mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 13:07:40 +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>
This commit is contained in:
@ -41,12 +41,13 @@ namespace HeavenStudio.Games.Loaders
|
||||
},
|
||||
new GameAction("bop", "Bop")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.Bop(e.beat, e["whoBops"]); },
|
||||
function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.Bop(e.beat, e.length, e["whoBops"], e["whoBopsAuto"]); },
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("whoBops", Tambourine.WhoBops.Both, "Who Bops", "Who will bop."),
|
||||
new Param("whoBopsAuto", Tambourine.WhoBops.None, "Who Bops (Auto)", "Who will auto bop."),
|
||||
},
|
||||
defaultLength = 1f,
|
||||
resizable = true,
|
||||
priority = 4
|
||||
},
|
||||
new GameAction("success", "Success")
|
||||
@ -110,14 +111,18 @@ namespace HeavenStudio.Games
|
||||
float beatInterval = 8f;
|
||||
float misses;
|
||||
bool frogPresent;
|
||||
bool monkeyGoBop;
|
||||
bool handsGoBop;
|
||||
|
||||
Tween bgColorTween;
|
||||
public GameEvent bop = new GameEvent();
|
||||
|
||||
public enum WhoBops
|
||||
{
|
||||
Monkey,
|
||||
Player,
|
||||
Both
|
||||
Both,
|
||||
None
|
||||
}
|
||||
|
||||
static List<QueuedTambourineInput> queuedInputs = new List<QueuedTambourineInput>();
|
||||
@ -148,6 +153,17 @@ namespace HeavenStudio.Games
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (Conductor.instance.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
|
||||
{
|
||||
if (monkeyGoBop)
|
||||
{
|
||||
monkeyAnimator.Play("MonkeyBop", 0, 0);
|
||||
}
|
||||
if (handsGoBop)
|
||||
{
|
||||
handsAnimator.Play("Bop", 0, 0);
|
||||
}
|
||||
}
|
||||
if (!Conductor.instance.isPlaying || Conductor.instance.isPaused)
|
||||
{
|
||||
if (queuedInputs.Count > 0) queuedInputs.Clear();
|
||||
@ -242,27 +258,41 @@ namespace HeavenStudio.Games
|
||||
}
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + length + input.beatAwayFromStart, delegate { Bop(beat + length + input.beatAwayFromStart, (int)WhoBops.Monkey); })
|
||||
new BeatAction.Action(beat + length + input.beatAwayFromStart, delegate { Bop(beat + length + input.beatAwayFromStart, 1, (int)WhoBops.Monkey, (int)WhoBops.None); })
|
||||
});
|
||||
}
|
||||
queuedInputs.Clear();
|
||||
}
|
||||
|
||||
public void Bop(float beat, int whoBops)
|
||||
public void Bop(float beat, float length, int whoBops, int whoBopsAuto)
|
||||
{
|
||||
switch (whoBops)
|
||||
monkeyGoBop = whoBopsAuto == (int)WhoBops.Monkey || whoBopsAuto == (int)WhoBops.Both;
|
||||
handsGoBop = whoBopsAuto == (int)WhoBops.Player || whoBopsAuto == (int)WhoBops.Both;
|
||||
for (int i = 0; i < length; i++)
|
||||
{
|
||||
case (int) WhoBops.Monkey:
|
||||
monkeyAnimator.Play("MonkeyBop", 0, 0);
|
||||
break;
|
||||
case (int) WhoBops.Player:
|
||||
handsAnimator.Play("Bop", 0, 0);
|
||||
break;
|
||||
case (int) WhoBops.Both:
|
||||
monkeyAnimator.Play("MonkeyBop", 0, 0);
|
||||
handsAnimator.Play("Bop", 0, 0);
|
||||
break;
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + i, delegate
|
||||
{
|
||||
switch (whoBops)
|
||||
{
|
||||
case (int) WhoBops.Monkey:
|
||||
monkeyAnimator.Play("MonkeyBop", 0, 0);
|
||||
break;
|
||||
case (int) WhoBops.Player:
|
||||
handsAnimator.Play("Bop", 0, 0);
|
||||
break;
|
||||
case (int) WhoBops.Both:
|
||||
monkeyAnimator.Play("MonkeyBop", 0, 0);
|
||||
handsAnimator.Play("Bop", 0, 0);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
})
|
||||
});
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void SuccessFace(float beat)
|
||||
|
Reference in New Issue
Block a user