Mr Upbeat and Lockstep Animation fixes (#238)

* mr upbeat input fix + lockstep offbeat switch event seperation

* Lockstep + MrUpbeat animation fixes
This commit is contained in:
Rapandrasmus
2023-01-25 16:29:09 +01:00
committed by GitHub
parent 669588ab68
commit 3e76bd21b2
3 changed files with 26 additions and 10 deletions

View File

@ -1,6 +1,7 @@
/* I do not know crap about Unity or C#
Almost none of this code is mine, but it's all fair game when the game you're stealing from
borrowed from other games */
//Don't worry Raffy everyone starts somewhere - Rasmus
using HeavenStudio.Util;
using System;
@ -275,7 +276,7 @@ namespace HeavenStudio.Games
if (state >= 1f || state <= -1f)
{
var cond = Conductor.instance;
var beatAnimCheck = Math.Round(cond.songPositionInBeats * 2);
var beatAnimCheck = Math.Round(caller.startBeat * 2);
if (beatAnimCheck % 2 != 0)
{
Jukebox.PlayOneShotGame("lockstep/tink");
@ -288,13 +289,12 @@ namespace HeavenStudio.Games
}
return;
}
Success();
Success(caller.startBeat);
}
public void Success()
public void Success(float beat)
{
var cond = Conductor.instance;
var beatAnimCheck = Math.Round(cond.songPositionInBeats * 2);
var beatAnimCheck = Math.Round(beat * 2);
if (beatAnimCheck % 2 != 0)
{
Jukebox.PlayOneShotGame($"lockstep/marchOffbeat{UnityEngine.Random.Range(1, 3)}");
@ -309,8 +309,7 @@ namespace HeavenStudio.Games
public void Miss(PlayerActionEvent caller)
{
var cond = Conductor.instance;
var beatAnimCheck = Math.Round(cond.songPositionInBeats * 2);
var beatAnimCheck = Math.Round(caller.startBeat * 2);
if (beatAnimCheck % 2 != 0 && currentMissStage != HowMissed.MissedOff)
{