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)
This commit is contained in:
AstrlJelly
2023-10-27 16:19:11 -04:00
committed by GitHub
parent 7624ea6e88
commit b22de5abdb
28 changed files with 624 additions and 622 deletions

View File

@ -36,7 +36,7 @@ namespace HeavenStudio.Games.Loaders
{
new Param("sound", false, "Sound", "Hai if onbeat, ho if offbeat.", new List<Param.CollapseParam>()
{
new Param.CollapseParam(x => (bool)x, new string[] { "amount" })
new Param.CollapseParam((x, _) => (bool)x, new string[] { "amount" })
}),
new Param("amount", new EntityTypes.Integer(1, 50, 1), "Sound Amount", "How many sounds will play consecutively?"),
new Param("visual", true, "Background Visual")
@ -106,7 +106,7 @@ namespace HeavenStudio.Games.Loaders
{
new Param("sound", false, "Sound", "Hai if onbeat, ho if offbeat.", new List<Param.CollapseParam>()
{
new Param.CollapseParam(x => (bool)x, new string[] { "amount" })
new Param.CollapseParam((x, _) => (bool)x, new string[] { "amount" })
}),
new Param("amount", new EntityTypes.Integer(1, 50, 1), "Sound Amount", "How many sounds will play consecutively?"),
new Param("visual", true, "Background Visual")