mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 11:17:39 +02:00
Allowed lion count and mii faces to be set before game switches and fixed some bugs from last pr
I went through every single game script to look for bugs in intialization, there shouldn't be anything else that was caused by the pr (there is a bug in Spaceball where a ball cue won't trigger correctly if it's on the same beat as the switch, but i'm not sure how to fix it)
This commit is contained in:
@ -345,8 +345,6 @@ namespace HeavenStudio
|
||||
|
||||
SetGame(game);
|
||||
|
||||
yield return new WaitForEndOfFrame(); //this is needed so that the minigame can have Start() called before OnGameSwitch()
|
||||
|
||||
Minigame miniGame = currentGameO.GetComponent<Minigame>();
|
||||
if (miniGame != null)
|
||||
miniGame.OnGameSwitch(beat);
|
||||
@ -356,7 +354,7 @@ namespace HeavenStudio
|
||||
this.GetComponent<SpriteRenderer>().enabled = false;
|
||||
}
|
||||
|
||||
private void SetGame(string game, bool onGameSwitch = true)
|
||||
private void SetGame(string game)
|
||||
{
|
||||
Destroy(currentGameO);
|
||||
|
||||
@ -385,11 +383,6 @@ namespace HeavenStudio
|
||||
currentGameO.transform.parent = eventCaller.GamesHolder.transform;
|
||||
currentGameO.name = game;
|
||||
}
|
||||
/*if (onGameSwitch)
|
||||
{
|
||||
if (GetGame(currentGame).GetComponent<Minigame>() != null)
|
||||
GetGame(game).GetComponent<Minigame>().OnGameSwitch();
|
||||
}*/
|
||||
|
||||
SetCurrentGame(game);
|
||||
|
||||
|
Reference in New Issue
Block a user