From 1085ccbdd1d80bf89d158b2db6a1c6b9a770b2bc Mon Sep 17 00:00:00 2001 From: KrispyDotlessI <92911290+KrispyDotlessI@users.noreply.github.com> Date: Mon, 5 Sep 2022 15:46:19 +0800 Subject: [PATCH] Animation Layering Fixes also replaced all instances of Play to DoScaledAnimationAsync to match the bpm --- .../MarchingOrders/Animations/Cadets/Bop.anim | 477 ++++++++++++++++-- .../Animations/Cadets/Halt.anim | 405 +++++++++++++++ .../Animations/Cadets/Idle.anim | 405 +++++++++++++++ .../Animations/Cadets/MarchL.anim | 189 +++++++ .../Games/MarchingOrders/MarchingOrders.cs | 35 +- 5 files changed, 1453 insertions(+), 58 deletions(-) diff --git a/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/Bop.anim b/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/Bop.anim index df4de93c..cebf5dc2 100644 --- a/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/Bop.anim +++ b/Assets/Resources/Sprites/Games/MarchingOrders/Animations/Cadets/Bop.anim @@ -55,7 +55,7 @@ AnimationClip: inWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334} outWeight: {x: 0.33333334, y: 0.33333334, z: 0.33333334} - 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//from krispy: - //i'm not that good at coding but i'll try my best to make a minigame - //please don't take over... i'll get back into it once i know coding - //thank you and have a nice day! - - - - - //the cues do nothing at the moment, so i temporarily disabled them new GameAction("bop", "Bop") { function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.Bop(e.beat, e.length); }, @@ -117,17 +108,17 @@ namespace HeavenStudio.Games if (cond.songPositionInBeats >= bop.startBeat && cond.songPositionInBeats < bop.startBeat + bop.length) { if (!(cond.songPositionInBeats >= noBop.startBeat && cond.songPositionInBeats < noBop.startBeat + noBop.length)) - Cadet1.Play("Bop", -1, 0); - Cadet2.Play("Bop", -1, 0); - Cadet3.Play("Bop", -1, 0); - CadetPlayer.Play("Bop", -1, 0); + Cadet1.DoScaledAnimationAsync("Bop", 0.5f); + Cadet2.DoScaledAnimationAsync("Bop", 0.5f); + Cadet3.DoScaledAnimationAsync("Bop", 0.5f); + CadetPlayer.DoScaledAnimationAsync("Bop", 0.5f); } } if (PlayerInput.Pressed() && !IsExpectingInputNow()) { Jukebox.PlayOneShot("miss"); - Sarge.Play("Anger", -1, 0); + Sarge.DoScaledAnimationAsync("Anger", 0.5f); } } @@ -152,7 +143,7 @@ namespace HeavenStudio.Games BeatAction.New(Player, new List() { - new BeatAction.Action(beat + 0.25f, delegate { Sarge.Play("Talk", -1, 0);}), + new BeatAction.Action(beat + 0.25f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}), }); } @@ -165,11 +156,11 @@ namespace HeavenStudio.Games BeatAction.New(Player, new List() { - new BeatAction.Action(beat, delegate { Sarge.Play("Talk", -1, 0);}), - new BeatAction.Action(beat + 1f, delegate { Cadet1.Play("MarchL", -1, 0);}), - new BeatAction.Action(beat + 1f, delegate { Cadet2.Play("MarchL", -1, 0);}), - new BeatAction.Action(beat + 1f, delegate { Cadet3.Play("MarchL", -1, 0);}), - new BeatAction.Action(beat + 1f, delegate { CadetPlayer.Play("MarchL", -1, 0);}), + new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}), + new BeatAction.Action(beat + 1f, delegate { Cadet1.DoScaledAnimationAsync("MarchL", 0.5f);}), + new BeatAction.Action(beat + 1f, delegate { Cadet2.DoScaledAnimationAsync("MarchL", 0.5f);}), + new BeatAction.Action(beat + 1f, delegate { Cadet3.DoScaledAnimationAsync("MarchL", 0.5f);}), + new BeatAction.Action(beat + 1f, delegate { CadetPlayer.DoScaledAnimationAsync("MarchL", 0.5f);}), }); } @@ -182,7 +173,7 @@ namespace HeavenStudio.Games BeatAction.New(Player, new List() { - new BeatAction.Action(beat, delegate { Sarge.Play("Talk", -1, 0);}), + new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}), }); }