Animation Layering Fixes

also replaced all instances of Play to DoScaledAnimationAsync to match the bpm
This commit is contained in:
KrispyDotlessI 2022-09-05 15:46:19 +08:00
parent 8a9ce1da35
commit 1085ccbdd1
5 changed files with 1453 additions and 58 deletions

View file

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@ -930,6 +1014,27 @@ AnimationClip:
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View file

@ -1,6 +1,6 @@
//notes: //notes:
// BEFORE NEW PROPS // BEFORE NEW PROPS
//1. minenice will also use this to test out randomly named parameters so coding has to rest until the new props update //1. minenice will also use this to test out randomly named parameters so coding has to rest until the new props update [DONE]
//2. see fan club for separate prefabs (cadets) [DONE] //2. see fan club for separate prefabs (cadets) [DONE]
//3. temporarily take sounds from rhre, wait until someone records the full code, including misses, or record it myself (unlikely) [IN PROGRESS] //3. temporarily take sounds from rhre, wait until someone records the full code, including misses, or record it myself (unlikely) [IN PROGRESS]
// AFTER NEW PROPS // AFTER NEW PROPS
@ -23,15 +23,6 @@ namespace HeavenStudio.Games.Loaders
public static Minigame AddGame(EventCaller eventCaller) { public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("marchingOrders", "Marching Orders \n<color=#eb5454>[WIP]</color>", "00A43B", false, false, new List<GameAction>() return new Minigame("marchingOrders", "Marching Orders \n<color=#eb5454>[WIP]</color>", "00A43B", false, false, new List<GameAction>()
{ {
//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") new GameAction("bop", "Bop")
{ {
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.Bop(e.beat, e.length); }, 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 >= bop.startBeat && cond.songPositionInBeats < bop.startBeat + bop.length)
{ {
if (!(cond.songPositionInBeats >= noBop.startBeat && cond.songPositionInBeats < noBop.startBeat + noBop.length)) if (!(cond.songPositionInBeats >= noBop.startBeat && cond.songPositionInBeats < noBop.startBeat + noBop.length))
Cadet1.Play("Bop", -1, 0); Cadet1.DoScaledAnimationAsync("Bop", 0.5f);
Cadet2.Play("Bop", -1, 0); Cadet2.DoScaledAnimationAsync("Bop", 0.5f);
Cadet3.Play("Bop", -1, 0); Cadet3.DoScaledAnimationAsync("Bop", 0.5f);
CadetPlayer.Play("Bop", -1, 0); CadetPlayer.DoScaledAnimationAsync("Bop", 0.5f);
} }
} }
if (PlayerInput.Pressed() && !IsExpectingInputNow()) if (PlayerInput.Pressed() && !IsExpectingInputNow())
{ {
Jukebox.PlayOneShot("miss"); 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<BeatAction.Action>() BeatAction.New(Player, new List<BeatAction.Action>()
{ {
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<BeatAction.Action>() BeatAction.New(Player, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat, delegate { Sarge.Play("Talk", -1, 0);}), new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate { Cadet1.Play("MarchL", -1, 0);}), new BeatAction.Action(beat + 1f, delegate { Cadet1.DoScaledAnimationAsync("MarchL", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate { Cadet2.Play("MarchL", -1, 0);}), new BeatAction.Action(beat + 1f, delegate { Cadet2.DoScaledAnimationAsync("MarchL", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate { Cadet3.Play("MarchL", -1, 0);}), new BeatAction.Action(beat + 1f, delegate { Cadet3.DoScaledAnimationAsync("MarchL", 0.5f);}),
new BeatAction.Action(beat + 1f, delegate { CadetPlayer.Play("MarchL", -1, 0);}), new BeatAction.Action(beat + 1f, delegate { CadetPlayer.DoScaledAnimationAsync("MarchL", 0.5f);}),
}); });
} }
@ -182,7 +173,7 @@ namespace HeavenStudio.Games
BeatAction.New(Player, new List<BeatAction.Action>() BeatAction.New(Player, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat, delegate { Sarge.Play("Talk", -1, 0);}), new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
}); });
} }