yeah that's about it (#591)

works perfectly, looks better, easier to type, and more efficient. what's there to hate
This commit is contained in:
AstrlJelly
2023-12-05 20:59:36 -05:00
committed by GitHub
parent d7c6533f61
commit 87653b0d65
12 changed files with 27 additions and 37 deletions

View File

@ -31,7 +31,7 @@ namespace HeavenStudio.Games.Scripts_OctopusMachine
void Update()
{
if (queuePrepare <= Conductor.instance.songPositionInBeatsAsDouble && Conductor.instance.NotStopped()) {
if (!(isPreparing || isSqueezed || anim.IsPlayingAnimationName("Release") || anim.IsPlayingAnimationName("Pop")))
if (!(isPreparing || isSqueezed || anim.IsPlayingAnimationNames("Release", "Pop")))
{
anim.DoScaledAnimationFromBeatAsync("Prepare", 0.5f, queuePrepare);
isPreparing = true;
@ -66,15 +66,7 @@ namespace HeavenStudio.Games.Scripts_OctopusMachine
public void RequestBop()
{
if (!anim.IsPlayingAnimationName("Bop")
&& !anim.IsPlayingAnimationName("Happy")
&& !anim.IsPlayingAnimationName("Angry")
&& !anim.IsPlayingAnimationName("Oops")
&& !anim.IsPlayingAnimationName("Release")
&& !anim.IsPlayingAnimationName("Pop")
&& !isPreparing
&& !isSqueezed
&& !cantBop)
if (!anim.IsPlayingAnimationNames("Bop", "Happy", "Angry", "Oops", "Release", "Pop") && !isPreparing && !isSqueezed && !cantBop)
{
PlayAnimation(game.bopStatus);
}