mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +00:00
add cowbell shake and hand easing
This commit is contained in:
parent
00705f0d0b
commit
d7eca3af31
7 changed files with 486 additions and 4 deletions
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@ -57,6 +57,7 @@ GameObject:
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277
Assets/Resources/Sprites/Games/Tunnel/Animations/Shake.anim
Normal file
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@ -0,0 +1,8 @@
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|
@ -59,7 +59,7 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
|
|
||||||
[Header("Animators")]
|
[Header("Animators")]
|
||||||
public Animator handAnimator;
|
public Animator cowbellAnimator;
|
||||||
|
|
||||||
[Header("Curves")]
|
[Header("Curves")]
|
||||||
public BezierCurve3D handCurve;
|
public BezierCurve3D handCurve;
|
||||||
|
@ -96,14 +96,15 @@ namespace HeavenStudio.Games
|
||||||
if (PlayerInput.Pressed()) //&& !IsExpectingInputNow())
|
if (PlayerInput.Pressed()) //&& !IsExpectingInputNow())
|
||||||
{
|
{
|
||||||
HitCowbell();
|
HitCowbell();
|
||||||
handStart = Conductor.instance.songPositionInBeats;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
//update hand position
|
//update hand position
|
||||||
handProgress = Math.Min(Conductor.instance.songPositionInBeats - handStart, 1);
|
handProgress = Math.Min(Conductor.instance.songPositionInBeats - handStart, 1);
|
||||||
|
|
||||||
frontHand.transform.position = handCurve.GetPoint(handProgress);
|
|
||||||
|
frontHand.transform.position = handCurve.GetPoint(EasingFunction.EaseOutQuad(0, 1, handProgress));
|
||||||
|
|
||||||
}
|
}
|
||||||
|
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||||||
|
@ -116,6 +117,10 @@ namespace HeavenStudio.Games
|
||||||
public void HitCowbell()
|
public void HitCowbell()
|
||||||
{
|
{
|
||||||
Jukebox.PlayOneShot("count-ins/cowbell");
|
Jukebox.PlayOneShot("count-ins/cowbell");
|
||||||
|
|
||||||
|
handStart = Conductor.instance.songPositionInBeats;
|
||||||
|
|
||||||
|
cowbellAnimator.Play("Shake",-1,0);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void StartCowbell(float beat, bool audienceReacting)
|
public void StartCowbell(float beat, bool audienceReacting)
|
||||||
|
|
Loading…
Reference in a new issue