<?xml version="1.0"?>
<ItemRenderer>
	<Data>
		<Sprite name="s_item" fileName="game/player_cosmetics3.rttex" textureSize="32" frame="26,28" />
		<Sprite name="s_note" fileName="game/particles.rttex" textureSize="32" frame="11,1" />
		<VariableMap>
			<Set name="item.Rotation">-25</Set>
			<Set name="footOffset">0</Set>
			<Set name="rotation">-25</Set>
			<Set name="facingVariable">1,1,1</Set>
			<Set name="item.Translation">8,-1,0</Set>
		</VariableMap>
		<Animations>
			<CurveAnimationFloat name="a_footExtend" isLoop="true" animTime="600" playOnState="Dance.Yes">
				<Curve name="footOffset">
					<KeyFrame>0, -2</KeyFrame>
					<KeyFrame>0.5, 1</KeyFrame>
					<KeyFrame>1, -2</KeyFrame>
				</Curve>
			</CurveAnimationFloat>
			<SpriteAnimation name="a_note" sprite="s_note" animTime="200">
				<Frame>10,1</Frame>
				<Frame>11,1</Frame>
			</SpriteAnimation>
		</Animations>
		<StateMachines>
			<StateMachine name="Dance">
				<States>
					<State name="No" />
					<State name="Yes" />
				</States>
				<Transitions>
					<Transition to="No" from="Yes">
						<Condition type="and">
							<IsAction operatorType="NotEqual">DANCE</IsAction>
							<IsAction operatorType="NotEqual">DANCE_FLOSS</IsAction>
						</Condition>
					</Transition>
					<Transition to="Yes" from="No">
						<Condition type="or">
							<IsAction>DANCE</IsAction>
							<IsAction>DANCE_FLOSS</IsAction>
						</Condition>
					</Transition>
				</Transitions>
			</StateMachine>
		</StateMachines>
		<ParticleSystems>
			<ParticleSystem name="ps_note" updateStage="AddClothingParticles" updateState="Dance.Yes">
				<Emitter>
					<Set name="offset">0, -26</Set>
					<Set name="emissionInterval">1</Set>
					<Set name="infParticles">true</Set>
					<Set name="infLifeTime">true</Set>
					<Set name="particlesPerEmission">1</Set>
					<Set name="particlesToEmit">1</Set>
				</Emitter>
				<Particle randomSpriteFrame="true">
					<Set name="sprite">s_note</Set>
					<Set name="offset">5, 0</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Curve name="initialScale">
						<KeyFrame>0, 1, 1</KeyFrame>
						<KeyFrame>1, 0, 0</KeyFrame>
					</Curve>
					<Set name="lifeTime">2.5</Set>
					<Random name="initialVelocity" min="-20, -15" max="20, -25" />
					<Random name="initialRotationRate" min="-60" max="60" />
				</Particle>
			</ParticleSystem>
		</ParticleSystems>
		<RenderOptions>
			<Default>
				<Set name="IncludeAllActions">true</Set>
				<Set name="IsFacingChangeDisabled">false</Set>
				<Set name="RenderFrontArmInTheFront">true</Set>
				<Set name="RenderFrontArmInfected">true</Set>
				<Set name="DefaultRenderMannequinHandItem">false</Set>
			</Default>
			<Override overrideOnAction="DANCE">
				<Set name="IsFacingChangeDisabled">true</Set>
			</Override>
			<Override overrideOnAction="DANCE_FLOSS">
				<Set name="IsFacingChangeDisabled">true</Set>
			</Override>
		</RenderOptions>
	</Data>
	<RenderRules>
		<Update>
			<ArithmethicOperation LeftHandVariableName="rotation" RightHandVariableName="item.Rotation" OperationType="Set" />
			<ArithmethicOperation LeftHandVariableName="rotation" RightHandVariableName="facingVariable.x" OperationType="Multiply" />
			<Group onState="Dance.Yes">
				<AvatarTransform class="FootPosition">
					<Set name="foot1y">footOffset</Set>
					<Set name="foot2y">footOffset</Set>
				</AvatarTransform>
				<AvatarTransform class="ArmAngle">
					<Set name="armName">arm1Angle</Set>
					<Set name="armAngle">-90</Set>
				</AvatarTransform>
				<AvatarTransform class="ArmAngle">
					<Set name="armName">arm2Angle</Set>
					<Set name="pulseArmScale">12</Set>
					<Set name="pulseArmRate">500</Set>
					<Set name="armAngle">-40</Set>
				</AvatarTransform>
				<AvatarTransform class="Emotion">
					<Set name="emotion">CHILLED|CHILLED2</Set>
					<Set name="interval">1000</Set>
				</AvatarTransform>
				<MusicSource>
					<Set name="MusicFile">audio/mp3/hula.mp3</Set>
				</MusicSource>
			</Group>
		</Update>
		<RenderHandItem>
			<Group onState="Dance.Yes">
				<Rotate forceValue="true">rotation</Rotate>
				<Translate>item.Translation</Translate>
				<SpriteRender name="s_item" blend="PREMULTIPLIED_ALPHA" alignment="CENTER" />
			</Group>
			<Group onState="Dance.No">
				<Translate>9,-1,0</Translate>
				<SpriteRender name="s_item" blend="PREMULTIPLIED_ALPHA" alignment="CENTER" />
			</Group>
		</RenderHandItem>
	</RenderRules>
</ItemRenderer>
