mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 13:45:10 +00:00
6cd08f1b5d
* meat grinder prefab + sprite cutting/naming done + icon title :) * Boss Bop, Miss, & Signal Anims can you read * Boss Call Anim self-explanatory * fix the z axis + new sprite still working on getting those bops working. they're a bit weird (not the anim itself) * Restored Meat Grinder Animations i have no idea what just happened with github but the animations are back * All Tack Animations Complete just missing the meat anims * Literally two lines changed skull emoji (forgot to set the light meat for the miss anim to inactive by default) * Meat Grinder Anims (should be) Done Added the Meat Hit anims * goodnight * bopping every beat * tons of sfx * meat calls with their corresponding sfx/animations have been added * prefunctions... * inputs + sfx + prefunction making swift progress here :) * little commit more cues and animation stuff so that i can have new animations * Meat Toss Anims also fixed up some of tack's hit anims to make the smear more consistent * night night * moved all the meat stuff to a new script -this should help with instantiating the meat * animations are a bit more comprehensive * man, barelies are way easier than i thought they were gonna be * instantiating works now committing to work on my pc instead of my laptop but i have been getting a lot done with the meat! it's just that most of that stuff is learning what i can't do... * Boss Animation Tweaks Adjusted Boss' bop and miss animations * woohoo animation! hi sean this is for u. tell me anything to tweak :) * Quick Meat Toss Anim Fix Prevents meat from playing the toss animation twice * meat hit animation works! sometimes there's a frame where the first frame of its animation pops up but i should be able to fix that also just general improvements + framework for different meats * it's done! or at least out of wip! * you can select which meat type is tossed (defaults to random) * ghost meat has been busted (it looped back to its first frame of anim sometimes right before being destroyed; i just added a single frame idle.) * overall just optimized code * removed WIP from game name * a few touch-ups * change all sfx to ogg -also amplified toss.ogg by 4db, was hard to hear at the same time as hitting a cue * fixed boss not bopping a beat after a signal -a very small bit hacky but it really works fine. will fix if any problems come up (but i added a check so that there shouldn't be) * i have stashed changes :P * new bg + remove references title * boss weird bopping fixed + game switches fixed * final touch-ups --------- Co-authored-by: Seanski2 <seanbenedit@gmail.com>
53 lines
1.3 KiB
Text
53 lines
1.3 KiB
Text
%YAML 1.1
|
|
%TAG !u! tag:unity3d.com,2011:
|
|
--- !u!74 &7400000
|
|
AnimationClip:
|
|
m_ObjectHideFlags: 0
|
|
m_CorrespondingSourceObject: {fileID: 0}
|
|
m_PrefabInstance: {fileID: 0}
|
|
m_PrefabAsset: {fileID: 0}
|
|
m_Name: TackHitBarelyIdle
|
|
serializedVersion: 6
|
|
m_Legacy: 0
|
|
m_Compressed: 0
|
|
m_UseHighQualityCurve: 1
|
|
m_RotationCurves: []
|
|
m_CompressedRotationCurves: []
|
|
m_EulerCurves: []
|
|
m_PositionCurves: []
|
|
m_ScaleCurves: []
|
|
m_FloatCurves: []
|
|
m_PPtrCurves: []
|
|
m_SampleRate: 60
|
|
m_WrapMode: 0
|
|
m_Bounds:
|
|
m_Center: {x: 0, y: 0, z: 0}
|
|
m_Extent: {x: 0, y: 0, z: 0}
|
|
m_ClipBindingConstant:
|
|
genericBindings: []
|
|
pptrCurveMapping: []
|
|
m_AnimationClipSettings:
|
|
serializedVersion: 2
|
|
m_AdditiveReferencePoseClip: {fileID: 0}
|
|
m_AdditiveReferencePoseTime: 0
|
|
m_StartTime: 0
|
|
m_StopTime: 1
|
|
m_OrientationOffsetY: 0
|
|
m_Level: 0
|
|
m_CycleOffset: 0
|
|
m_HasAdditiveReferencePose: 0
|
|
m_LoopTime: 1
|
|
m_LoopBlend: 0
|
|
m_LoopBlendOrientation: 0
|
|
m_LoopBlendPositionY: 0
|
|
m_LoopBlendPositionXZ: 0
|
|
m_KeepOriginalOrientation: 0
|
|
m_KeepOriginalPositionY: 1
|
|
m_KeepOriginalPositionXZ: 0
|
|
m_HeightFromFeet: 0
|
|
m_Mirror: 0
|
|
m_EditorCurves: []
|
|
m_EulerEditorCurves: []
|
|
m_HasGenericRootTransform: 0
|
|
m_HasMotionFloatCurves: 0
|
|
m_Events: []
|