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

@ -321,9 +321,7 @@ namespace HeavenStudio.Games
new BeatAction.Action(beat + 1f, delegate { particleEffectMonkeys_2(); }),
});
ScheduleInput(beat, .95f, InputType.STANDARD_DOWN, OnJumpTap, OnJumpTapMiss, OnEmpty); //why .95f? no idea, doesn't sound right w/ 1f
ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, OnJumpTap, OnJumpTapMiss, OnEmpty); //why would it be .95f? no idea, sounds fine w/ 1f
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
@ -356,8 +354,7 @@ namespace HeavenStudio.Games
new BeatAction.Action(beat + 1f, delegate { monkeys[1].Play("FinalJumpTap", 0, 0); }),
});
ScheduleInput(beat, .95f, InputType.STANDARD_DOWN, OnJumpFinalTap, OnFinalJumpTapMiss, OnEmpty);
ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, OnJumpFinalTap, OnFinalJumpTapMiss, OnEmpty);
BeatAction.New(gameObject, new List<BeatAction.Action>()
{