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

@ -40,11 +40,16 @@ namespace HeavenStudio.Games.Scripts_OctopusMachine
if (isActive && player)
{
if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN)) {
OctoAction("Squeeze");
Jukebox.PlayOneShotGame("nearMiss");
game.hasMissed = true;
}
if (PlayerInput.PressedUp() && !game.IsExpectingInputNow(InputType.STANDARD_UP)) {
OctoAction(PlayerInput.Pressing(true) ? "Pop" : "Release");
Jukebox.PlayOneShotGame("nearMiss");
game.hasMissed = true;
}
}
}
@ -75,6 +80,8 @@ namespace HeavenStudio.Games.Scripts_OctopusMachine
2 => "Angry",
3 => "Oops",
}, 0.5f);
isPreparing =
isSqueezed = false;
}
public void ForceSqueeze()

View File

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