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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:
@ -19,13 +19,14 @@ namespace HeavenStudio.Games.Loaders
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{
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preFunction = delegate {var e = eventCaller.currentEntity; MrUpbeat.Stepping(e.beat, e.length); },
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defaultLength = 4f,
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resizable = true
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resizable = true,
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},
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new GameAction("blipping", "Beeping")
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{
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function = delegate {var e = eventCaller.currentEntity; MrUpbeat.instance.Blipping(e.beat, e.length); },
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function = delegate {var e = eventCaller.currentEntity; MrUpbeat.Blipping(e.beat, e.length); },
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defaultLength = 4f,
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resizable = true
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resizable = true,
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inactiveFunction = delegate {var e = eventCaller.currentEntity; MrUpbeat.Blipping(e.beat, e.length); },
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},
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new GameAction("ding!", "Ding!")
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{
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@ -47,17 +48,19 @@ namespace HeavenStudio.Games
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public class MrUpbeat : Minigame
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{
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[Header("References")]
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public Animator metronomeAnim;
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public UpbeatMan man;
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[Header("Properties")]
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static List<float> queuedBeeps = new List<float>();
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static List<queuedUpbeatInputs> queuedInputs = new List<queuedUpbeatInputs>();
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public struct queuedUpbeatInputs
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{
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public float beat;
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public bool goRight;
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}
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[Header("References")]
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public Animator metronomeAnim;
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public UpbeatMan man;
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[Header("Properties")]
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bool startLeft;
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public static MrUpbeat instance;
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@ -72,6 +75,7 @@ namespace HeavenStudio.Games
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if (!Conductor.instance.isPlaying || Conductor.instance.isPaused)
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{
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if (queuedInputs.Count > 0) queuedInputs.Clear();
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if (queuedBeeps.Count > 0) queuedBeeps.Clear();
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}
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}
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@ -117,6 +121,16 @@ namespace HeavenStudio.Games
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man.Step();
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}
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}
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if (queuedBeeps.Count > 0) {
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var beepAnims = new List<BeatAction.Action>();
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foreach (var item in queuedBeeps)
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{
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beepAnims.Add(new BeatAction.Action(item, delegate { man.blipAnimator.Play("Blip", 0, 0); }));
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}
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BeatAction.New(instance.gameObject, beepAnims);
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queuedBeeps.Clear();
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}
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}
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public void Ding(bool applause)
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@ -125,15 +139,17 @@ namespace HeavenStudio.Games
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if (applause) Jukebox.PlayOneShot("applause");
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}
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public void Blipping(float beat, float length)
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public static void Blipping(float beat, float length)
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{
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List<MultiSound.Sound> beeps = new List<MultiSound.Sound>();
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for (int i = 0; i < length + 1; 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 { man.Blip(); }),
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});
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beeps.Add(new MultiSound.Sound("mrUpbeat/blip", beat + i));
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queuedBeeps.Add(beat + i);
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}
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MultiSound.Play(beeps.ToArray(), forcePlay: true);
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}
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public static void Stepping(float beat, float length)
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