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https://github.com/RHeavenStudio/HeavenStudio.git
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Merge remote-tracking branch 'upstream/master' into MiscAdditions_4
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@ -168,7 +168,7 @@ namespace HeavenStudio.Games
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static List<QueuedDumpling> queuedThrees = new List<QueuedDumpling>();
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struct QueuedDumpling
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{
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public float beat;
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public double beat;
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public Color color1;
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public Color color2;
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public Color color3;
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@ -206,7 +206,7 @@ namespace HeavenStudio.Games
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[Header("Variables")]
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[SerializeField] Sprite[] dumplingSprites;
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public float lastReportedBeat = 0f;
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public double lastReportedBeat = 0f;
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public bool needBlush;
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public bool isStaring;
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bool monkBop = true;
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@ -220,7 +220,7 @@ namespace HeavenStudio.Games
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// the variables for scroll
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bool scrollRampUp;
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float scrollBeat;
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double scrollBeat;
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float scrollLength;
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float scrollMod;
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static float scrollModCurrent = 0;
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@ -228,7 +228,7 @@ namespace HeavenStudio.Games
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// the variables for the monk moving
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bool isMoving;
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float movingStartBeat;
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double movingStartBeat;
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float movingLength;
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string moveAnim;
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EasingFunction.Ease lastEase;
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@ -281,7 +281,7 @@ namespace HeavenStudio.Games
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if (PlayerInput.Pressed(true) && !IsExpectingInputNow(InputType.STANDARD_DOWN)) {
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Debug.Log("ooops" + PlayerInput.Pressed(true));
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MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f);
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Jukebox.PlayOneShotGame(sfxName+"slap");
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SoundByte.PlayOneShotGame(sfxName+"slap");
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isStaring = false;
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// early input stuff
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if (dumplings.Count != 0) InputFunctions(3);
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@ -371,7 +371,7 @@ namespace HeavenStudio.Games
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}
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}
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public void Bop(float beat, bool bop, bool autoBop)
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public void Bop(double beat, bool bop, bool autoBop)
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{
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monkBop = autoBop;
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if (bop) {
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@ -411,7 +411,7 @@ namespace HeavenStudio.Games
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public void Early(PlayerActionEvent caller) { }
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public static void PreOneGoCue(float beat, Color firstColor)
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public static void PreOneGoCue(double beat, Color firstColor)
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{
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PlaySoundSequence("munchyMonk", "one_go", beat);
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@ -421,7 +421,7 @@ namespace HeavenStudio.Games
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});
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}
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public void OneGoCue(float beat, Color firstColor)
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public void OneGoCue(double beat, Color firstColor)
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{
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BeatAction.New(gameObject, new List<BeatAction.Action>() {
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new BeatAction.Action(beat, delegate {
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@ -440,7 +440,7 @@ namespace HeavenStudio.Games
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});
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}
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public static void PreTwoTwoCue(float beat, Color firstColor, Color secondColor)
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public static void PreTwoTwoCue(double beat, Color firstColor, Color secondColor)
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{
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PlaySoundSequence("munchyMonk", "two_go", beat);
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@ -451,7 +451,7 @@ namespace HeavenStudio.Games
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});
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}
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public void TwoTwoCue(float beat, Color firstColor, Color secondColor)
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public void TwoTwoCue(double beat, Color firstColor, Color secondColor)
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{
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BeatAction.New(gameObject, new List<BeatAction.Action>() {
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new BeatAction.Action(beat-0.5f, delegate {
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@ -478,7 +478,7 @@ namespace HeavenStudio.Games
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});
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}
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public static void PreThreeGoCue(float beat, Color firstColor, Color secondColor, Color thirdColor)
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public static void PreThreeGoCue(double beat, Color firstColor, Color secondColor, Color thirdColor)
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{
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PlaySoundSequence("munchyMonk", "three_go", beat);
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@ -490,7 +490,7 @@ namespace HeavenStudio.Games
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});
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}
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public void ThreeGoCue(float beat, Color firstColor, Color secondColor, Color thirdColor)
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public void ThreeGoCue(double beat, Color firstColor, Color secondColor, Color thirdColor)
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{
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
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new BeatAction.Action(beat, delegate {
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@ -540,7 +540,7 @@ namespace HeavenStudio.Games
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});
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}
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public void PlayMonkAnim(float beat, int whichAnim, bool vineBoom)
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public void PlayMonkAnim(double beat, int whichAnim, bool vineBoom)
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{
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switch (whichAnim)
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{
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@ -555,15 +555,15 @@ namespace HeavenStudio.Games
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}
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// it's in zeo's video; no reason not to include it :)
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if (vineBoom) Jukebox.PlayOneShotGame("fanClub/arisa_dab", forcePlay: true);
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if (vineBoom) SoundByte.PlayOneShotGame("fanClub/arisa_dab", forcePlay: true);
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}
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public void PlayMonkAnimInactive(bool vineBoom)
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{
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if (vineBoom) Jukebox.PlayOneShotGame("fanClub/arisa_dab", forcePlay: true);
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if (vineBoom) SoundByte.PlayOneShotGame("fanClub/arisa_dab", forcePlay: true);
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}
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public void MonkMove(float beat, float length, int goToSide, int ease)
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public void MonkMove(double beat, float length, int goToSide, int ease)
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{
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movingStartBeat = beat;
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movingLength = length;
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@ -572,7 +572,7 @@ namespace HeavenStudio.Games
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lastEase = (EasingFunction.Ease)ease;
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}
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public static void Modifiers(float beat, int inputsTilGrow, bool resetLevel, int setLevel, bool disableBaby, bool shouldBlush)
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public static void Modifiers(double beat, int inputsTilGrow, bool resetLevel, int setLevel, bool disableBaby, bool shouldBlush)
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{
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if (MunchyMonk.inputsTilGrow != inputsTilGrow) {
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// no matter what you set inputsTilGrow to, it will reset howManyGulps to a value inbetween the level-ups relative to the old level and old inputsTilGrow.
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@ -602,7 +602,7 @@ namespace HeavenStudio.Games
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MunchyMonk.instance.Baby.SetActive(!disableBaby);
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}
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public void ScrollBG(float beat, float length, float scrollSpeed, int ease)
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public void ScrollBG(double beat, float length, float scrollSpeed, int ease)
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{
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scrollBeat = beat;
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scrollLength = length;
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