Merge remote-tracking branch 'upstream/master' into MiscAdditions_4

This commit is contained in:
AstrlJelly
2023-06-10 16:01:44 -04:00
176 changed files with 4903 additions and 3019 deletions

View File

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