mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 10:07:38 +02:00
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>
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@ -45,14 +45,15 @@ namespace HeavenStudio.Games.Loaders
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},
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defaultLength = 4f
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},
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new GameAction("toggleBop", "Toggle Bop")
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new GameAction("toggleBop", "Bop")
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{
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function = delegate {var e = eventCaller.currentEntity; Ringside.instance.ToggleBop(e["bop"]); },
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function = delegate {var e = eventCaller.currentEntity; Ringside.instance.ToggleBop(e.beat, e.length, e["bop2"], e["bop"]); },
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parameters = new List<Param>()
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{
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new Param("bop", false, "Bop?", "Whether the wrestler should bop or not."),
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new Param("bop2", true, "Bop?", "Whether the wrestler should bop or not."),
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new Param("bop", false, "Bop? (Auto)", "Whether the wrestler should bop automatically or not."),
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},
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defaultLength = 0.5f
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resizable = true,
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},
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new GameAction("toggleSweat", "Toggle Sweat")
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{
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@ -181,9 +182,6 @@ namespace HeavenStudio.Games
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allCameraEvents = tempEvents;
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UpdateCameraZoom();
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wrestlerAnim.Play("Idle", 0, 0);
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reporterAnim.Play("IdleReporter", 0, 0);
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shouldNotInput = false;
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shouldBop = true;
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}
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@ -196,7 +194,7 @@ namespace HeavenStudio.Games
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{
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if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
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{
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if (wrestlerAnim.IsPlayingAnimationName("Idle") && shouldBop)
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if ((wrestlerAnim.IsPlayingAnimationName("Idle") || wrestlerAnim.IsPlayingAnimationName("BopPec") || wrestlerAnim.IsPlayingAnimationName("Bop")) && shouldBop)
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{
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if (UnityEngine.Random.Range(1, 18) == 1)
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{
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@ -286,9 +284,32 @@ namespace HeavenStudio.Games
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}
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public void ToggleBop(bool startBopping)
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public void ToggleBop(float beat, float length, bool startBopping, bool autoBop)
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{
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shouldBop = startBopping;
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shouldBop = autoBop;
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if (startBopping)
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{
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for (int i = 0; i < length; i++)
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{
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + i, delegate
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{
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if ((wrestlerAnim.IsPlayingAnimationName("Idle") || wrestlerAnim.IsPlayingAnimationName("BopPec") || wrestlerAnim.IsPlayingAnimationName("Bop")))
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{
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if (UnityEngine.Random.Range(1, 18) == 1)
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{
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wrestlerAnim.DoScaledAnimationAsync("BopPec");
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}
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else
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{
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wrestlerAnim.DoScaledAnimationAsync("Bop");
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}
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}
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})
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});
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}
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}
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}
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public void ToggleSweat(bool shouldSweat)
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