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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +00:00
Face Turns now in-progress
and still has yet to animate "Bomb"
This commit is contained in:
parent
51183f9a90
commit
e643b03e01
4 changed files with 99 additions and 8 deletions
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@ -1238,6 +1238,10 @@ MonoBehaviour:
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Cadet2: {fileID: 737841632799169188}
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Cadet3: {fileID: 416600750635270691}
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CadetPlayer: {fileID: 4446640221286175446}
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CadetHead1: {fileID: 5597677561781975540}
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CadetHead2: {fileID: 6649403303197644635}
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CadetHead3: {fileID: 6030929238039482332}
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CadetHeadPlayer: {fileID: 7768596813663215401}
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Player: {fileID: 4721136555746708586}
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--- !u!1 &8579906743383480424
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GameObject:
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@ -1628,6 +1632,11 @@ Animator:
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m_CorrespondingSourceObject: {fileID: 1674590754458698038, guid: 263eb1d1933d9544a8db7c1844e53bb6, type: 3}
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m_PrefabInstance: {fileID: 930450041863206205}
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m_PrefabAsset: {fileID: 0}
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--- !u!95 &5597677561781975540 stripped
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Animator:
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m_CorrespondingSourceObject: {fileID: 4703848696091020489, guid: 263eb1d1933d9544a8db7c1844e53bb6, type: 3}
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m_PrefabInstance: {fileID: 930450041863206205}
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m_PrefabAsset: {fileID: 0}
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--- !u!1001 &1366076435959956245
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PrefabInstance:
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m_ObjectHideFlags: 0
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@ -1699,6 +1708,11 @@ Animator:
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m_CorrespondingSourceObject: {fileID: 1674590754458698038, guid: 263eb1d1933d9544a8db7c1844e53bb6, type: 3}
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m_PrefabInstance: {fileID: 1366076435959956245}
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m_PrefabAsset: {fileID: 0}
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--- !u!95 &6030929238039482332 stripped
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Animator:
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m_CorrespondingSourceObject: {fileID: 4703848696091020489, guid: 263eb1d1933d9544a8db7c1844e53bb6, type: 3}
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m_PrefabInstance: {fileID: 1366076435959956245}
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m_PrefabAsset: {fileID: 0}
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--- !u!1001 &2089670662784752530
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PrefabInstance:
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m_ObjectHideFlags: 0
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@ -1770,6 +1784,11 @@ Animator:
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m_CorrespondingSourceObject: {fileID: 1674590754458698038, guid: 263eb1d1933d9544a8db7c1844e53bb6, type: 3}
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m_PrefabInstance: {fileID: 2089670662784752530}
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m_PrefabAsset: {fileID: 0}
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--- !u!95 &6649403303197644635 stripped
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Animator:
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m_CorrespondingSourceObject: {fileID: 4703848696091020489, guid: 263eb1d1933d9544a8db7c1844e53bb6, type: 3}
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m_PrefabInstance: {fileID: 2089670662784752530}
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m_PrefabAsset: {fileID: 0}
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--- !u!1001 &3064968737360712672
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PrefabInstance:
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m_ObjectHideFlags: 0
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@ -1841,3 +1860,8 @@ Animator:
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m_CorrespondingSourceObject: {fileID: 1674590754458698038, guid: 263eb1d1933d9544a8db7c1844e53bb6, type: 3}
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m_PrefabInstance: {fileID: 3064968737360712672}
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m_PrefabAsset: {fileID: 0}
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--- !u!95 &7768596813663215401 stripped
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Animator:
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m_CorrespondingSourceObject: {fileID: 4703848696091020489, guid: 263eb1d1933d9544a8db7c1844e53bb6, type: 3}
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m_PrefabInstance: {fileID: 3064968737360712672}
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m_PrefabAsset: {fileID: 0}
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@ -92,7 +92,7 @@ AnimationClip:
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m_Level: 0
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m_CycleOffset: 0
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m_HasAdditiveReferencePose: 0
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m_LoopTime: 1
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m_LoopTime: 0
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m_LoopBlend: 0
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m_LoopBlendOrientation: 0
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m_LoopBlendPositionY: 0
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@ -92,7 +92,7 @@ AnimationClip:
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m_Level: 0
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m_CycleOffset: 0
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m_HasAdditiveReferencePose: 0
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m_LoopTime: 1
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m_LoopTime: 0
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m_LoopBlend: 0
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m_LoopBlendOrientation: 0
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m_LoopBlendPositionY: 0
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@ -59,11 +59,16 @@ namespace HeavenStudio.Games.Loaders
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inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.HaltSound(e.beat);}
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},
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//new GameAction("face turn", delegate {}, 4f, false, parameters: new List<Param>()
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//{
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// new Param("type", MarchingOrders.DirectionFaceTurn.Right, "Direction", "The direction sarge wants the cadets to face"),
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// new Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "How fast or slow the event lasts"),
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//}),
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new GameAction("face turn", "Direction to Turn")
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{
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function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeFaceTurn(e.beat, e["type"], e["type2"]); },
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("type", MarchingOrders.DirectionFaceTurn.Right, "Direction", "The direction sarge wants the cadets to face"),
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new Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "How fast or slow the event lasts"),
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}
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},
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});
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}
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}
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@ -81,14 +86,19 @@ namespace HeavenStudio.Games
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public Animator Cadet2;
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public Animator Cadet3;
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public Animator CadetPlayer;
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public GameObject Player;
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public Animator CadetHead1;
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public Animator CadetHead2;
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public Animator CadetHead3;
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public Animator CadetHeadPlayer;
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public GameObject Player;
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public GameEvent bop = new GameEvent();
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public GameEvent noBop = new GameEvent();
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public GameEvent marching = new GameEvent();
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private int marchCount;
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private int turnLength;
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public static MarchingOrders instance;
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@ -174,6 +184,8 @@ namespace HeavenStudio.Games
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public void SargeMarch(float beat)
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{
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marchCount = 0;
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("marchingOrders/march1", beat),
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new MultiSound.Sound("marchingOrders/march2", beat + 1f),
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@ -206,6 +218,61 @@ namespace HeavenStudio.Games
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});
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}
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public void SargeFaceTurn(float beat, int type, int type2)
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{
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switch (type2)
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{
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case (int) MarchingOrders.FaceTurnLength.Fast:
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turnLength = 0;
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break;
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default:
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turnLength = 1;
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break;
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}
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switch (type)
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{
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case (int) MarchingOrders.DirectionFaceTurn.Left:
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("marchingOrders/leftFaceTurn1", beat),
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new MultiSound.Sound("marchingOrders/leftFaceTurn2", beat + 0.5f),
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new MultiSound.Sound("marchingOrders/leftFaceTurn3", beat + turnLength + 1f),
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new MultiSound.Sound("marchingOrders/leftFaceTurn4", beat + turnLength + 2f),
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}, forcePlay:true);
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BeatAction.New(Player, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead1.DoScaledAnimationAsync("FaceL", 0.5f);}),
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new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead2.DoScaledAnimationAsync("FaceL", 0.5f);}),
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new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead3.DoScaledAnimationAsync("FaceL", 0.5f);}),
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});
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break;
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default:
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("marchingOrders/rightFaceTurn1", beat),
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new MultiSound.Sound("marchingOrders/rightFaceTurn2", beat + 0.5f),
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new MultiSound.Sound("marchingOrders/rightFaceTurn3", beat + turnLength + 1f),
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new MultiSound.Sound("marchingOrders/rightFaceTurn4", beat + turnLength + 2f),
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}, forcePlay:true);
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BeatAction.New(Player, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead1.DoScaledAnimationAsync("FaceR", 0.5f);}),
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new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead2.DoScaledAnimationAsync("FaceR", 0.5f);}),
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new BeatAction.Action(beat + turnLength + 2f, delegate { CadetHead3.DoScaledAnimationAsync("FaceR", 0.5f);}),
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});
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break;
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}
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BeatAction.New(Player, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
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new BeatAction.Action(beat + turnLength + 1f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}),
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});
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}
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public static void AttentionSound(float beat)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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