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Small Bugfixes (#95)
* Fix Sheets issue 11 * Textboxes: Fix unicode glyphs sometimes not displaying * Fan Club: fix order of operation bug * Conductor: refactor ReportBeat this fixes issues with using crop stomp alongside tempo changes * Built to Scale (Gold): temporarily disable post-processing game renders very incorrectly due to the post processing effects will need someone who knows what they're doing in that field to fix it proper * marked some assets for deletion * I'm dumb and left in debug prints
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@ -28,18 +28,25 @@ namespace HeavenStudio.Games.Scripts_FanClub
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float clappingStartTime = Single.MinValue;
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public void AddHit(float beat, int type)
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public void AddHit(float beat, int type = 0)
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{
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if (player)
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{
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if (type == 0) // normal clap
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FanClub.instance.ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, ClapJust, ClapThrough, Out);
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else if (type == 1) // jump
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FanClub.instance.ScheduleInput(beat, 1f, InputType.STANDARD_UP, JumpJust, JumpThrough, JumpOut);
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else if (type == 2) //"kamone" charge
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FanClub.instance.ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, ChargeClapJust, ClapThrough, Out);
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else //"kamone" long clap (first)
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FanClub.instance.ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, LongClapJust, ClapThrough, Out);
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switch (type)
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{
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case 0:
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FanClub.instance.ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, ClapJust, ClapThrough, Out);
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break;
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case 1:
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FanClub.instance.ScheduleInput(beat, 1f, InputType.STANDARD_UP, JumpJust, JumpThrough, JumpOut);
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break;
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case 2:
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FanClub.instance.ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, ChargeClapJust, ClapThrough, Out);
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break;
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default:
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FanClub.instance.ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, LongClapJust, ClapThrough, Out);
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break;
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}
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}
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}
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@ -107,12 +114,9 @@ namespace HeavenStudio.Games.Scripts_FanClub
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}
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if (PlayerInput.PressedUp())
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{
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if (stopCharge)
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if (clappingStartTime != Single.MinValue && cond.songPositionInBeats > clappingStartTime + 2f && stopCharge && !FanClub.instance.IsExpectingInputNow())
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{
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if (!FanClub.instance.IsExpectingInputNow())
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{
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JumpStart(false);
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}
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JumpStart(false);
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}
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else
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{
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