOffset: 0
m_HasAdditiveReferencePose: 0
m_LoopTime: 1
m_LoopBlend: 0
m_LoopBlendOrientation: 0
m_LoopBlendPositionY: 0
m_LoopBlendPositionXZ: 0
m_KeepOriginalOrientation: 0
m_KeepOriginalPositionY: 1
m_KeepOriginalPositionXZ: 0
m_HeightFromFeet: 0
m_Mirror: 0
m_EditorCurves:
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: -6.041
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.16666667
value: -6
inSlope: 0.7028553
outSlope: 0.7028553
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.23333333
value: -5.803
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalPosition.x
path: BossArmLeft
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 1.291
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.16666667
value: 1.284
inSlope: -0.11999948
outSlope: -0.11999948
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.23333333
value: 1.181
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalPosition.y
path: BossArmLeft
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.16666667
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.23333333
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalPosition.z
path: BossArmLeft
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: -7.171
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.16666667
value: -7.191
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.23333333
value: -7.08
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalPosition.x
path: BossArmRight
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: -0.124
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.16666667
value: 0.005
inSlope: 1.14
outSlope: 1.14
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.23333333
value: 0.142
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalPosition.y
path: BossArmRight
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.16666667
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.23333333
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalPosition.z
path: BossArmRight
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: -6.801
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.16666667
value: -6.72
inSlope: 1.0457141
outSlope: 1.0457141
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.23333333
value: -6.557
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalPosition.x
path: BossHead
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 0.937
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.16666667
value: 0.958
inSlope: 0.274286
outSlope: 0.274286
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.23333333
value: 1.001
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalPosition.y
path: BossHead
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.16666667
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.23333333
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalPosition.z
path: BossHead
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: -6.232
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.16666667
value: -6.218
inSlope: 0.23999895
outSlope: 0.23999895
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.23333333
value: -6.132
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalPosition.x
path: BossTorso
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: -0.111
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.16666667
value: -0.118
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.23333333
value: -0.118
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalPosition.y
path: BossTorso
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.16666667
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.23333333
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalPosition.z
path: BossTorso
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 1
inSlope: Infinity
outSlope: Infinity
tangentMode: 103
weightedMode: 0
inWeight: 0
outWeight: 0
- serializedVersion: 3
time: 0.16666667
value: 1
inSlope: Infinity
outSlope: Infinity
tangentMode: 103
weightedMode: 0
inWeight: 0
outWeight: 0
- serializedVersion: 3
time: 0.23333333
value: 1
inSlope: Infinity
outSlope: Infinity
tangentMode: 103
weightedMode: 0
inWeight: 0
outWeight: 0
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_SortingOrder
path: BossArmLeft
classID: 212
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 1
inSlope: Infinity
outSlope: Infinity
tangentMode: 103
weightedMode: 0
inWeight: 0
outWeight: 0
- serializedVersion: 3
time: 0.16666667
value: 1
inSlope: Infinity
outSlope: Infinity
tangentMode: 103
weightedMode: 0
inWeight: 0
outWeight: 0
- serializedVersion: 3
time: 0.23333333
value: 1
inSlope: Infinity
outSlope: Infinity
tangentMode: 103
weightedMode: 0
inWeight: 0
outWeight: 0
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_SortingOrder
path: BossArmRight
classID: 212
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.16666667
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.23333333
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: localEulerAnglesRaw.x
path: BossTorso
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.16666667
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.23333333
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: localEulerAnglesRaw.y
path: BossTorso
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 7
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.16666667
value: 5
inSlope: -30
outSlope: -30
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.23333333
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: localEulerAnglesRaw.z
path: BossTorso
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.16666667
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.23333333
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: localEulerAnglesRaw.x
path: BossLeftLeg
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.16666667
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.23333333
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: localEulerAnglesRaw.y
path: BossLeftLeg
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 11
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.16666667
value: 3
inSlope: -47.142857
outSlope: -47.142857
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.23333333
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: localEulerAnglesRaw.z
path: BossLeftLeg
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: -5.551
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.16666667
value: -5.564
inSlope: -0.22285733
outSlope: -0.22285733
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.23333333
value: -5.609
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalPosition.x
path: BossLeftLeg
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: -0.821
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.16666667
value: -0.909
inSlope: -0.61714286
outSlope: -0.61714286
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.23333333
value: -0.965
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalPosition.y
path: BossLeftLeg
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.16666667
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.23333333
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalPosition.z
path: BossLeftLeg
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.16666667
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.23333333
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: localEulerAnglesRaw.x
path: BossHead
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.16666667
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.23333333
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: localEulerAnglesRaw.y
path: BossHead
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 7.5
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.16666667
value: 5
inSlope: -32.142857
outSlope: -32.142857
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.23333333
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: localEulerAnglesRaw.z
path: BossHead
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.16666667
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.23333333
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: localEulerAnglesRaw.x
path: BossArmLeft
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.16666667
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.23333333
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: localEulerAnglesRaw.y
path: BossArmLeft
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 7.5
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.16666667
value: 5
inSlope: -32.142857
outSlope: -32.142857
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.23333333
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: localEulerAnglesRaw.z
path: BossArmLeft
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.16666667
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.23333333
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: localEulerAnglesRaw.x
path: BossArmRight
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.16666667
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.23333333
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: localEulerAnglesRaw.y
path: BossArmRight
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 7.5
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.16666667
value: 5
inSlope: -32.142857
outSlope: -32.142857
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.23333333
value: 0
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: localEulerAnglesRaw.z
path: BossArmRight
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 0.76
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.16666667
value: 0.76
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.23333333
value: 0.76
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalScale.x
path: BossArmLeft
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 0.912
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.16666667
value: 0.836
inSlope: -0.65142864
outSlope: -0.65142864
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.23333333
value: 0.76
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalScale.y
path: BossArmLeft
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 0.76
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.16666667
value: 0.76
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
- serializedVersion: 3
time: 0.23333333
value: 0.76
inSlope: 0
outSlope: 0
tangentMode: 136
weightedMode: 0
inWeight: 0.33333334
outWeight: 0.33333334
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalScale.z
path: BossArmLeft
classID: 4
script: {fileID: 0}
m_EulerEditorCurves:
- curve:
serializedVersion: 2
m_Curve: []
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalEulerAngles.z
Meat Grinder Fixes (#316) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 02:54:04 +00:00
path: BossArmRight
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve: []
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalEulerAngles.y
Meat Grinder Fixes (#316) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 02:54:04 +00:00
path: BossArmRight
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve: []
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalEulerAngles.x
Meat Grinder Fixes (#316) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 02:54:04 +00:00
path: BossArmRight
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve: []
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalEulerAngles.z
Meat Grinder Fixes (#316) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 02:54:04 +00:00
path: BossHead
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve: []
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalEulerAngles.y
Meat Grinder Fixes (#316) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 02:54:04 +00:00
path: BossHead
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve: []
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalEulerAngles.x
Meat Grinder Fixes (#316) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 02:54:04 +00:00
path: BossHead
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve: []
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalEulerAngles.z
Meat Grinder Fixes (#316) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 02:54:04 +00:00
path: BossLeftLeg
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve: []
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalEulerAngles.y
Meat Grinder Fixes (#316) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 02:54:04 +00:00
path: BossLeftLeg
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve: []
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalEulerAngles.x
Meat Grinder Fixes (#316) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 02:54:04 +00:00
path: BossLeftLeg
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve: []
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalEulerAngles.z
Meat Grinder Fixes (#316) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 02:54:04 +00:00
path: BossArmLeft
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve: []
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalEulerAngles.y
Meat Grinder Fixes (#316) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 02:54:04 +00:00
path: BossArmLeft
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve: []
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalEulerAngles.x
Meat Grinder Fixes (#316) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups * random things just broke * for whatever reason animation controller for boss got reverted, breaking an animation * and we forgot to merge two spritesheets instead of just replacing one with the other. oops --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 02:54:04 +00:00
path: BossArmLeft
Meat Grinder (#314) * meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
2023-02-23 00:25:14 +00:00
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve: []
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalEulerAngles.x
path: BossTorso
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve: []
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalEulerAngles.y
path: BossTorso
classID: 4
script: {fileID: 0}
- curve:
serializedVersion: 2
m_Curve: []
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
attribute: m_LocalEulerAngles.z
path: BossTorso
classID: 4
script: {fileID: 0}
m_HasGenericRootTransform: 0
m_HasMotionFloatCurves: 0
m_Events: []