Marching Orders Rework + Bug Fixes (#442)

* first things first, kill mr. downbeat.

now onto fixing meat grinder forrealzies

* meat grinder fix

* fixed munchy monk icon + mr upbeat ding bug

* a few little changes

* lotta stuff

yeahh just look at the pr description

* point and clap

* anim Adjustment

* new sheet + adjustments for it

* IM USING THE INTERNET

i hate merge conflicts

* grrr merge conflicts

* insane changes

* progress

* fixed The Spaceball Camera Bug (literally a single line of code wtf guys)
* colrs

* k im done :3

---------

Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
This commit is contained in:
AstrlJelly
2023-06-04 00:30:42 -04:00
committed by GitHub
parent bb6559fe58
commit 11044922d3
84 changed files with 19587 additions and 1855 deletions

View File

@ -15,11 +15,8 @@ namespace HeavenStudio.Games.Scripts_DJSchool
public static bool soundFX;
[Header("Properties")]
public float holdBeat;
public float swipeBeat;
public bool isHolding;
public bool shouldBeHolding;
public bool eligible;
public bool missed;
public bool swiping;
bool canBoo = true;
@ -29,7 +26,7 @@ namespace HeavenStudio.Games.Scripts_DJSchool
[SerializeField] private GameObject flashFX;
[SerializeField] private GameObject flashFXInverse;
[SerializeField] private GameObject TurnTable;
[SerializeField] private GameObject slamFX;
//[SerializeField] private GameObject slamFX;
AudioMixerGroup mixer;
private Animator tableAnim;
@ -222,7 +219,7 @@ namespace HeavenStudio.Games.Scripts_DJSchool
tableAnim.speed = 1;
tableAnim.DoScaledAnimationAsync("Student_Turntable_Swipe", 0.5f);
Instantiate(slamFX, this.transform.parent).SetActive(true);
//Instantiate(slamFX, this.transform.parent).SetActive(true);
mixer.audioMixer.FindSnapshot("Main").TransitionTo(.01f);
}
else
@ -238,7 +235,7 @@ namespace HeavenStudio.Games.Scripts_DJSchool
tableAnim.speed = 1;
tableAnim.DoScaledAnimationAsync("Student_Turntable_Swipe", 0.5f);
Instantiate(slamFX, this.transform.parent).SetActive(true);
//Instantiate(slamFX, this.transform.parent).SetActive(true);
mixer.audioMixer.FindSnapshot("Main").TransitionTo(.01f);
}