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Sumo Brothers Bug Fixes & New Pose (#710)
* Bug Fixes Un-interpolated the Inu Sensei alarm animation. Fixed the incorrect player stomp animation playing if it was the final one. Redid background to be more accurate + added some "fun" extension to it. Added the ability to cue in a slap/stomp signal while another game is inactive. * Sumo Pose anims v3 Added all the 3rd (non-miss) pose animations. The random pose option can now finally be random with another pose to choose from. Also made a minor tweak to how cueing in from another game works. * Sumo Pose anims v3.5 Added the missing miss animations for the new poses. Also extended the background a lot more (I love the remixer).
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52 changed files with 146735 additions and 779 deletions
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@ -551,9 +551,9 @@ RectTransform:
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m_Pivot: {x: 0, y: 0.5}
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--- !u!114 &9435782
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@ -4172,9 +4172,9 @@ RectTransform:
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m_Father: {fileID: 539838476}
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m_SizeDelta: {x: 32, y: 32}
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m_Pivot: {x: 1, y: 0.5}
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--- !u!114 &121871281
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@ -4396,9 +4396,9 @@ RectTransform:
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m_Father: {fileID: 539838476}
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m_SizeDelta: {x: 32, y: 32}
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m_Pivot: {x: 1, y: 0.5}
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--- !u!114 &129013734
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@ -4532,9 +4532,9 @@ RectTransform:
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m_SizeDelta: {x: 32, y: 32}
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m_Pivot: {x: 1, y: 0.5}
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--- !u!114 &151246938
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@ -37250,9 +37250,9 @@ RectTransform:
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m_Father: {fileID: 574002313}
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m_AnchorMin: {x: 0, y: 1}
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m_SizeDelta: {x: 32, y: 32}
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m_Pivot: {x: 0, y: 0.5}
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--- !u!114 &1345846031
|
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|
@ -46876,9 +46876,9 @@ RectTransform:
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m_Father: {fileID: 574002313}
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m_RootOrder: 2
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_SizeDelta: {x: 32, y: 32}
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m_Pivot: {x: 0, y: 0.5}
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--- !u!114 &1783491359
|
||||
|
|
|
@ -45,10 +45,10 @@ namespace HeavenStudio.Games.Loaders
|
|||
function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.Bop(e.beat, e.length, e["bopInu"], e["bopSumo"], e["bopInuAuto"], e["bopSumoAuto"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("bopInu", true, "Bop Inu", "Whether Inu Sensei should bop."),
|
||||
new Param("bopSumo", true, "Bop Sumo", "Whether the Sumo Brothers should bop."),
|
||||
new Param("bopInuAuto", false, "Bop Inu (Auto)", "Whether Inu Sensei should bop automatically."),
|
||||
new Param("bopSumoAuto", false, "Bop Sumo (Auto)", "Whether the Sumo Brothers should bop automatically."),
|
||||
new Param("bopInu", true, "Inu Sensei", "Whether Inu Sensei should bop."),
|
||||
new Param("bopSumo", true, "Sumo Brothers", "Whether the Sumo Brothers should bop."),
|
||||
new Param("bopInuAuto", false, "Inu Sensei (Auto)", "Whether Inu Sensei should bop automatically."),
|
||||
new Param("bopSumoAuto", false, "Sumo Brothers (Auto)", "Whether the Sumo Brothers should bop automatically."),
|
||||
},
|
||||
defaultLength = 1f,
|
||||
resizable = true
|
||||
|
@ -68,23 +68,25 @@ namespace HeavenStudio.Games.Loaders
|
|||
|
||||
new GameAction("stompSignal", "Stomp Signal")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.StompSignal(e.beat, e["mute"], e["look"]); },
|
||||
function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.StompSignal(e.beat, e["mute"], !e["mute"], e["look"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("mute", false, "Mute", "Disables Inu Sensei's sound cues and animations."),
|
||||
new Param("look", true, "Look Forward", "The Sumo Brothers will look at the camera if transitioning from slapping.")
|
||||
},
|
||||
inactiveFunction = delegate { var e = eventCaller.currentEntity; if (!e["mute"]) { SumoBrothers.StompSignalSound(e.beat);} },
|
||||
defaultLength = 4f,
|
||||
priority = 4
|
||||
},
|
||||
|
||||
new GameAction("slapSignal", "Slap Signal")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.SlapSignal(e.beat, e["mute"]); },
|
||||
function = delegate { var e = eventCaller.currentEntity; SumoBrothers.instance.SlapSignal(e.beat, e["mute"], !e["mute"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("mute", false, "Mute", "Disables Inu Sensei's sound cues and animations.")
|
||||
},
|
||||
inactiveFunction = delegate { var e = eventCaller.currentEntity; if (!e["mute"]) { SumoBrothers.SlapSignalSound(e.beat);} },
|
||||
defaultLength = 4f,
|
||||
priority = 3
|
||||
},
|
||||
|
@ -97,7 +99,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
new Param.CollapseParam((x, _) => !(bool)x, new string[] { "type" })
|
||||
}),
|
||||
new Param("type", new EntityTypes.Integer(1, 2, 1), "Pose", "The pose that the Sumo Brothers will make."),
|
||||
new Param("type", new EntityTypes.Integer(1, 3, 1), "Pose", "The pose that the Sumo Brothers will make."),
|
||||
new Param("bg", SumoBrothers.BGType.None, "Background", "The background that appears on a successful input."),
|
||||
new Param("confetti", false, "Confetti (WIP)", "Confetti particles will fly everywhere on a successful input.")
|
||||
},
|
||||
|
@ -116,7 +118,11 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true
|
||||
},
|
||||
|
||||
});
|
||||
}
|
||||
//new List<string>() { "ctr", "keep" },
|
||||
//"ctrsumou", "jp",
|
||||
//new List<string>() { }
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -280,8 +286,27 @@ namespace HeavenStudio.Games
|
|||
sumoBrotherPHead.DoScaledAnimationAsync("SumoPMiss");
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public override void OnGameSwitch(double beat) // stole code from manzai
|
||||
{
|
||||
foreach(var entity in GameManager.instance.Beatmap.Entities)
|
||||
{
|
||||
if(entity.beat > beat) //the list is sorted based on the beat of the entity, so this should work fine.
|
||||
{
|
||||
break;
|
||||
}
|
||||
if((entity.datamodel != "sumoBrothers/stompSignal" && entity.datamodel != "sumoBrothers/slapSignal") || entity.beat + entity.length < beat)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
bool isOnGameSwitchBeat = entity.beat == beat;
|
||||
if(entity.datamodel == "sumoBrothers/stompSignal") {StompSignal(entity.beat, true, true, entity["look"]);}
|
||||
if(entity.datamodel == "sumoBrothers/slapSignal") {SlapSignal(entity.beat, true, true);}
|
||||
}
|
||||
|
||||
//SetEndBeat(beat);
|
||||
}
|
||||
|
||||
public override void OnLateBeatPulse(double beat)
|
||||
{
|
||||
|
@ -316,6 +341,17 @@ namespace HeavenStudio.Games
|
|||
print("sumo pose type: " + sumoPoseType);
|
||||
}
|
||||
|
||||
/*private void SetEndBeat(double beat) // code stolen from crop stomp, slightly modified
|
||||
{
|
||||
var nextEnd = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame", "end" }).Find(e => e.beat > beat);
|
||||
double nextEndBeat = nextEnd?.beat ?? double.MaxValue;
|
||||
|
||||
var firstEnd = GameManager.instance.Beatmap.Entities.Find(c => c.datamodel == "cropStomp/end" && c.beat >= beat && c.beat < nextEndBeat);
|
||||
if (firstEnd != null) {
|
||||
marchEndBeat = firstEnd.beat;
|
||||
}
|
||||
}*/
|
||||
|
||||
public void Bop(double beat, float length, bool inu, bool sumo, bool inuAuto, bool sumoAuto)
|
||||
{
|
||||
goBopInu = inuAuto;
|
||||
|
@ -357,7 +393,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
}
|
||||
|
||||
public void StompSignal(double beat, bool mute, bool lookatcam)
|
||||
public void StompSignal(double beat, bool mute, bool inu, bool lookatcam)
|
||||
{
|
||||
if (sumoState == SumoState.Stomp || cueCurrentlyActive)
|
||||
{
|
||||
|
@ -379,7 +415,7 @@ namespace HeavenStudio.Games
|
|||
new BeatAction.Action(beat + 3, delegate { allowBopSumo = false; })
|
||||
});
|
||||
|
||||
if (mute == false)
|
||||
if (inu && conductor.songPosBeat <= beat + 2)
|
||||
{
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
|
@ -387,49 +423,55 @@ namespace HeavenStudio.Games
|
|||
new BeatAction.Action(beat, delegate { inuSensei.DoScaledAnimationAsync("InuBeatChange", 0.5f); }),
|
||||
new BeatAction.Action(beat + 2, delegate { inuSensei.DoScaledAnimationAsync("InuBeatChange", 0.5f); })
|
||||
});
|
||||
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("sumoBrothers/stompsignal", beat),
|
||||
new MultiSound.Sound("sumoBrothers/stompsignal", beat + 2f)
|
||||
}, forcePlay: true);
|
||||
|
||||
}
|
||||
|
||||
if (mute == false) { StompSignalSound(beat); }
|
||||
|
||||
sumoStatePrevious = sumoState;
|
||||
sumoState = SumoState.Stomp;
|
||||
|
||||
int firstStomp = 0;
|
||||
int stompType = 1;
|
||||
|
||||
if (sumoStatePrevious == SumoState.Slap) {
|
||||
firstStomp = 1;
|
||||
stompType = 3;
|
||||
} else if (sumoStatePrevious == SumoState.Pose) {
|
||||
firstStomp = 2;
|
||||
stompType = 4;
|
||||
}
|
||||
|
||||
StompRecursive(beat + 3, 1, firstStomp);
|
||||
StompRecursive(beat + 3, 1, stompType);
|
||||
|
||||
}
|
||||
|
||||
private void StompRecursive(double beat, double remaining, int firstStomp)
|
||||
public static void StompSignalSound(double beat)
|
||||
{
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("sumoBrothers/stompsignal", beat),
|
||||
new MultiSound.Sound("sumoBrothers/stompsignal", beat + 2f)
|
||||
}, forcePlay: true);
|
||||
}
|
||||
|
||||
private void StompRecursive(double beat, double remaining, int type)
|
||||
{
|
||||
|
||||
if (sumoState != SumoState.Stomp) { remaining -= 1; }
|
||||
|
||||
if (remaining <= 0) { return; }
|
||||
|
||||
if (firstStomp == 1) { // Stomp Animation - Transition from Slapping to Stomping
|
||||
if (type == 3) { // Stomp Animation - Transition from Slapping to Stomping
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { sumoStompDir = true; }),
|
||||
new BeatAction.Action(beat + 1, delegate { sumoStatePrevious = SumoState.Stomp; }),
|
||||
new BeatAction.Action(beat + 1, delegate { lookingAtCamera = false; }),
|
||||
new BeatAction.Action(beat + 1, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompL", 0.5f); }),
|
||||
new BeatAction.Action(beat + 1, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 0.5f); }),
|
||||
new BeatAction.Action(beat + 1, delegate { if (sumoState == SumoState.Stomp && !inuSensei.IsPlayingAnimationNames("InuFloatMiss")) {inuSensei.DoScaledAnimationAsync("InuFloat", 0.5f);} })
|
||||
});
|
||||
} else if (firstStomp == 2) { // Stomp Animation - Transition from Posing to Stomping
|
||||
} else if (type == 4) { // Stomp Animation - Transition from Posing to Stomping
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { sumoStompDir = true; }),
|
||||
new BeatAction.Action(beat, delegate { sumoBrotherP.DoScaledAnimationAsync("SumoPoseSwitch",0.5f); }),
|
||||
new BeatAction.Action(beat, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoPoseSwitch",0.5f); }),
|
||||
new BeatAction.Action(beat, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPStomp",0.5f); }),
|
||||
|
@ -439,10 +481,11 @@ namespace HeavenStudio.Games
|
|||
new BeatAction.Action(beat + 1, delegate { sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp", 0.5f); }),
|
||||
new BeatAction.Action(beat + 1, delegate { if (sumoState == SumoState.Stomp && !inuSensei.IsPlayingAnimationNames("InuFloatMiss")) {inuSensei.DoScaledAnimationAsync("InuFloat", 0.5f);} })
|
||||
});
|
||||
} else if (sumoStompDir) { // Stomp Animation - Left Stomp
|
||||
} else if (type == 1) { // Stomp Animation - Left Stomp
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { sumoStatePrevious = SumoState.Stomp; }),
|
||||
new BeatAction.Action(beat, delegate { sumoStompDir = true; }),
|
||||
new BeatAction.Action(beat, delegate { sumoBrotherP.DoScaledAnimationAsync("SumoStompPrepareL", 0.5f); }),
|
||||
new BeatAction.Action(beat, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompPrepareR", 0.5f); }),
|
||||
new BeatAction.Action(beat, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPStomp", 0.5f); }),
|
||||
|
@ -450,10 +493,11 @@ namespace HeavenStudio.Games
|
|||
new BeatAction.Action(beat + 1, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompR", 0.5f); }),
|
||||
new BeatAction.Action(beat + 1, delegate { if (sumoState == SumoState.Stomp && !inuSensei.IsPlayingAnimationNames("InuFloatMiss")) {inuSensei.DoScaledAnimationAsync("InuFloat", 0.5f);} })
|
||||
});
|
||||
} else { // Stomp Animation - Right Stomp
|
||||
} else if (type == 2) { // Stomp Animation - Right Stomp
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { sumoStatePrevious = SumoState.Stomp; }),
|
||||
new BeatAction.Action(beat, delegate { sumoStompDir = false; }),
|
||||
new BeatAction.Action(beat, delegate { sumoBrotherP.DoScaledAnimationAsync("SumoStompPrepareR", 0.5f); }),
|
||||
new BeatAction.Action(beat, delegate { sumoBrotherG.DoScaledAnimationAsync("SumoStompPrepareL", 0.5f); }),
|
||||
new BeatAction.Action(beat, delegate { sumoBrotherPHead.DoScaledAnimationAsync("SumoPStomp", 0.5f); }),
|
||||
|
@ -462,12 +506,14 @@ namespace HeavenStudio.Games
|
|||
new BeatAction.Action(beat + 1, delegate { if (sumoState == SumoState.Stomp && !inuSensei.IsPlayingAnimationNames("InuFloatMiss")) {inuSensei.DoScaledAnimationAsync("InuFloat", 0.5f);} })
|
||||
});
|
||||
}
|
||||
|
||||
if (type == 2) {type = 1;} else { type = 2; }
|
||||
|
||||
|
||||
var stompInput = ScheduleInput(beat , 1, InputAction_BasicPress, StompHit, StompMiss, Nothing);
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { StompRecursive(beat + 2, remaining, 0); })
|
||||
new BeatAction.Action(beat, delegate { StompRecursive(beat + 2, remaining, type); })
|
||||
});
|
||||
|
||||
stompInput.IsHittable = () => {
|
||||
|
@ -475,14 +521,12 @@ namespace HeavenStudio.Games
|
|||
};
|
||||
|
||||
|
||||
if (sumoStompDir) { sumoStompDir = false;}
|
||||
else
|
||||
{ sumoStompDir = true;}
|
||||
|
||||
print("sumo stomp dir: " + sumoStompDir);
|
||||
|
||||
}
|
||||
|
||||
public void SlapSignal(double beat, bool mute)
|
||||
public void SlapSignal(double beat, bool mute, bool inu)
|
||||
{
|
||||
if (sumoState == SumoState.Slap || cueCurrentlyActive)
|
||||
{
|
||||
|
@ -506,7 +550,7 @@ namespace HeavenStudio.Games
|
|||
new BeatAction.Action(beat + 3, delegate { if (sumoStatePrevious == SumoState.Pose) sumoBrotherGHead.DoScaledAnimationAsync("SumoGStomp",0.5f); })
|
||||
});
|
||||
|
||||
if (mute == false)
|
||||
if (inu && conductor.songPosBeat <= beat + 3)
|
||||
{
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
|
@ -517,16 +561,10 @@ namespace HeavenStudio.Games
|
|||
new BeatAction.Action(beat + 3, delegate { inuSensei.DoScaledAnimationAsync("InuBeatChange", 0.5f); }),
|
||||
new BeatAction.Action(beat + 3, delegate { allowBopInu = true; })
|
||||
});
|
||||
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("sumoBrothers/slapsignal", beat),
|
||||
new MultiSound.Sound("sumoBrothers/slapsignal", beat + 1f),
|
||||
new MultiSound.Sound("sumoBrothers/slapsignal", beat + 2f),
|
||||
new MultiSound.Sound("sumoBrothers/slapsignal", beat + 3f)
|
||||
}, forcePlay: true);
|
||||
}
|
||||
|
||||
if (mute == false) { SlapSignalSound(beat); }
|
||||
|
||||
sumoStatePrevious = sumoState;
|
||||
sumoState = SumoState.Slap;
|
||||
SlapRecursive(beat + 4, 4);
|
||||
|
@ -538,6 +576,17 @@ namespace HeavenStudio.Games
|
|||
|
||||
}
|
||||
|
||||
public static void SlapSignalSound(double beat)
|
||||
{
|
||||
MultiSound.Play(new MultiSound.Sound[]
|
||||
{
|
||||
new MultiSound.Sound("sumoBrothers/slapsignal", beat),
|
||||
new MultiSound.Sound("sumoBrothers/slapsignal", beat + 1f),
|
||||
new MultiSound.Sound("sumoBrothers/slapsignal", beat + 2f),
|
||||
new MultiSound.Sound("sumoBrothers/slapsignal", beat + 3f)
|
||||
}, forcePlay: true);
|
||||
}
|
||||
|
||||
private void SlapRecursive(double beat, double remaining)
|
||||
{
|
||||
|
||||
|
@ -605,10 +654,10 @@ namespace HeavenStudio.Games
|
|||
sumoState = SumoState.Pose;
|
||||
|
||||
if (sumoPoseTypeNext > 0 & randomPose) {
|
||||
poseType = UnityEngine.Random.Range(1, 2);
|
||||
poseType = UnityEngine.Random.Range(1, 3);
|
||||
if (poseType >= sumoPoseTypeNext) poseType++;
|
||||
} else if (randomPose) {
|
||||
poseType = UnityEngine.Random.Range(1, 3);
|
||||
poseType = UnityEngine.Random.Range(1, 4);
|
||||
}
|
||||
|
||||
var cond = Conductor.instance;
|
||||
|
|
Loading…
Reference in a new issue