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What do I name these sorts of PRs?? Anyways fixes and stuff! (#592)
* blue bear and bop region fix * fixed see saw bug * I hate blue bear. * Accuracy * random things * extended bgs * karate man stuff * ok * star colors and senior gradient * reworked blue bear emotions again * head seperated in ringside * fix * blink fix * blink fix again * no cancel * karate man right hand thing * new sheet * oops * bop anim fix * i have made a severe and continuous lapse in judgement * fixed stuff * fixed stuff in sneak y Psirits * drumming practice new sprites and anims * extended bg * the blush was lower on z axis oops * if you love it so much why dont u put a ringside on it * blue bear change * Double date ! * new karate joe heads + snow and double date bench fix * ops * fixed breakup anim thing * story position fixes * oops * smile anim fix * added jump option --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
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@ -13,10 +13,12 @@ namespace HeavenStudio.Games.Scripts_BlueBear
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const float barelyDistX = 1.5f;
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const float barelyDistY = -6f;
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const float barelyHeight = 4f;
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const float rotSpeed = 360f * 3;
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const float rotSpeed = 280f;
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public bool isCake;
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public double startBeat;
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[NonSerialized] public bool hold = false;
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[NonSerialized] public bool shouldOpen = true;
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double flyBeats;
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private Path path;
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@ -42,6 +44,11 @@ namespace HeavenStudio.Games.Scripts_BlueBear
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Update();
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}
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private void OnDestroy()
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{
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if (shouldOpen) game.shouldOpenMouthCount--;
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}
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private void Update()
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{
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var cond = Conductor.instance;
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@ -55,7 +62,7 @@ namespace HeavenStudio.Games.Scripts_BlueBear
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}
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float rot = isCake ? rotSpeed : -rotSpeed;
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transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (rot * Time.deltaTime * cond.pitchedSecPerBeat));
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transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (rot * Time.deltaTime / cond.pitchedSecPerBeat));
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}
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void EatFood()
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{
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@ -68,7 +75,7 @@ namespace HeavenStudio.Games.Scripts_BlueBear
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SoundByte.PlayOneShotGame("blueBear/chompDonut");
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}
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game.Bite(Conductor.instance.songPositionInBeatsAsDouble, isCake);
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game.Bite(Conductor.instance.songPositionInBeatsAsDouble, isCake, hold);
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game.EatTreat();
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SpawnCrumbs();
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