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

@ -617,6 +617,9 @@ namespace HeavenStudio.Games.Scripts_KarateMan
else
SoundByte.PlayOneShotGame("karateman/potHit", forcePlay: true);
p = Instantiate(HitParticles[3], HitPosition[1].position, Quaternion.identity, game.ItemHolder);
var main = p.main;
if (game.useItemColorForStar) main.startColor = new(game.ItemColor);
else main.startColor = new(game.StarColor);
p.Play();
break;
@ -757,7 +760,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
var joe = KarateMan.instance.Joe;
if (state <= -1f || state >= 1f)
{
bool straight = joe.Punch(ItemPunchHand());
bool straight = joe.Punch(ItemPunchHand(), false, ItemPunchHand() == 2);
startBeat = Conductor.instance.songPositionInBeatsAsDouble;
CurrentCurve = ItemCurves[6];
curveTargetBeat = 1f;
@ -790,7 +793,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
return;
}
}
bool straight = joe.Punch(ItemPunchHand());
bool straight = joe.Punch(ItemPunchHand(), false, ItemPunchHand() == 2);
DoHitExpression(startBeat + 1f);
ItemHitEffect(straight);
status = FlyStatus.Hit;