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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>
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@ -40,11 +40,16 @@ namespace HeavenStudio.Games.Scripts_OctopusMachine
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if (isActive && player)
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{
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if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
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if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN)) {
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OctoAction("Squeeze");
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Jukebox.PlayOneShotGame("nearMiss");
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game.hasMissed = true;
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}
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if (PlayerInput.PressedUp() && !game.IsExpectingInputNow(InputType.STANDARD_UP)) {
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OctoAction(PlayerInput.Pressing(true) ? "Pop" : "Release");
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Jukebox.PlayOneShotGame("nearMiss");
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game.hasMissed = true;
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}
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}
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}
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@ -75,6 +80,8 @@ namespace HeavenStudio.Games.Scripts_OctopusMachine
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2 => "Angry",
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3 => "Oops",
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}, 0.5f);
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isPreparing =
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isSqueezed = false;
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}
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public void ForceSqueeze()
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@ -75,13 +75,14 @@ namespace HeavenStudio.Games.Loaders
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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OctopusMachine.instance.AutoAction(e["autoBop"], e["autoText"], e["hitText"], e["missText"]);
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OctopusMachine.instance.AutoAction(e["forceBop"], e["autoBop"], e["autoText"], e["hitText"], e["missText"]);
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},
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parameters = new List<Param>() {
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new Param("forceBop", true, "Force Bop", "Forces a bop, even if an animation is playing."),
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new Param("autoBop", true, "Hit/Miss Bop", "Plays a bop depending on if you hit or missed the cues."),
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new Param("autoText", true, "Display Text", "Displays text depending on if you hit or missed the cues."),
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new Param("hitText", "Good!", "Hit Text", "The text to display if you hit the cues."),
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new Param("missText", "Wrong! n/ Try again!", "Miss Text", "The text to display if you missed the cues."),
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new Param("missText", "Wrong! Try again!", "Miss Text", "The text to display if you missed the cues."),
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},
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},
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new GameAction("forceSqueeze", "Force Squeeze")
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@ -240,7 +241,7 @@ namespace HeavenStudio.Games
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{
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if (queuePrepare) {
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foreach (var octo in octopodes) octo.queuePrepare = true;
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if (Text.text is "Wrong! \nTry Again!" or "Good!") Text.text = "";
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if (Text.text is "Wrong! Try Again!" or "Good!") Text.text = "";
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queuePrepare = false;
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}
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@ -276,12 +277,15 @@ namespace HeavenStudio.Games
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YouArrow.SetActive(youText != "");
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}
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public void AutoAction(bool autoBop, bool autoText, string hitText, string missText)
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public void AutoAction(bool forceBop, bool autoBop, bool autoText, string hitText, string missText)
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{
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autoAction = true;
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if (autoBop) bopStatus = hasMissed ? 2 : 1;
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if (autoText) Text.text = hasMissed ? missText : hitText;
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foreach (var octo in octopodes) octo.cantBop = false;
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foreach (var octo in octopodes) {
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if (forceBop) octo.PlayAnimation(bopStatus);
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octo.cantBop = false;
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}
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hasMissed = false;
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}
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@ -398,21 +402,21 @@ namespace HeavenStudio.Games
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private void SqueezeHit(PlayerActionEvent caller, float state)
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{
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octopodes[2].OctoAction("Squeeze");
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if (state <= -1f || state >= 1f) Jukebox.PlayOneShotGame("nearMiss");
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}
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private void ReleaseHit(PlayerActionEvent caller, float state)
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{
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octopodes[2].OctoAction("Release");
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if (state <= -1f || state >= 1f) Jukebox.PlayOneShotGame("nearMiss");
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}
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private void PopHit(PlayerActionEvent caller, float state)
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{
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octopodes[2].OctoAction("Pop");
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if (state <= -1f || state >= 1f) Jukebox.PlayOneShotGame("nearMiss");
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}
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private void Miss(PlayerActionEvent caller)
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{
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hasMissed = true;
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}
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private void Miss(PlayerActionEvent caller) { }
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}
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}
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