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

@ -37,13 +37,16 @@ namespace HeavenStudio.Games.Loaders
},
new GameAction("One", "One")
{
function = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.PreOneGoCue(e.beat, e["oneColor"]);
},
defaultLength = 2f,
parameters = new List<Param>()
{
new Param("oneColor", new Color(1, 1, 1, 1), "Color", "Change the color of the dumpling")
},
preFunctionLength = 0,
preFunction = delegate {
inactiveFunction = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.PreOneGoCue(e.beat, e["oneColor"]);
}
@ -63,13 +66,16 @@ namespace HeavenStudio.Games.Loaders
},
new GameAction("Three", "Three")
{
function = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.PreThreeGoCue(e.beat, e["threeColor"]);
},
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("threeColor", new Color(0.34f, 0.77f, 0.36f, 1), "Color", "Change the color of the dumplings")
},
preFunctionLength = 0,
preFunction = delegate {
inactiveFunction = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.PreThreeGoCue(e.beat, e["threeColor"]);
}
@ -261,8 +267,9 @@ namespace HeavenStudio.Games
&& !isStaring){
MonkAnim.DoScaledAnimationAsync("Bop", 0.5f);
}
if (BrowAnim.IsPlayingAnimationName("Bop") && growLevel == 4) BrowAnim.DoScaledAnimationAsync("Bop", 0.5f);
if (StacheAnim.IsPlayingAnimationName("Bop"+growLevel)) StacheAnim.DoScaledAnimationAsync("Bop"+growLevel, 0.5f);
// commented this out cuz it makes a warning every beat but im not fixing it cuz i need to fix it on my munchy monk branch
//if (BrowAnim.IsPlayingAnimationName("Bop") && growLevel == 4) BrowAnim.DoScaledAnimationAsync("Bop", 0.5f);
//if (StacheAnim.IsPlayingAnimationName("Bop"+growLevel)) StacheAnim.DoScaledAnimationAsync("Bop"+growLevel, 0.5f);
}
}