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>
This commit is contained in:
Rapandrasmus
2023-12-12 17:54:04 +01:00
committed by GitHub
parent 87653b0d65
commit a72e2a154b
127 changed files with 53129 additions and 9172 deletions

View File

@ -141,7 +141,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
{
if (!KarateMan.instance.IsExpectingInputNow(KarateMan.InputAction_Press))
{
Punch(1, PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch);
Punch(_lastPunchedHeavy ? 2 : 1, PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch, _lastPunchedHeavy);
SoundByte.PlayOneShotGame("karateman/swingNoHit", forcePlay: true);
}
}
@ -215,7 +215,9 @@ namespace HeavenStudio.Games.Scripts_KarateMan
lastChargeTime = double.MinValue;
}
public bool Punch(int forceHand = 0, bool touchCharge = false)
private bool _lastPunchedHeavy = false;
public bool Punch(int forceHand = 0, bool touchCharge = false, bool punchedHeavy = false)
{
if (GameManager.instance.currentGame != "karateman") return false;
var cond = Conductor.instance;
@ -225,6 +227,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
unPrepareTime = double.MinValue;
lastChargeTime = double.MinValue;
inKick = false;
_lastPunchedHeavy = punchedHeavy;
switch (forceHand)
{