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

@ -20,24 +20,22 @@ namespace HeavenStudio.Games.Scripts_MrUpbeat
public int stepTimes = 0;
public int blipSize = 0;
public bool shouldGrow;
public string blipString = "M";
public void Blip()
{
float c = Conductor.instance.songPositionInBeats;
// checks if the position is on an offbeat; accurate until you get down to 20 fps or so (i.e unplayable)
float pos = ((MathF.Floor(c * 10)/10 % 1) == 0.5f) ? MathF.Floor(c) : MathF.Round(c);
// recursive, should happen on the offbeat (unless downbeatMod is different)
BeatAction.New(gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(pos + MrUpbeat.downbeatMod, delegate {
new BeatAction.Action(MathF.Floor(c) + 0.5f, delegate {
if (MrUpbeat.shouldBlip) {
Jukebox.PlayOneShotGame("mrUpbeat/blip");
blipAnim.Play("Blip"+(blipSize+1), 0, 0);
blipText.text = (blipSize == 4 && blipString != "") ? blipString : "";
if (shouldGrow && blipSize < 4) blipSize++;
}
}),
new BeatAction.Action(pos + MrUpbeat.downbeatMod + 0.999f, delegate {
new BeatAction.Action(MathF.Floor(c) + 1f, delegate {
Blip();
}),
});