Bon Odori Animation Update 1 (#795)

* started working on bon odori

* bon odori is now playable, just no animations and sounds

* bon odori is functional now, just missing the art, better audio and animations

* nothing new, my git is always 1 commit behind

* Revert "nothing new, my git is always 1 commit behind"

This reverts commit b96a70004de5964902f7bc87d819a9e6047e77fb.

* changed the background

im only commiting because saladplainzone is gonna do the anims now

* Accurate BG

* Good prefab

* finalized player prefab

* Finalize Prefab

* More animation stuff

* Bow anim done

* text is now functional, passing the project to AstrlJelly

* merging w master branch

* text scrolling is ALMOST functional

* scrolling is ALMOST ALMOST functional

* FINALLY!!!! TEXT SCOLLING IS DONE!!!!!

* TEXT SCROLLING IS (almost) PERFECT!!!! now we gotta wait for the animations

* minor bug fixes

* TEXT SCROLLING IS ACTUALLY PERFECT NOW. also updated the font

* i forgor to change the outline on the fonts

* Fixed side clap, started replacing backgrounds

* Further improvements

* bopping stuff

* Fixed animations, added new bg upscale, made compatible with current master

* Added clapping fx

* removed transitions from front clap animation

---------

Co-authored-by: streitixy <danilomeiraivo@gmail.com>
Co-authored-by: saladplainzone <chocolate2890mail@gmail.com>
Co-authored-by: streitixy <85808002+streitixy@users.noreply.github.com>
This commit is contained in:
wookywok 2024-03-18 17:54:50 -05:00 committed by GitHub
parent 2757fac7d5
commit 650a9b6bb0
48 changed files with 9342 additions and 14198 deletions

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m_BuildTextureStacks: [] m_BuildTextureStacks: []

View File

@ -85,7 +85,7 @@ Material:
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- _Color: {r: 1, g: 1, b: 1, a: 1} - _Color: {r: 1, g: 1, b: 1, a: 1}
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m_BuildTextureStacks: [] m_BuildTextureStacks: []

View File

@ -85,7 +85,7 @@ Material:
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m_BuildTextureStacks: [] m_BuildTextureStacks: []

View File

@ -85,7 +85,7 @@ Material:
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m_BuildTextureStacks: [] m_BuildTextureStacks: []

View File

@ -40,6 +40,10 @@ Material:
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m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0} m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
@ -58,6 +62,7 @@ Material:
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@ -85,7 +90,7 @@ Material:
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@ -67,7 +67,7 @@ TextureImporter:
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@ -2078,6 +2078,27 @@ TextureImporter:
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@ -2183,6 +2204,7 @@ TextureImporter:
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View File

@ -226,6 +226,10 @@ namespace HeavenStudio.Games
[SerializeField] Animator CPU2; [SerializeField] Animator CPU2;
[SerializeField] Animator CPU3; [SerializeField] Animator CPU3;
[SerializeField] Animator Face; [SerializeField] Animator Face;
[SerializeField] Animator CPU1Face;
[SerializeField] Animator CPU2Face;
[SerializeField] Animator CPU3Face;
[SerializeField] Animator PlayerFace;
public enum typeClap public enum typeClap
{ {
SideClap = 0, SideClap = 0,
@ -371,14 +375,14 @@ namespace HeavenStudio.Games
clapTypeString = "ClapFront"; clapTypeString = "ClapFront";
} }
Player.Play(clapTypeString); Player.DoScaledAnimationAsync(clapTypeString, 0.5f);
if (!goBopDonpans) if (!goBopDonpans)
{ {
BeatAction.New(instance, new List<BeatAction.Action>() BeatAction.New(instance, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beatUniversal + 1d, delegate { Player.Play("NeutralClapped"); CPU1.Play("NeutralClapped"); CPU2.Play("NeutralClapped"); CPU3.Play("NeutralClapped");}), new BeatAction.Action(beatUniversal + 1d, delegate { Player.DoScaledAnimationAsync("NeutralClapped", 0.5f); CPU1.DoScaledAnimationAsync("NeutralClapped", 0.5f); CPU2.DoScaledAnimationAsync("NeutralClapped", 0.5f); CPU3.DoScaledAnimationAsync("NeutralClapped", 0.5f);}),
}); });
} }
@ -485,10 +489,10 @@ namespace HeavenStudio.Games
clapTypeString = "ClapFront"; clapTypeString = "ClapFront";
} }
Player.Play(clapTypeString); Player.DoScaledAnimationAsync(clapTypeString, 0.5f);
CPU1.Play(clapTypeString); CPU1.DoScaledAnimationAsync(clapTypeString, 0.5f);
CPU2.Play(clapTypeString); CPU2.DoScaledAnimationAsync(clapTypeString, 0.5f);
CPU3.Play(clapTypeString); CPU3.DoScaledAnimationAsync(clapTypeString, 0.5f);
if (!goBopDonpans) if (!goBopDonpans)
{ {
@ -503,9 +507,9 @@ namespace HeavenStudio.Games
public void Miss(PlayerActionEvent caller) public void Miss(PlayerActionEvent caller)
{ {
CPU1.Play(clapTypeString); CPU1.DoScaledAnimationAsync(clapTypeString, 0.5f);
CPU2.Play(clapTypeString); CPU2.DoScaledAnimationAsync(clapTypeString, 0.5f);
CPU3.Play(clapTypeString); CPU3.DoScaledAnimationAsync(clapTypeString, 0.5f);
SoundByte.PlayOneShot("miss"); SoundByte.PlayOneShot("miss");
BeatAction.New(instance, new List<BeatAction.Action>() BeatAction.New(instance, new List<BeatAction.Action>()
{ {
@ -527,10 +531,10 @@ namespace HeavenStudio.Games
clapTypeString = "ClapFront"; clapTypeString = "ClapFront";
} }
Player.Play(clapTypeString); Player.DoScaledAnimationAsync(clapTypeString, 0.5f);
CPU1.Play(clapTypeString); CPU1.DoScaledAnimationAsync(clapTypeString, 0.5f);
CPU2.Play(clapTypeString); CPU2.DoScaledAnimationAsync(clapTypeString, 0.5f);
CPU3.Play(clapTypeString); CPU3.DoScaledAnimationAsync(clapTypeString, 0.5f);
if (!goBopDonpans) if (!goBopDonpans)
{ {
@ -773,11 +777,11 @@ namespace HeavenStudio.Games
{ {
new BeatAction.Action(beat + i, delegate new BeatAction.Action(beat + i, delegate
{ {
Player.Play("Bop"); Player.DoScaledAnimationAsync("Bop", 0.5f);
CPU1.Play("Bop"); CPU1.DoScaledAnimationAsync("Bop", 0.5f);
CPU2.Play("Bop"); CPU2.DoScaledAnimationAsync("Bop", 0.5f);
CPU3.Play("Bop"); CPU3.DoScaledAnimationAsync("Bop", 0.5f);
Judge.Play("Bop"); Judge.DoScaledAnimationAsync("Bop", 0.5f);
}), }),
new BeatAction.Action(beat + length, delegate new BeatAction.Action(beat + length, delegate
@ -830,15 +834,15 @@ namespace HeavenStudio.Games
{ {
if (goBopDonpans) if (goBopDonpans)
{ {
Player.Play("Bop"); Player.DoScaledAnimationAsync("Bop", 0.5f);
CPU1.Play("Bop"); CPU1.DoScaledAnimationAsync("Bop", 0.5f);
CPU2.Play("Bop"); CPU2.DoScaledAnimationAsync("Bop", 0.5f);
CPU3.Play("Bop"); CPU3.DoScaledAnimationAsync("Bop", 0.5f);
} }
if (goBopJudge) if (goBopJudge)
{ {
Judge.Play("Bop"); Judge.DoScaledAnimationAsync("Bop", 0.5f);
} }
} }
public void DarkBG(double beat, bool toggle, float length) public void DarkBG(double beat, bool toggle, float length)