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 faaf3854db
commit 69f8e29173
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
54 changed files with 9342 additions and 14198 deletions

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