Bug Fixes + Small Additions (#412)

* lotta stuffs

* dj school bug fixed
* dog ninja overhauled AGAIN. you can start a cue outside of the game now (something i planned months ago lol)
* also two objects will not overlap when they're the same but when they're not the same they will overlap
* commiting cause im gonna try half-recoding meat grinder
* also im trying to fix mrupbeat's beeping cuz oh my god how is this not fixed yet

* meat grinder finished + tap trial bug fixed + mute dog ninja

MUTE DOG NINJA ONLY WHEN INACTIVE ‼️

* last minute stuff + mr upbeat

i will be reworking mr upbeat in another branch but i wanna not bloat this pr any further so bleehhhh :P

* dj school final bug fix
This commit is contained in:
AstrlJelly
2023-05-07 00:45:44 -04:00
committed by GitHub
parent 8b63cce876
commit 36afef6f9e
13 changed files with 491 additions and 469 deletions

View File

@ -13,9 +13,7 @@ namespace HeavenStudio.Games.Scripts_MeatGrinder
public float cueLength;
public bool cueBased;
public string meatType;
bool animCheck = false;
bool animCheck;
[Header("Animators")]
private Animator anim;
@ -30,11 +28,12 @@ namespace HeavenStudio.Games.Scripts_MeatGrinder
private void Start()
{
game.ScheduleInput(startBeat, cueLength, InputType.STANDARD_DOWN, Hit, Miss, Nothing);
game.ScheduleInput(startBeat, cueLength, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, Hit, Miss, Nothing);
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(cueBased ? startBeat + 0.66f : cueLength + startBeat - 1 + 0.66f, delegate { anim.DoScaledAnimationAsync(meatType+"Thrown", 0.32f); }),
BeatAction.New(gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(cueBased ? startBeat + 0.66f : cueLength + startBeat - 1 + 0.66f, delegate {
anim.DoScaledAnimationAsync(meatType+"Thrown", 0.32f);
}),
});
}
@ -63,8 +62,7 @@ namespace HeavenStudio.Games.Scripts_MeatGrinder
anim.DoScaledAnimationAsync(meatType+"Hit", 0.5f);
animCheck = true;
if (state >= 1f || state <= -1f)
{
if (state >= 1f || state <= -1f) {
InputActions(true, "tink", "TackHitBarely");
} else {
InputActions(false, "meatHit", "TackHitSuccess");
@ -79,9 +77,6 @@ namespace HeavenStudio.Games.Scripts_MeatGrinder
game.TackAnim.SetBool("tackMeated", true);
}
private void Nothing(PlayerActionEvent caller)
{
}
private void Nothing(PlayerActionEvent caller) { }
}
}