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Clappy Trio and Fork Lifter finished + small additions/fixes (#400)
* The funny * Yar har har har * 1 two tree * Hilarious! * procedurally spawning in stuff * bored meeting * A lot! * Assistant stop added * Added Bops * Added Sounds * Added miss stuff!! Only need the miss anim for the pigs!!! * Tweaks * Bugfixes! * anim fix anim fix * STRAIGHT! * Sound offsets fixed * added the new anims to implement * new sheet * loopSpin implemented * woah * mis stuff * doen done done * Various fixes * Fixed clappy trio bop bug * Epic tings * Added color and screen shake * Small things * redid sheets a little * Fixed burger preview * Almost done with forklifter * Bg color and fixed 4 peas for fork lifter * icon * bg stuff for tambourine and forklfiter --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
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@ -25,12 +25,13 @@ namespace HeavenStudio.Games.Loaders
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inactiveFunction = delegate { KarateMan.ToggleBopUnloaded(eventCaller.currentEntity["toggle"]); }
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},
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new GameAction("hit", "Toss Object") {
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function = delegate { var e = eventCaller.currentEntity; KarateMan.instance.CreateItem(e.beat, e["type"], e["type2"]); },
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function = delegate { var e = eventCaller.currentEntity; KarateMan.instance.CreateItem(e.beat, e["type"], e["type2"], e["mute"]); },
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defaultLength = 2,
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parameters = new List<Param>()
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{
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new Param("type", KarateMan.HitType.Pot, "Object", "The object to fire"),
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new Param("type2", KarateMan.KarateManFaces.Normal, "Success Expression", "The facial expression to set Joe to on hit")
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new Param("type2", KarateMan.KarateManFaces.Normal, "Success Expression", "The facial expression to set Joe to on hit"),
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new Param("mute", false, "Mute", "Should the throwing sound be muted?")
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}
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},
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new GameAction("bulb", "Toss Lightbulb")
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@ -695,7 +696,7 @@ namespace HeavenStudio.Games
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return word;
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}
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public void CreateItem(float beat, int type, int expression)
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public void CreateItem(float beat, int type, int expression, bool muteSound = false)
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{
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string outSound;
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@ -739,7 +740,7 @@ namespace HeavenStudio.Games
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CreateItemInstance(beat, "Item00", expression);
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break;
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}
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Jukebox.PlayOneShotGame(outSound, forcePlay: true);
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if (!muteSound) Jukebox.PlayOneShotGame(outSound, forcePlay: true);
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}
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public void CreateBulbSpecial(float beat, int type, Color c, int expression)
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