Lots of tweaks, fixes and small additions + bop fixes and bop parity across almost all games with bops. (#331)

* Rhythm rally and cheer readers improvements

* Autobop for fan club

* Implemented new bop parity for fan club, rhythm rally and ssds

* Air rally easing improvements

* Fixed drumming practice stuff

* Tap trial has been unjankified yet again

* Cheer readers and catchy tune bops

* More bop parity

* MORE!!!!

* That should be all of them except space dance and dj school

---------

Co-authored-by: minenice55 <star.elementa@gmail.com>
This commit is contained in:
Rapandrasmus
2023-03-07 18:22:32 +01:00
committed by GitHub
parent f590bd8ff9
commit 182d9fc88c
26 changed files with 814 additions and 250 deletions

View File

@ -27,9 +27,14 @@ namespace HeavenStudio.Games.Loaders
{
new GameAction("bop", "Bop")
{
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.BopAction(e.beat, e.length); },
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.BopAction(e.beat, e.length, e["bop"], e["autoBop"]); },
defaultLength = 1f,
resizable = true
resizable = true,
parameters = new List<Param>()
{
new Param("bop", true, "Bop", "Should the cadets bop?"),
new Param("autoBop", false, "Bop (Auto)", "Should the cadets auto bop?")
}
},
new GameAction("marching", "Cadets March")
@ -138,6 +143,7 @@ namespace HeavenStudio.Games
public static Color fillColor;
[Header("Game Events")]
bool goBop;
public GameEvent bop = new GameEvent();
public GameEvent noBop = new GameEvent();
public GameEvent marching = new GameEvent();
@ -252,7 +258,7 @@ namespace HeavenStudio.Games
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1, true))
{
if (currBeat >= bop.startBeat && currBeat < bop.startBeat + bop.length)
if (goBop)
{
Cadet1.DoScaledAnimationAsync("Bop", 0.5f);
Cadet2.DoScaledAnimationAsync("Bop", 0.5f);
@ -310,10 +316,25 @@ namespace HeavenStudio.Games
}
}
public void BopAction(float beat, float length)
public void BopAction(float beat, float length, bool shouldBop, bool autoBop)
{
bop.length = length;
bop.startBeat = beat;
goBop = autoBop;
if (shouldBop)
{
for (int i = 0; i < length; i++)
{
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i, delegate
{
Cadet1.DoScaledAnimationAsync("Bop", 0.5f);
Cadet2.DoScaledAnimationAsync("Bop", 0.5f);
Cadet3.DoScaledAnimationAsync("Bop", 0.5f);
CadetPlayer.DoScaledAnimationAsync("Bop", 0.5f);
})
});
}
}
}
public static void PreMarch(float beat, float length)