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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-26 03:25:22 +00:00
Animation speed helpers, stop on remix end (#91)
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057bdf7fe5
commit
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5 changed files with 102 additions and 104 deletions
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@ -82,9 +82,12 @@ namespace HeavenStudio
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// this entire thing is a mess redo it later
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//pos
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positionEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "move camera" });
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// legacy event
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positionEvents.AddRange(EventCaller.GetAllInGameManagerList("gameManager", new string[] { "move camera" }));
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//rot
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rotationEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "rotate camera" });
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positionEvents.AddRange(EventCaller.GetAllInGameManagerList("gameManager", new string[] { "rotate camera" }));
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//scale (TODO)
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// scaleEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "scale camera" });
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@ -58,11 +58,10 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
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else
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t = jumpPos;
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Monkey.transform.rotation = Quaternion.Euler(0, 0, Mathf.Lerp(22.5f, -22.5f, t));
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anim.Play("MonkeyJump0" + jumpAlt, -1, jumpPos);
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anim.DoScaledAnimation("MonkeyJump0" + jumpAlt, startJumpTime, jumpLength);
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}
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else
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anim.Play("MonkeyJump", -1, jumpPos);
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anim.speed = 0;
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anim.DoScaledAnimation("MonkeyJump", startJumpTime, jumpLength);
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}
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else
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{
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@ -70,8 +69,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
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{
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hasJumped = false;
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PajamaParty.instance.DoBedImpact();
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anim.Play("MonkeyLand", -1, 0);
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anim.speed = 1f / cond.pitchedSecPerBeat;
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anim.DoScaledAnimationAsync("MonkeyLand");
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Monkey.transform.rotation = Quaternion.Euler(0, 0, 0);
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jumpAlt = 0;
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}
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@ -97,8 +95,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
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Projectile.transform.rotation = Quaternion.Euler(0, 0, 0);
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if (hasThrown)
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{
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anim.Play("MonkeyBeat", -1, 0);
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anim.speed = 1f;
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anim.DoUnscaledAnimation("MonkeyBeat");
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Projectile.SetActive(false);
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hasThrown = false;
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}
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@ -117,14 +114,12 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
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public void Charge(float beat)
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{
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anim.Play("MonkeyReady", -1, 0);
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anim.speed = 1f;
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anim.DoUnscaledAnimation("MonkeyReady");
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}
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public void Throw(float beat)
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{
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anim.Play("MonkeyThrow", -1, 0);
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anim.speed = 1f;
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anim.DoUnscaledAnimation("MonkeyThrow");
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startThrowTime = beat;
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Projectile.SetActive(true);
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}
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@ -148,57 +143,25 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
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List<BeatAction.Action> seq =
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new List<BeatAction.Action>()
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{
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new BeatAction.Action( beat, delegate {
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anim.Play("MonkeySleep00", -1, 0);
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anim.speed = 1f / cond.pitchedSecPerBeat;
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}
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),
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new BeatAction.Action( beat + 0.5f, delegate {
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anim.Play("MonkeySleep01", -1, 0);
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anim.speed = 1f;
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}
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),
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new BeatAction.Action( beat, delegate { anim.DoScaledAnimationAsync("MonkeySleep00"); }),
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new BeatAction.Action( beat + 0.5f, delegate { anim.DoUnscaledAnimation("MonkeySleep01"); }),
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};
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if (col == 0 || col == 4)
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{
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seq.Add(new BeatAction.Action( beat + 1f, delegate {
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anim.Play("MonkeySleep02", -1, 0);
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anim.speed = 1f / cond.pitchedSecPerBeat;
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}
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));
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seq.Add(new BeatAction.Action( beat + 1f, delegate { anim.DoScaledAnimationAsync("MonkeySleep02"); }));
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}
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else if (col == 1 || col == 3)
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{
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seq.Add(new BeatAction.Action( beat + 1.5f, delegate {
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anim.Play("MonkeyReadySleep", -1, 0);
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anim.speed = 1f / cond.pitchedSecPerBeat;
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}
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));
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seq.Add(new BeatAction.Action( beat + 2.5f, delegate {
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anim.Play("MonkeySleep02", -1, 0);
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anim.speed = 1f / cond.pitchedSecPerBeat;
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}
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));
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seq.Add(new BeatAction.Action( beat + 1.5f, delegate { anim.DoScaledAnimationAsync("MonkeyReadySleep"); }));
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seq.Add(new BeatAction.Action( beat + 2.5f, delegate { anim.DoScaledAnimationAsync("MonkeySleep02"); }));
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}
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else
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{
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seq.Add(new BeatAction.Action( beat + 3f, delegate {
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anim.Play("MonkeyReadySleep", -1, 0);
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anim.speed = 1f / cond.pitchedSecPerBeat;
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seq.Add(new BeatAction.Action( beat + 3f, delegate { anim.DoScaledAnimationAsync("MonkeyReadySleep"); }));
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seq.Add(new BeatAction.Action( beat + 4f, delegate { anim.DoScaledAnimationAsync("MonkeySleep02"); }));
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}
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));
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seq.Add(new BeatAction.Action( beat + 4f, delegate {
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anim.Play("MonkeySleep02", -1, 0);
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anim.speed = 1f / cond.pitchedSecPerBeat;
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}
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));
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}
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seq.Add(new BeatAction.Action( beat + 7f, delegate {
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anim.Play("MonkeyAwake", -1, 0);
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anim.speed = 1f / cond.pitchedSecPerBeat;
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}
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));
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seq.Add(new BeatAction.Action( beat + 7f, delegate { anim.DoScaledAnimationAsync("MonkeyAwake"); }));
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BeatAction.New(Monkey, seq);
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}
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@ -72,8 +72,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
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Player.transform.localPosition = new Vector3(0, jumpHeight * yWeight);
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Shadow.transform.localScale = new Vector3((1f-yWeight*0.2f) * 1.65f, (1f-yWeight*0.2f), 1f);
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// handles the shirt lifting
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anim.Play("MakoJump", -1, jumpPos);
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anim.speed = 0;
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anim.DoScaledAnimation("MakoJump", startJumpTime, jumpLength);
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}
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else
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{
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@ -84,12 +83,11 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
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hasJumped = false;
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PajamaParty.instance.DoBedImpact();
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if (jumpNg)
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anim.Play("MakoCatchNg", -1, 0);
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anim.DoScaledAnimationAsync("MakoCatchNg");
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else if (jumpHeight != 4f)
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anim.Play("MakoCatch", -1, 0);
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anim.DoScaledAnimationAsync("MakoCatch");
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else
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anim.Play("MakoLand", -1, 0);
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anim.speed = 1f / cond.pitchedSecPerBeat;
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anim.DoScaledAnimationAsync("MakoLand");
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jumpNg = false;
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}
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startJumpTime = Single.MinValue;
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@ -110,8 +108,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
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}
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else
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{
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Projectile.GetComponent<Animator>().Play("ThrowOut", -1, jumpPos);
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Projectile.GetComponent<Animator>().speed = 0;
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Projectile.GetComponent<Animator>().DoScaledAnimation("ThrowOut", startThrowTime, throwLength);
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}
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Projectile.transform.rotation = Quaternion.Euler(0, 0, Projectile.transform.rotation.eulerAngles.z - (360f * Time.deltaTime));
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}
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@ -125,16 +122,15 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
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{
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if (throwNg)
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{
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anim.Play("MakoCatchNg", -1, 0);
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anim.DoUnscaledAnimation("MakoCatchNg");
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}
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else
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{
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anim.Play("MakoCatch", -1, 0);
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anim.DoUnscaledAnimation("MakoCatch");
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}
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//TODO: change when locales are a thing
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Jukebox.PlayOneShotGame("pajamaParty/jp/catch" + UnityEngine.Random.Range(0, 2)); //bruh
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anim.speed = 1f;
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Projectile.SetActive(false);
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hasThrown = false;
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throwNg = false;
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@ -153,10 +149,9 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
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if (drop)
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{
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throwType = false;
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Projectile.GetComponent<Animator>().Play("ThrowOut", -1, 0);
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Projectile.GetComponent<Animator>().speed = 0;
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Projectile.transform.rotation = Quaternion.Euler(0, 0, 360f * UnityEngine.Random.Range(0f, 1f));
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throwLength = 0.5f;
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Projectile.GetComponent<Animator>().DoScaledAnimation("ThrowOut", startThrowTime, throwLength);
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Projectile.transform.rotation = Quaternion.Euler(0, 0, 360f * UnityEngine.Random.Range(0f, 1f));
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}
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else
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{
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@ -181,8 +176,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
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public void StartCharge()
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{
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canJump = false;
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anim.Play("MakoReady");
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anim.speed = 1f;
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anim.DoUnscaledAnimation("MakoReady");
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charging = true;
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}
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@ -193,22 +187,17 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
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charging = false;
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canCharge = false;
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if (hit)
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{
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anim.Play("MakoThrow");
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anim.speed = 1f;
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}
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anim.DoUnscaledAnimation("MakoThrow");
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else
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{
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anim.Play("MakoThrowOut");
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anim.speed = (1f / cond.pitchedSecPerBeat) * 0.5f;
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anim.DoScaledAnimationAsync("MakoThrowOut", 0.5f);
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BeatAction.New(Player, new List<BeatAction.Action>()
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{
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new BeatAction.Action(
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beat + 0.5f,
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delegate {
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anim.Play("MakoPickUp", -1, 0);
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anim.DoScaledAnimationAsync("MakoPickUp");
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Jukebox.PlayOneShotGame("pajamaParty/jp/catch" + UnityEngine.Random.Range(0, 2)); //bruh
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anim.speed = 1f / cond.pitchedSecPerBeat;
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Projectile.SetActive(false);
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canCharge = true;
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canJump = true;
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@ -221,8 +210,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
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public void PlayerThrough(float beat)
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{
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var cond = Conductor.instance;
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anim.Play("MakoThrough", -1, 0);
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anim.speed = (1f / cond.pitchedSecPerBeat) * 0.5f;
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anim.DoScaledAnimationAsync("MakoThrough", 0.5f);
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charging = false;
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canCharge = false;
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canJump = false;
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@ -352,8 +340,8 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
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canCharge = true;
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hasJumped = false;
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PajamaParty.instance.DoBedImpact();
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anim.Play("MakoLand", -1, 0);
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anim.speed = 1f / cond.pitchedSecPerBeat;
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anim.DoScaledAnimationAsync("MakoLand");
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}
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startJumpTime = Single.MinValue;
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Player.transform.localPosition = new Vector3(0, 0);
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@ -363,15 +351,11 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
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{
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new BeatAction.Action(
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beat,
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delegate { anim.Play("MakoSleep00", -1, 0);
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anim.speed = 1f / cond.pitchedSecPerBeat;
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}
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delegate { anim.DoScaledAnimationAsync("MakoSleep00"); }
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),
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new BeatAction.Action(
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beat + 0.5f,
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delegate { anim.Play("MakoSleep01", -1, 0);
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anim.speed = 1f;
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}
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delegate { anim.DoUnscaledAnimation("MakoSleep01"); }
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),
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new BeatAction.Action(
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beat + 1f,
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@ -383,10 +367,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
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beat + 3f,
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delegate {
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if (canSleep)
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{
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anim.Play(alt ? "MakoReadySleep01" : "MakoReadySleep", -1, 0);
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anim.speed = 1f / cond.pitchedSecPerBeat;
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}
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anim.DoScaledAnimationAsync(alt ? "MakoReadySleep01" : "MakoReadySleep");
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}
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),
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new BeatAction.Action(
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@ -407,23 +388,18 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
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caller.CanHit(false);
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canSleep = false;
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if (state <= -1f || state >= 1f)
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{
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anim.Play("MakoSleepNg", -1, 0);
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}
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anim.DoUnscaledAnimation("MakoSleepNg");
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else
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{
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Jukebox.PlayOneShotGame("pajamaParty/siesta4");
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anim.Play("MakoSleepJust", -1, 0);
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anim.speed = 1f / cond.pitchedSecPerBeat;
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anim.DoScaledAnimationAsync("MakoSleepJust");
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BeatAction.New(Player, new List<BeatAction.Action>()
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{
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new BeatAction.Action(
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caller.startBeat + 7f,
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delegate {
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anim.Play("MakoAwake", -1, 0);
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anim.speed = 1f / cond.pitchedSecPerBeat;
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anim.DoScaledAnimationAsync("MakoAwake");
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Jukebox.PlayOneShotGame("pajamaParty/siestaDone");
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}
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),
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@ -437,8 +413,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
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var cond = Conductor.instance;
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if (canSleep)
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{
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anim.Play("MakoSleepThrough", -1, 0);
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anim.speed = 1f / cond.pitchedSecPerBeat;
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anim.DoScaledAnimationAsync("MakoSleepThrough", -1, 0);
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caller.CanHit(false);
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canSleep = false;
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}
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@ -449,9 +424,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
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var cond = Conductor.instance;
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if (canSleep)
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{
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anim.Play("MakoSleepOut", -1, 0);
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anim.speed = (1f / cond.pitchedSecPerBeat) * 0.5f;
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anim.DoScaledAnimationAsync("MakoSleepOut", 0.5f);
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Jukebox.PlayOneShotGame("pajamaParty/siestaBad");
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caller.CanHit(false);
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canSleep = false;
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@ -4,7 +4,7 @@ using UnityEngine;
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using DG.Tweening;
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using HeavenStudio.Util;
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using HeavenStudio.Editor.Track;
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using HeavenStudio.Games;
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using System;
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@ -121,7 +121,7 @@ namespace HeavenStudio
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new Minigame("gameManager", "Game Manager", "", false, true, new List<GameAction>()
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{
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new GameAction("switchGame", delegate { GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat); }, 0.5f, inactiveFunction: delegate { GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat); }),
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new GameAction("end", delegate { Debug.Log("end"); }),
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new GameAction("end", delegate { Debug.Log("end"); GameManager.instance.Stop(0); Timeline.instance?.SetTimeButtonColors(true, false, false);}),
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new GameAction("skill star", delegate { }, 1f, true),
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new GameAction("flash", delegate
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{
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@ -9,5 +9,64 @@ namespace HeavenStudio.Util
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float compare = anim.GetCurrentAnimatorStateInfo(0).speed;
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return anim.GetCurrentAnimatorStateInfo(0).normalizedTime >= compare && !anim.IsInTransition(0);
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}
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/// <summary>
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/// Sets animator's progress on an animation based on current song beat between startTime and length
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/// function must be called in actor's Update loop to update properly
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/// </summary>
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/// <param name="anim">Animator to update</param>
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/// <param name="animName">name of animation to play</param>
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/// <param name="startTime">reference start time of animation (progress 0.0)</param>
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/// <param name="length">duration of animation (progress 1.0)</param>
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/// <param name="timeScale">multiplier for animation progress (smaller values make animation slower)</param>
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/// <param name="animLayer">animator layer to play animation on</param>
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public static void DoScaledAnimation(this Animator anim, string animName, float startTime, float length = 1f, float timeScale = 1f, int animLayer = -1)
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{
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float pos = Conductor.instance.GetPositionFromBeat(startTime, length) * timeScale;
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anim.Play(animName, animLayer, pos);
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anim.speed = 0;
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}
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/// <summary>
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/// Sets animator progress on an animation according to pos
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/// </summary>
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/// <param name="anim">Animator to update</param>
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/// <param name="animName">name of animation to play</param>
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/// <param name="pos">position to set animation progress to (0.0 - 1.0)</param>
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/// <param name="animLayer">animator layer to play animation on</param>
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public static void DoNormalizedAnimation(this Animator anim, string animName, float pos = 0f, int animLayer = -1)
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{
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anim.Play(animName, animLayer, pos);
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anim.speed = 0;
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}
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/// <summary>
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/// Plays animation on animator, scaling speed to song BPM
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/// call this funtion once, when playing an animation
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/// </summary>
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/// <param name="anim">Animator to play animation on</param>
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/// <param name="animName">name of animation to play</param>
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/// <param name="timeScale">multiplier for animation speed</param>
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/// <param name="startPos">starting progress of animation</param>
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/// <param name="animLayer">animator layer to play animation on</param>
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public static void DoScaledAnimationAsync(this Animator anim, string animName, float timeScale = 1f, float startPos = 0f, int animLayer = -1)
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{
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anim.Play(animName, animLayer, startPos);
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anim.speed = (1f / Conductor.instance.pitchedSecPerBeat) * timeScale;
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}
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/// <summary>
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/// Plays animation on animator, at default speed
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/// this is the least nessecary function here lol
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/// </summary>
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/// <param name="anim">Animator to play animation on</param>
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/// <param name="animName">name of animation to play</param>
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/// <param name="startPos">starting progress of animation</param>
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/// <param name="animLayer">animator layer to play animation on</param>
|
||||
public static void DoUnscaledAnimation(this Animator anim, string animName, float startPos = 0f, int animLayer = -1)
|
||||
{
|
||||
anim.Play(animName, animLayer, startPos);
|
||||
anim.speed = 1f;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue