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https://github.com/RHeavenStudio/HeavenStudio.git
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Meat Grinder Rework (#598)
* meat grinder has been entirely reworked * update MeatGrinder.cs, replace assets background is still temporary but this is all im doing til ev can help * Boss New Anims * New Tack Animations * edited anims * new bg * working out merge conflics (cries) * push for anims stuff why r unity animations so suck * Cart guy cart guy cart guy * cart guy :) * explodes 👼 * curves for meat trajectory * typo * cart guy is awesome. and tack reaction. 🐱 🐱 🐱 🐱 🐱 * I love unity animation * everything but the boss call cancel fix * bacon anim (+ remove interp on other meat anims) * lastbeatpulse + gears are the only thing left i was GONNA add both the beat based and constant gear animations but it just doesn't work out the way i want it to. OHHHH WELLLLL im gonna use straight up transforms anyways so i wont have to deal with unity animation (🤢) * truly, and dearly, finished? NOPE! UNITY ANIMATION BUG :D * mwuhahahaha disable ass buns * meatsplash start, fix riqentity find bug * fixes + particle improvements all that's left is the phone bop and arc/particle adjustments, im pretty sure * particle + arc adjustment, fix weird anim play on gameswitch * fixed phonebop oops i was playing the idle animation in update... * make particles beat based just waiting on mine to fix the offset bug * fix trajectory jank --------- Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: Seanski2 <seanbenedit@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
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@ -644,6 +644,16 @@ namespace HeavenStudio
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private void LateUpdate()
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{
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OverlaysManager.instance.TogleOverlaysVisibility(Editor.Editor.instance == null || Editor.Editor.instance.fullscreen || ((PersistentDataManager.gameSettings.overlaysInEditor) && (!Editor.Editor.instance.fullscreen)) || HeavenStudio.Editor.GameSettings.InPreview);
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if (!Conductor.instance.isPlaying)
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return;
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if (Conductor.instance.songPositionInBeatsAsDouble >= Math.Ceiling(_playStartBeat) + _latePulseTally)
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{
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if (_currentMinigame != null) _currentMinigame.OnLateBeatPulse(Math.Ceiling(_playStartBeat) + _latePulseTally);
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onBeatPulse?.Invoke(Math.Ceiling(_playStartBeat) + _latePulseTally);
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_latePulseTally++;
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}
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}
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public void ToggleInputs(bool inputs)
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@ -655,6 +665,7 @@ namespace HeavenStudio
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private double _playStartBeat = 0;
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private int _pulseTally = 0;
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private int _latePulseTally = 0;
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public void Play(double beat, float delay = 0f)
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{
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@ -662,6 +673,7 @@ namespace HeavenStudio
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Debug.Log("Playing at " + beat);
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_playStartBeat = beat;
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_pulseTally = 0;
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_latePulseTally = 0;
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canInput = true;
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if (!paused)
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{
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