last of the assetbundle definitions

fix input scheduling not taking into account what minigame is actually active at the target time
fix input disable and autoplay jank
prep "friendly program name" define
title screen adjustments
remove bread2unity
This commit is contained in:
minenice55
2024-01-14 02:18:46 -05:00
parent 8f33212e0c
commit 35832c2dfc
92 changed files with 354 additions and 819 deletions

View File

@ -336,6 +336,10 @@ namespace HeavenStudio
public void ScoreInputAccuracy(double beat, double accuracy, bool late, double time, float weight = 1, bool doDisplay = true)
{
// push the hit event to the timing display
if (doDisplay)
TimingAccuracyDisplay.instance.MakeAccuracyVfx(time, late);
if (weight > 0 && MarkerWeight > 0)
{
totalInputs += weight * MarkerWeight;
@ -361,10 +365,6 @@ namespace HeavenStudio
if (SkillStarManager.instance.DoStarJust())
skillStarCollected = true;
}
// push the hit event to the timing display
if (doDisplay)
TimingAccuracyDisplay.instance.MakeAccuracyVfx(time, late);
}
public void DoSectionCompletion(double beat, bool clear, string name, double score)
@ -1121,6 +1121,7 @@ namespace HeavenStudio
if (currentGameO.TryGetComponent<Minigame>(out var minigame))
{
_currentMinigame = minigame;
minigame.minigameName = game;
}
Vector3 originalScale = currentGameO.transform.localScale;
currentGameO.transform.parent = eventCaller.GamesHolder.transform;