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

@ -39,9 +39,13 @@ namespace HeavenStudio.Games.Loaders
},
new GameAction("bop", "Bop")
{
function = delegate {TapTroupe.instance.Bop(); },
defaultLength = 1f,
function = delegate {var e = eventCaller.currentEntity; TapTroupe.instance.Bop(e.beat, e.length, e["bop"], e["bopAuto"]); },
resizable = true,
parameters = new List<Param>()
{
new Param("bop", true, "Bop", "Should the tappers bop?"),
new Param("bopAuto", false, "Bop (Auto)", "Should the tappers auto bop?")
}
},
new GameAction("spotlights", "Toggle Spotlights")
{
@ -114,8 +118,10 @@ namespace HeavenStudio.Games
private bool shouldDoSecondBam;
private bool missedTaps;
private bool canSpit = true;
private bool goBop;
private bool useTutorialMissFace;
private TapTroupeTapper.TapAnim currentTapAnim;
public GameEvent bop = new GameEvent();
public struct QueuedSteps
{
public float beat;
@ -186,6 +192,10 @@ namespace HeavenStudio.Games
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1) && goBop)
{
BopSingle();
}
if (queuedSteps.Count > 0)
{
foreach (var step in queuedSteps)
@ -563,7 +573,25 @@ namespace HeavenStudio.Games
MultiSound.Play(soundsToPlay.ToArray(), forcePlay: true);
}
public void Bop()
public void Bop(float beat, float length, bool shouldBop, bool autoBop)
{
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
{
BopSingle();
})
});
}
}
}
public void BopSingle()
{
playerTapper.Bop();
playerCorner.Bop();