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https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 10:27:37 +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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@ -31,17 +31,16 @@ namespace HeavenStudio.Games.Loaders
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},
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defaultLength = 3,
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},
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new GameAction("toggleBubble", "Toggle Speech Bubble")
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new GameAction("bop", "Bop")
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{
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function = delegate { TrickClass.instance.BubbleToggle(); },
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defaultLength = 1,
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},
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new GameAction("bop", "")
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{
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function = delegate { var e = eventCaller.currentEntity; TrickClass.instance.Bop(e.beat, e.length); },
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function = delegate { var e = eventCaller.currentEntity; TrickClass.instance.Bop(e.beat, e.length, e["bop"], e["autoBop"]); },
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resizable = true,
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hidden = true
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}
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parameters = new List<Param>()
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{
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new Param("bop", true, "Bop", "Should the girl and boy bop?"),
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new Param("autoBop", false, "Bop (Auto)", "Should the girl and boy auto 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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@ -87,6 +86,7 @@ namespace HeavenStudio.Games
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public static TrickClass instance;
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public GameEvent bop = new GameEvent();
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bool goBop = true;
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public float playerCanDodge = Single.MinValue;
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float playerBopStart = Single.MinValue;
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@ -107,7 +107,7 @@ namespace HeavenStudio.Games
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private void Update()
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{
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var cond = Conductor.instance;
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if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
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if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1) && goBop)
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{
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if (cond.songPositionInBeats > playerBopStart)
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playerAnim.DoScaledAnimationAsync("Bop");
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@ -154,10 +154,27 @@ namespace HeavenStudio.Games
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}
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}
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public void Bop(float beat, float length)
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public void Bop(float beat, float length, bool shouldBop, bool autoBop)
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{
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bop.startBeat = beat;
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bop.length = length;
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var cond = Conductor.instance;
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goBop = autoBop;
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if (shouldBop)
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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 (cond.songPositionInBeats > playerBopStart)
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playerAnim.DoScaledAnimationAsync("Bop");
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if (cond.songPositionInBeats > girlBopStart)
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girlAnim.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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public void BubbleToggle()
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