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Mr. Upbeat Rework (#418)
* everything but the text * new spritesheet (thank u sean) * better/more accurate background color * bg color changing with fade (code courtesy of ras) * mr. upbeat blip color changing * full blip implementation, with size changing and text display * text is still weird (gray box around all the letters) but i hope that's an easy fix. * almost done just need to fix the text and get rid of the reliance on the ding! block * finishing touches + a buncha testing everything works!!! and i don't think i left anything out * forgot an n lol * oh my god i hate mr. downbeat this "force" option is not very intuitive to use. nor is it coded amazingly. but i do not care. if you really wanna use it then mess around and see what works
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@ -439,6 +462,7 @@ MonoBehaviour:
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m_Height: 106
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m_Width: 76.8125
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@ -453,6 +477,7 @@ MonoBehaviour:
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m_Height: 109
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m_Height: 109
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m_Scale: 1
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m_Scale: 1
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m_Width: 77.765625
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@ -467,6 +492,7 @@ MonoBehaviour:
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m_Height: 111
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m_Scale: 1
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m_Width: 73.84375
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@ -481,6 +507,7 @@ MonoBehaviour:
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m_Height: 107
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m_Width: 79.25
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@ -495,6 +522,7 @@ MonoBehaviour:
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m_Height: 111
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m_Height: 111
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m_Scale: 1
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m_Scale: 1
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m_Width: 77.75
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@ -509,6 +537,7 @@ MonoBehaviour:
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m_Height: 111
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m_Height: 111
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m_Width: 16.609375
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@ -523,6 +552,7 @@ MonoBehaviour:
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m_Height: 75
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m_Scale: 1
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m_Scale: 1
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m_Width: 16.609375
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@ -537,6 +567,7 @@ MonoBehaviour:
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m_Height: 94
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m_Scale: 1
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m_Width: 62.359375
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@ -551,6 +582,7 @@ MonoBehaviour:
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m_Height: 84
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m_Scale: 1
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m_Width: 74.515625
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@ -565,6 +597,7 @@ MonoBehaviour:
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m_Height: 43
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m_Scale: 1
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m_Width: 62.375
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@ -579,6 +612,7 @@ MonoBehaviour:
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m_Height: 84
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m_Scale: 1
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m_Scale: 1
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m_AtlasIndex: 0
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m_Width: 69.53125
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@ -593,6 +627,7 @@ MonoBehaviour:
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m_Height: 108
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m_Height: 108
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m_Scale: 1
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m_Scale: 1
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m_AtlasIndex: 0
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m_Width: 106.921875
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@ -607,6 +642,7 @@ MonoBehaviour:
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m_Height: 111
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m_Height: 111
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m_Scale: 1
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m_Scale: 1
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m_AtlasIndex: 0
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m_Width: 94.90625
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@ -621,6 +657,7 @@ MonoBehaviour:
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m_Height: 106
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m_Height: 106
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m_Scale: 1
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m_Scale: 1
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m_AtlasIndex: 0
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m_Width: 77.359375
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@ -635,6 +672,7 @@ MonoBehaviour:
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m_Height: 106
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m_Height: 106
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m_Scale: 1
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m_Scale: 1
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m_AtlasIndex: 0
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m_Width: 85.859375
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@ -649,6 +687,7 @@ MonoBehaviour:
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m_Height: 111
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m_Height: 111
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m_Scale: 1
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m_Scale: 1
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m_AtlasIndex: 0
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m_Width: 84.921875
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@ -663,6 +702,7 @@ MonoBehaviour:
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m_Height: 106
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m_Height: 106
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m_Scale: 1
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m_Scale: 1
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m_AtlasIndex: 0
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m_Width: 71.828125
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@ -677,6 +717,7 @@ MonoBehaviour:
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m_Height: 106
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m_Height: 106
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m_Scale: 1
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m_Scale: 1
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m_Width: 66.96875
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@ -691,6 +732,7 @@ MonoBehaviour:
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m_Height: 106
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m_Height: 106
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m_Scale: 1
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m_Scale: 1
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@ -705,6 +747,7 @@ MonoBehaviour:
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m_Height: 111
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m_Height: 111
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m_Scale: 1
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m_Scale: 1
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@ -719,6 +762,7 @@ MonoBehaviour:
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m_Height: 106
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m_Height: 106
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m_Scale: 1
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@ -733,6 +777,7 @@ MonoBehaviour:
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m_Height: 106
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@ -747,6 +792,7 @@ MonoBehaviour:
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m_Height: 109
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@ -761,6 +807,7 @@ MonoBehaviour:
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m_Height: 106
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@ -775,6 +822,7 @@ MonoBehaviour:
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m_Height: 106
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@ -789,6 +837,7 @@ MonoBehaviour:
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m_Height: 106
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m_Width: 78.828125
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@ -803,6 +852,7 @@ MonoBehaviour:
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m_Height: 106
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@ -817,6 +867,7 @@ MonoBehaviour:
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m_Height: 111
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m_Width: 74.515625
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@ -831,6 +882,7 @@ MonoBehaviour:
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m_Height: 106
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@ -845,6 +897,7 @@ MonoBehaviour:
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@ -859,6 +912,7 @@ MonoBehaviour:
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m_Height: 106
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@ -873,6 +927,7 @@ MonoBehaviour:
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@ -887,6 +942,7 @@ MonoBehaviour:
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@ -901,6 +957,7 @@ MonoBehaviour:
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@ -915,6 +972,7 @@ MonoBehaviour:
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m_Height: 106
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@ -929,6 +987,7 @@ MonoBehaviour:
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m_Height: 106
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@ -943,6 +1002,7 @@ MonoBehaviour:
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m_Height: 106
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@ -957,6 +1017,7 @@ MonoBehaviour:
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m_Height: 106
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@ -971,6 +1032,7 @@ MonoBehaviour:
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m_Height: 106
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@ -985,6 +1047,7 @@ MonoBehaviour:
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|
x: 3495
|
||||||
|
y: 1754
|
||||||
|
width: 381
|
||||||
|
height: 255
|
||||||
|
alignment: 0
|
||||||
|
pivot: {x: 0.5, y: 0.5}
|
||||||
|
border: {x: 0, y: 0, z: 0, w: 0}
|
||||||
|
outline: []
|
||||||
|
physicsShape: []
|
||||||
|
tessellationDetail: 0
|
||||||
|
bones: []
|
||||||
|
spriteID: b998ae3e6493bdd45bf0ce951024ce70
|
||||||
|
internalID: -2014763855
|
||||||
|
vertices: []
|
||||||
|
indices:
|
||||||
|
edges: []
|
||||||
|
weights: []
|
||||||
|
- serializedVersion: 2
|
||||||
|
name: mrupbeat_main_13
|
||||||
|
rect:
|
||||||
|
serializedVersion: 2
|
||||||
|
x: 3495
|
||||||
|
y: 1376
|
||||||
|
width: 381
|
||||||
|
height: 255
|
||||||
|
alignment: 0
|
||||||
|
pivot: {x: 0.5, y: 0.5}
|
||||||
|
border: {x: 0, y: 0, z: 0, w: 0}
|
||||||
|
outline: []
|
||||||
|
physicsShape: []
|
||||||
|
tessellationDetail: 0
|
||||||
|
bones: []
|
||||||
|
spriteID: 67b6d15c47a148d4f825a61a7ef411a3
|
||||||
|
internalID: -1248414130
|
||||||
|
vertices: []
|
||||||
|
indices:
|
||||||
|
edges: []
|
||||||
|
weights: []
|
||||||
|
- serializedVersion: 2
|
||||||
|
name: mrupbeat_main_14
|
||||||
|
rect:
|
||||||
|
serializedVersion: 2
|
||||||
|
x: 3495
|
||||||
|
y: 1115
|
||||||
|
width: 381
|
||||||
|
height: 255
|
||||||
|
alignment: 0
|
||||||
|
pivot: {x: 0.5, y: 0.5}
|
||||||
|
border: {x: 0, y: 0, z: 0, w: 0}
|
||||||
|
outline: []
|
||||||
|
physicsShape: []
|
||||||
|
tessellationDetail: 0
|
||||||
|
bones: []
|
||||||
|
spriteID: df282a88c9990804bbe1be6b69352b8b
|
||||||
|
internalID: 1471741028
|
||||||
vertices: []
|
vertices: []
|
||||||
indices:
|
indices:
|
||||||
edges: []
|
edges: []
|
||||||
|
@ -654,6 +969,21 @@ TextureImporter:
|
||||||
mrupbeat_head_blink: -8183512427754159168
|
mrupbeat_head_blink: -8183512427754159168
|
||||||
mrupbeat_head_normal: -1641719250182597347
|
mrupbeat_head_normal: -1641719250182597347
|
||||||
mrupbeat_head_shocked: 442070513753258848
|
mrupbeat_head_shocked: 442070513753258848
|
||||||
|
mrupbeat_main_0: -2109729356
|
||||||
|
mrupbeat_main_1: 1104172675
|
||||||
|
mrupbeat_main_10: -1221532570
|
||||||
|
mrupbeat_main_11: 899455387
|
||||||
|
mrupbeat_main_12: -2014763855
|
||||||
|
mrupbeat_main_13: -1248414130
|
||||||
|
mrupbeat_main_14: 1471741028
|
||||||
|
mrupbeat_main_2: 1848041093
|
||||||
|
mrupbeat_main_3: -1123406618
|
||||||
|
mrupbeat_main_4: 1559131365
|
||||||
|
mrupbeat_main_5: 1603879706
|
||||||
|
mrupbeat_main_6: -1839324359
|
||||||
|
mrupbeat_main_7: 1875985905
|
||||||
|
mrupbeat_main_8: 219566257
|
||||||
|
mrupbeat_main_9: -1921142482
|
||||||
mrupbeat_metronome: 2029327923406227844
|
mrupbeat_metronome: 2029327923406227844
|
||||||
mrupbeat_miss_fx: 5270992882044302245
|
mrupbeat_miss_fx: 5270992882044302245
|
||||||
mrupbeat_shadow_fall: -5599596391108488658
|
mrupbeat_shadow_fall: -5599596391108488658
|
||||||
|
|
|
@ -3,7 +3,7 @@ using System.Collections.Generic;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using System;
|
using System;
|
||||||
using Starpelly;
|
using DG.Tweening;
|
||||||
|
|
||||||
using HeavenStudio.Util;
|
using HeavenStudio.Util;
|
||||||
|
|
||||||
|
@ -15,26 +15,69 @@ namespace HeavenStudio.Games.Loaders
|
||||||
public static Minigame AddGame(EventCaller eventCaller) {
|
public static Minigame AddGame(EventCaller eventCaller) {
|
||||||
return new Minigame("mrUpbeat", "Mr. Upbeat", "ffffff", false, false, new List<GameAction>()
|
return new Minigame("mrUpbeat", "Mr. Upbeat", "ffffff", false, false, new List<GameAction>()
|
||||||
{
|
{
|
||||||
new GameAction("stepping", "Start Stepping")
|
new GameAction("start stepping", "Start Stepping")
|
||||||
{
|
{
|
||||||
preFunction = delegate {var e = eventCaller.currentEntity; MrUpbeat.Stepping(e.beat, e.length); },
|
preFunction = delegate {var e = eventCaller.currentEntity; MrUpbeat.StartStepping(e.beat, e.length, e["force"]); },
|
||||||
defaultLength = 4f,
|
defaultLength = 4f,
|
||||||
resizable = true,
|
resizable = true,
|
||||||
|
parameters = new List<Param>()
|
||||||
|
{
|
||||||
|
new Param("force", false, "Force Mr. Downbeat", "Forces inputs to not be only on the offbeats"),
|
||||||
|
}
|
||||||
},
|
},
|
||||||
new GameAction("blipping", "Beeping")
|
new GameAction("ding", "Ding!")
|
||||||
{
|
{
|
||||||
function = delegate {var e = eventCaller.currentEntity; MrUpbeat.Blipping(e.beat, e.length); },
|
function = delegate {
|
||||||
defaultLength = 4f,
|
var e = eventCaller.currentEntity;
|
||||||
resizable = true,
|
MrUpbeat.instance.Ding(eventCaller.currentEntity["toggle"], e["stopBlipping"]); },
|
||||||
inactiveFunction = delegate {var e = eventCaller.currentEntity; MrUpbeat.Blipping(e.beat, e.length); },
|
|
||||||
},
|
|
||||||
new GameAction("ding!", "Ding!")
|
|
||||||
{
|
|
||||||
function = delegate { MrUpbeat.instance.Ding(eventCaller.currentEntity["toggle"]); },
|
|
||||||
defaultLength = 0.5f,
|
defaultLength = 0.5f,
|
||||||
parameters = new List<Param>()
|
parameters = new List<Param>()
|
||||||
{
|
{
|
||||||
new Param("toggle", false, "Applause")
|
new Param("toggle", false, "Applause", "Plays an applause sound effect."),
|
||||||
|
new Param("stopBlipping", true, "Stop Blipping?", "When the stepping stops, should the blipping stop too?"),
|
||||||
|
}
|
||||||
|
},
|
||||||
|
new GameAction("changeBG", "Change Background Color")
|
||||||
|
{
|
||||||
|
function = delegate {
|
||||||
|
var e = eventCaller.currentEntity;
|
||||||
|
MrUpbeat.instance.FadeBackgroundColor(e["start"], e["end"], e.length, e["toggle"]); },
|
||||||
|
defaultLength = 1f,
|
||||||
|
resizable = true,
|
||||||
|
parameters = new List<Param>()
|
||||||
|
{
|
||||||
|
new Param("start", new Color(0.878f, 0.878f, 0.878f), "Start Color", "The start color for the fade or the color that will be switched to if -instant- is ticked on."),
|
||||||
|
new Param("end", new Color(0.878f, 0.878f, 0.878f), "End Color", "The end color for the fade."),
|
||||||
|
new Param("toggle", false, "Instant", "Should the background instantly change color?")
|
||||||
|
}
|
||||||
|
},
|
||||||
|
new GameAction("upbeatColors", "Upbeat Colors")
|
||||||
|
{
|
||||||
|
function = delegate {
|
||||||
|
var e = eventCaller.currentEntity;
|
||||||
|
MrUpbeat.instance.UpbeatColors(e["blipColor"], e["setShadow"], e["shadowColor"]);
|
||||||
|
},
|
||||||
|
defaultLength = 0.5f,
|
||||||
|
parameters = new List<Param>()
|
||||||
|
{
|
||||||
|
new Param("blipColor", new Color(0, 1f, 0), "Blip Color", "Change blip color"),
|
||||||
|
new Param("setShadow", false, "Set Shadow Color?", "Should Mr. Upbeat's shadow be custom?"),
|
||||||
|
new Param("shadowColor", new Color(1f, 1f, 1f, 0), "Shadow Color", "If \"Set Shadow Color\" is checked, this will set the shadow's color."),
|
||||||
|
}
|
||||||
|
},
|
||||||
|
new GameAction("blipEvents", "Blip Events")
|
||||||
|
{
|
||||||
|
function = delegate {
|
||||||
|
var e = eventCaller.currentEntity;
|
||||||
|
MrUpbeat.instance.BlipEvents(e["letter"], e["shouldGrow"], e["resetBlip"], e["blip"]);
|
||||||
|
},
|
||||||
|
defaultLength = 0.5f,
|
||||||
|
parameters = new List<Param>()
|
||||||
|
{
|
||||||
|
new Param("letter", "", "Letter To Appear", "Which letter to appear on the blip"),
|
||||||
|
new Param("shouldGrow", true, "Grow Antenna?", "Should Mr. Upbeat's antenna grow?"),
|
||||||
|
new Param("resetBlip", false, "Reset Antenna?", "Should Mr. Upbeat's antenna reset?"),
|
||||||
|
new Param("blip", true, "Should Blip?", "Should Mr. Upbeat blip every offbeat?"),
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
});
|
});
|
||||||
|
@ -48,160 +91,135 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
public class MrUpbeat : Minigame
|
public class MrUpbeat : Minigame
|
||||||
{
|
{
|
||||||
static List<float> queuedBeeps = new List<float>();
|
static List<float> queuedInputs = new List<float>();
|
||||||
static List<queuedUpbeatInputs> queuedInputs = new List<queuedUpbeatInputs>();
|
|
||||||
public struct queuedUpbeatInputs
|
|
||||||
{
|
|
||||||
public float beat;
|
|
||||||
public bool goRight;
|
|
||||||
}
|
|
||||||
|
|
||||||
[Header("References")]
|
[Header("References")]
|
||||||
public Animator metronomeAnim;
|
[SerializeField] Animator metronomeAnim;
|
||||||
public UpbeatMan man;
|
[SerializeField] UpbeatMan man;
|
||||||
|
[SerializeField] Material blipMaterial;
|
||||||
|
[SerializeField] SpriteRenderer bg;
|
||||||
|
[SerializeField] SpriteRenderer[] shadowSr;
|
||||||
|
|
||||||
[Header("Properties")]
|
[Header("Properties")]
|
||||||
bool startLeft;
|
private Tween bgColorTween;
|
||||||
|
public int stepIterate = 0;
|
||||||
|
public static float downbeatMod = 0.5f;
|
||||||
|
public static bool shouldBlip;
|
||||||
|
static bool noDing;
|
||||||
|
|
||||||
public static MrUpbeat instance;
|
public static MrUpbeat instance;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
instance = this;
|
instance = this;
|
||||||
|
|
||||||
|
blipMaterial.SetColor("_ColorBravo", new Color(0, 1f, 0));
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
man.Blip();
|
||||||
}
|
}
|
||||||
|
|
||||||
void OnDestroy()
|
void OnDestroy()
|
||||||
{
|
{
|
||||||
if (!Conductor.instance.isPlaying || Conductor.instance.isPaused)
|
if (!Conductor.instance.isPlaying || Conductor.instance.isPaused) {
|
||||||
{
|
|
||||||
if (queuedInputs.Count > 0) queuedInputs.Clear();
|
if (queuedInputs.Count > 0) queuedInputs.Clear();
|
||||||
if (queuedBeeps.Count > 0) queuedBeeps.Clear();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// these variables wouldn't get reset, even when you go in and out of unity play mode???
|
||||||
|
shouldBlip = false;
|
||||||
|
stepIterate = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Update()
|
public void Update()
|
||||||
{
|
{
|
||||||
var cond = Conductor.instance;
|
var cond = Conductor.instance;
|
||||||
if (cond.isPlaying && !cond.isPaused)
|
if (cond.isPlaying && !cond.isPaused) {
|
||||||
{
|
if (queuedInputs.Count > 0) {
|
||||||
if (queuedInputs.Count > 0)
|
foreach (var input in queuedInputs) {
|
||||||
{
|
string dir = stepIterate % 2 == 1 ? "Right" : "Left";
|
||||||
foreach (var input in queuedInputs)
|
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
|
||||||
{
|
new BeatAction.Action(input, delegate {
|
||||||
ScheduleInput(cond.songPositionInBeats, input.beat - cond.songPositionInBeats, InputType.STANDARD_DOWN, Success, Miss, Nothing);
|
instance.metronomeAnim.DoScaledAnimationAsync("MetronomeGo" + dir, 0.5f);
|
||||||
if (input.goRight)
|
Jukebox.PlayOneShotGame("mrUpbeat/metronome" + dir);
|
||||||
{
|
ScheduleInput(input, 0.5f, InputType.STANDARD_DOWN, Success, Miss, Nothing);
|
||||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
if (MrUpbeat.noDing) queuedInputs.Add(input + 1);
|
||||||
{
|
}),
|
||||||
new BeatAction.Action(input.beat - 0.5f, delegate { MrUpbeat.instance.metronomeAnim.DoScaledAnimationAsync("MetronomeGoLeft", 0.5f); }),
|
});
|
||||||
new BeatAction.Action(input.beat - 0.5f, delegate { Jukebox.PlayOneShotGame("mrUpbeat/metronomeRight"); }),
|
stepIterate++;
|
||||||
});
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
|
||||||
{
|
|
||||||
new BeatAction.Action(input.beat - 0.5f, delegate { MrUpbeat.instance.metronomeAnim.DoScaledAnimationAsync("MetronomeGoRight", 0.5f); }),
|
|
||||||
new BeatAction.Action(input.beat - 0.5f, delegate { Jukebox.PlayOneShotGame("mrUpbeat/metronomeLeft"); }),
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (queuedInputs.Count % 2 != 0)
|
|
||||||
{
|
|
||||||
startLeft = true;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
startLeft = false;
|
|
||||||
}
|
}
|
||||||
queuedInputs.Clear();
|
queuedInputs.Clear();
|
||||||
}
|
}
|
||||||
if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
|
|
||||||
{
|
if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN)) {
|
||||||
man.Step();
|
man.Step();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (queuedBeeps.Count > 0) {
|
|
||||||
var beepAnims = new List<BeatAction.Action>();
|
|
||||||
foreach (var item in queuedBeeps)
|
|
||||||
{
|
|
||||||
beepAnims.Add(new BeatAction.Action(item, delegate { man.blipAnimator.Play("Blip", 0, 0); }));
|
|
||||||
}
|
|
||||||
BeatAction.New(instance.gameObject, beepAnims);
|
|
||||||
queuedBeeps.Clear();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Ding(bool applause)
|
public void Ding(bool applause, bool stopBlipping)
|
||||||
{
|
{
|
||||||
Jukebox.PlayOneShotGame("mrUpbeat/ding");
|
Jukebox.PlayOneShotGame("mrUpbeat/ding");
|
||||||
if (applause) Jukebox.PlayOneShot("applause");
|
if (applause) Jukebox.PlayOneShot("applause");
|
||||||
|
if (stopBlipping) shouldBlip = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void StartStepping(float beat, float length, bool force)
|
||||||
|
{
|
||||||
|
// mr. downbeat stuff. god i hate mr. downbeat
|
||||||
|
// force != true means that mr. upbeat will always blip/step on the offbeats
|
||||||
|
beat = force ? beat - 0.5f : MathF.Floor(beat);
|
||||||
|
downbeatMod = force ? (beat % 1) : 0.5f;
|
||||||
|
|
||||||
|
if (GameManager.instance.currentGame != "mrUpbeat") {
|
||||||
|
Blipping(beat, length);
|
||||||
|
MrUpbeat.shouldBlip = true;
|
||||||
|
} else {
|
||||||
|
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
|
||||||
|
new BeatAction.Action(beat, delegate {
|
||||||
|
MrUpbeat.shouldBlip = true;
|
||||||
|
}),
|
||||||
|
});
|
||||||
|
}
|
||||||
|
var dings = EventCaller.GetAllInGameManagerList("mrUpbeat", new string[] { "ding" });
|
||||||
|
if (dings.Count == 0) {
|
||||||
|
MrUpbeat.noDing = true;
|
||||||
|
queuedInputs.Add(beat + (force ? length : MathF.Floor(length)));
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
MrUpbeat.noDing = false;
|
||||||
|
int whichDing = 0;
|
||||||
|
for (int i = 0; i < dings.Count; i++) {
|
||||||
|
if (dings[i].beat > beat) {
|
||||||
|
whichDing = i;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
for (int i = (int)length; i < dings[whichDing].beat - beat; i++) {
|
||||||
|
queuedInputs.Add(beat + i - (force ? downbeatMod : 0));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public static void Blipping(float beat, float length)
|
public static void Blipping(float beat, float length)
|
||||||
{
|
{
|
||||||
List<MultiSound.Sound> beeps = new List<MultiSound.Sound>();
|
List<MultiSound.Sound> blips = new List<MultiSound.Sound>();
|
||||||
|
var switchGames = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame" });
|
||||||
for (int i = 0; i < length + 1; i++)
|
int whichSwitch = 0;
|
||||||
{
|
if (switchGames.Count != 0) {
|
||||||
beeps.Add(new MultiSound.Sound("mrUpbeat/blip", beat + i));
|
for (int i = 0; i < switchGames.Count; i++) {
|
||||||
queuedBeeps.Add(beat + i);
|
if (switchGames[i].beat > beat) {
|
||||||
}
|
whichSwitch = i;
|
||||||
|
break;
|
||||||
MultiSound.Play(beeps.ToArray(), forcePlay: true);
|
|
||||||
}
|
|
||||||
|
|
||||||
public static void Stepping(float beat, float length)
|
|
||||||
{
|
|
||||||
if (GameManager.instance.currentGame == "mrUpbeat")
|
|
||||||
{
|
|
||||||
float offSet = 0;
|
|
||||||
if (MrUpbeat.instance.startLeft)
|
|
||||||
{
|
|
||||||
offSet = 1;
|
|
||||||
}
|
|
||||||
for (int i = 0; i < length + 1; i++)
|
|
||||||
{
|
|
||||||
MrUpbeat.instance.ScheduleInput(beat - 1, 1 + i, InputType.STANDARD_DOWN, MrUpbeat.instance.Success, MrUpbeat.instance.Miss, MrUpbeat.instance.Nothing);
|
|
||||||
if ((i + offSet) % 2 == 0)
|
|
||||||
{
|
|
||||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
|
||||||
{
|
|
||||||
new BeatAction.Action(beat + i - 0.5f, delegate { MrUpbeat.instance.metronomeAnim.DoScaledAnimationAsync("MetronomeGoLeft", 0.5f); }),
|
|
||||||
new BeatAction.Action(beat + i - 0.5f, delegate { Jukebox.PlayOneShotGame("mrUpbeat/metronomeRight"); }),
|
|
||||||
});
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
|
||||||
{
|
|
||||||
new BeatAction.Action(beat + i - 0.5f, delegate { MrUpbeat.instance.metronomeAnim.DoScaledAnimationAsync("MetronomeGoRight", 0.5f); }),
|
|
||||||
new BeatAction.Action(beat + i - 0.5f, delegate { Jukebox.PlayOneShotGame("mrUpbeat/metronomeLeft"); }),
|
|
||||||
});
|
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
}
|
for (int i = 0; i < switchGames[whichSwitch].beat - beat - 0.5f; i++) {
|
||||||
if ((length + 1) % 2 != 0)
|
blips.Add(new MultiSound.Sound("mrUpbeat/blip", beat + 0.5f + i));
|
||||||
{
|
|
||||||
MrUpbeat.instance.startLeft = true;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
MrUpbeat.instance.startLeft = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
for (int i = 0; i < length + 1; i++)
|
|
||||||
{
|
|
||||||
queuedInputs.Add(new queuedUpbeatInputs
|
|
||||||
{
|
|
||||||
beat = beat + i,
|
|
||||||
goRight = i % 2 == 0
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
MultiSound.Play(blips.ToArray(), forcePlay: true);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Success(PlayerActionEvent caller, float state)
|
public void Success(PlayerActionEvent caller, float state)
|
||||||
|
@ -214,13 +232,41 @@ namespace HeavenStudio.Games
|
||||||
man.Fall();
|
man.Fall();
|
||||||
}
|
}
|
||||||
|
|
||||||
bool isPlaying(Animator anim, string stateName)
|
public void ChangeBackgroundColor(Color color, float beats)
|
||||||
{
|
{
|
||||||
if (anim.GetCurrentAnimatorStateInfo(0).IsName(stateName) &&
|
var seconds = Conductor.instance.secPerBeat * beats;
|
||||||
anim.GetCurrentAnimatorStateInfo(0).normalizedTime < 1.0f)
|
|
||||||
return true;
|
if (bgColorTween != null)
|
||||||
else
|
bgColorTween.Kill(true);
|
||||||
return false;
|
|
||||||
|
if (seconds == 0) {
|
||||||
|
bg.color = color;
|
||||||
|
} else {
|
||||||
|
bgColorTween = bg.DOColor(color, seconds);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void FadeBackgroundColor(Color start, Color end, float beats, bool instant)
|
||||||
|
{
|
||||||
|
ChangeBackgroundColor(start, 0f);
|
||||||
|
if (!instant) ChangeBackgroundColor(end, beats);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void UpbeatColors(Color blipColor, bool setShadow, Color shadowColor)
|
||||||
|
{
|
||||||
|
blipMaterial.SetColor("_ColorBravo", blipColor);
|
||||||
|
|
||||||
|
if (setShadow) foreach (var shadow in shadowSr) {
|
||||||
|
shadow.color = new Color(shadowColor.r, shadowColor.g, shadowColor.b, 1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void BlipEvents(string inputLetter, bool shouldGrow, bool resetBlip, bool blip)
|
||||||
|
{
|
||||||
|
if (shouldGrow && man.blipSize < 4) man.blipSize++;
|
||||||
|
if (resetBlip) man.blipSize = 0;
|
||||||
|
man.blipString = inputLetter;
|
||||||
|
shouldBlip = blip;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Nothing(PlayerActionEvent caller) {}
|
public void Nothing(PlayerActionEvent caller) {}
|
||||||
|
|
|
@ -3,6 +3,7 @@ using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using System;
|
using System;
|
||||||
using Starpelly;
|
using Starpelly;
|
||||||
|
using TMPro;
|
||||||
|
|
||||||
using HeavenStudio.Util;
|
using HeavenStudio.Util;
|
||||||
|
|
||||||
|
@ -11,60 +12,61 @@ namespace HeavenStudio.Games.Scripts_MrUpbeat
|
||||||
public class UpbeatMan : MonoBehaviour
|
public class UpbeatMan : MonoBehaviour
|
||||||
{
|
{
|
||||||
[Header("References")]
|
[Header("References")]
|
||||||
public MrUpbeat game;
|
[SerializeField] Animator anim;
|
||||||
public Animator animator;
|
[SerializeField] Animator blipAnim;
|
||||||
public Animator blipAnimator;
|
[SerializeField] Animator letterAnim;
|
||||||
public GameObject[] shadows;
|
[SerializeField] GameObject[] shadows;
|
||||||
|
[SerializeField] TMP_Text blipText;
|
||||||
|
|
||||||
public float targetBeat = 0.25f;
|
|
||||||
public int stepTimes = 0;
|
public int stepTimes = 0;
|
||||||
private bool stepped = false;
|
public int blipSize = 0;
|
||||||
private bool onGround = false;
|
public string blipString = "M";
|
||||||
|
|
||||||
public GameEvent blip = new GameEvent();
|
public void Blip()
|
||||||
|
|
||||||
public void Idle()
|
|
||||||
{
|
{
|
||||||
stepTimes = 0;
|
float c = Conductor.instance.songPositionInBeats;
|
||||||
transform.localScale = new Vector3(1, 1);
|
// checks if the position is on an offbeat; accurate until you get down to 20 fps or so (i.e unplayable)
|
||||||
animator.Play("Idle", 0, 0);
|
float pos = ((MathF.Floor(c * 10)/10 % 1) == 0.5f) ? MathF.Floor(c) : MathF.Round(c);
|
||||||
|
|
||||||
|
// recursive, should happen on the offbeat (unless downbeatMod is different)
|
||||||
|
BeatAction.New(gameObject, new List<BeatAction.Action>() {
|
||||||
|
new BeatAction.Action(pos + MrUpbeat.downbeatMod, delegate {
|
||||||
|
if (MrUpbeat.shouldBlip) {
|
||||||
|
Jukebox.PlayOneShotGame("mrUpbeat/blip");
|
||||||
|
blipAnim.Play("Blip"+(blipSize+1), 0, 0);
|
||||||
|
blipText.text = (blipSize == 4 && blipString != "") ? blipString : "";
|
||||||
|
}
|
||||||
|
}),
|
||||||
|
new BeatAction.Action(pos + MrUpbeat.downbeatMod + 0.999f, delegate {
|
||||||
|
Blip();
|
||||||
|
}),
|
||||||
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Step()
|
public void Step()
|
||||||
{
|
{
|
||||||
stepTimes++;
|
stepTimes++;
|
||||||
|
|
||||||
|
bool x = (stepTimes % 2 == 1);
|
||||||
|
shadows[0].SetActive(!x);
|
||||||
|
shadows[1].SetActive(x);
|
||||||
|
transform.localScale = new Vector3(x ? -1 : 1, 1);
|
||||||
|
|
||||||
animator.Play("Step", 0, 0);
|
anim.DoScaledAnimationAsync("Step", 0.5f);
|
||||||
|
letterAnim.DoScaledAnimationAsync(x ? "StepRight" : "StepLeft", 0.5f);
|
||||||
Jukebox.PlayOneShotGame("mrUpbeat/step");
|
Jukebox.PlayOneShotGame("mrUpbeat/step");
|
||||||
|
|
||||||
onGround = false;
|
|
||||||
CheckShadows();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Fall()
|
public void Fall()
|
||||||
{
|
{
|
||||||
animator.Play("Fall", 0, 0);
|
blipSize = 0;
|
||||||
|
blipAnim.Play("Idle", 0, 0);
|
||||||
|
blipText.text = "";
|
||||||
|
|
||||||
|
anim.DoScaledAnimationAsync("Fall", 0.5f);
|
||||||
Jukebox.PlayOneShot("miss");
|
Jukebox.PlayOneShot("miss");
|
||||||
shadows[0].SetActive(false);
|
shadows[0].SetActive(false);
|
||||||
shadows[1].SetActive(false);
|
shadows[1].SetActive(false);
|
||||||
onGround = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void CheckShadows()
|
|
||||||
{
|
|
||||||
if (onGround) return;
|
|
||||||
|
|
||||||
if (stepTimes % 2 == 1)
|
|
||||||
{
|
|
||||||
shadows[0].SetActive(false);
|
|
||||||
shadows[1].SetActive(true);
|
|
||||||
transform.localScale = new Vector3(-1, 1);
|
|
||||||
} else
|
|
||||||
{
|
|
||||||
shadows[0].SetActive(true);
|
|
||||||
shadows[1].SetActive(false);
|
|
||||||
transform.localScale = new Vector3(1, 1);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
Loading…
Reference in a new issue