Animations (almost) done!
just need that one animation internally called "Bomb" when it's actually steam
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@ -88,6 +88,8 @@ namespace HeavenStudio.Games
|
||||||
public GameEvent noBop = new GameEvent();
|
public GameEvent noBop = new GameEvent();
|
||||||
public GameEvent marching = new GameEvent();
|
public GameEvent marching = new GameEvent();
|
||||||
|
|
||||||
|
private int marchCount;
|
||||||
|
|
||||||
public static MarchingOrders instance;
|
public static MarchingOrders instance;
|
||||||
|
|
||||||
public enum DirectionFaceTurn
|
public enum DirectionFaceTurn
|
||||||
|
@ -127,10 +129,13 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
if (cond.songPositionInBeats >= marching.startBeat && cond.songPositionInBeats < marching.startBeat + marching.length)
|
if (cond.songPositionInBeats >= marching.startBeat && cond.songPositionInBeats < marching.startBeat + marching.length)
|
||||||
{
|
{
|
||||||
|
marchCount += 1;
|
||||||
|
var marchAnim = (marchCount % 2 != 0 ? "MarchR" : "MarchL");
|
||||||
|
|
||||||
Jukebox.PlayOneShotGame("marchingOrders/step1");
|
Jukebox.PlayOneShotGame("marchingOrders/step1");
|
||||||
Cadet1.DoScaledAnimationAsync("MarchL", 0.5f);
|
Cadet1.DoScaledAnimationAsync(marchAnim, 0.5f);
|
||||||
Cadet2.DoScaledAnimationAsync("MarchL", 0.5f);
|
Cadet2.DoScaledAnimationAsync(marchAnim, 0.5f);
|
||||||
Cadet3.DoScaledAnimationAsync("MarchL", 0.5f);
|
Cadet3.DoScaledAnimationAsync(marchAnim, 0.5f);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
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|
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