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Collapsing Properties Update + Animation From Beat Method (#575)
* add entity to collapse function, start on new animation thingy im gonna use fork lifter to demonstrate DoScaledAnimationFromBeatAsync() cuz it uses animations to cue the peas also i fixed that months old bug where the fork lifter sfx wasn't playing correctly :/ * animation from beat functional, octo machine converted this looks fantastic i can't wait to implement this into more things * better anim function this is more efficient AND it'll produce more consistent results when starting an animation between tempo changes :D (it no longer iterates through a list twice)
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@ -59,12 +59,12 @@ namespace HeavenStudio.Games.Loaders
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new Param("uh", new EntityTypes.Integer(0, 3, 0), "Uh Count", "How many Uhs should Captain Tuck say after the flippers roll?"),
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new Param("appreciation", FlipperFlop.AppreciationType.None, "Appreciation", "Which appreciation line should Captain Tuck say?", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam(x => (int)x != (int)FlipperFlop.AppreciationType.None, new string[] { "heart" })
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new Param.CollapseParam((x, _) => (int)x != (int)FlipperFlop.AppreciationType.None, new string[] { "heart" })
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}),
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new Param("heart", false, "Hearts", "Should Captain Tuck blush and make hearts appear when he expresses his appreciation?"),
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new Param("thatsIt", false, "That's it!", "Whether or not Captain Tuck should say -That's it!- on the final flipper roll.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam(x => (bool)x, new string[] { "barber" })
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "barber" })
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}),
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new Param("barber", false, "Barbershop that's it variant", "Should captain tuck use the Barbershop remix variant of that's it?")
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},
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