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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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@ -33,12 +33,12 @@ namespace HeavenStudio.Games.Loaders
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{
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new Param("okay", true, "Okay Voice Line", "Whether or not the tappers should say -Okay!- after successfully tapping.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam(x => (bool)x, new string[] { "okayType" })
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "okayType" })
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}),
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new Param("okayType", TapTroupe.OkayType.OkayA, "Okay Type", "Which version of the okay voice line should the tappers say?"),
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new Param("animType", TapTroupe.OkayAnimType.Normal, "Okay Animation", "Which animations should be played when the tapper say OK?", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam(x => (int)x == (int)TapTroupe.OkayAnimType.Popper, new string[]{ "popperBeats"})
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new Param.CollapseParam((x, _) => (int)x == (int)TapTroupe.OkayAnimType.Popper, new string[]{ "popperBeats"})
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}),
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new Param("popperBeats", new EntityTypes.Float(0f, 80f, 2f), "Popper Beats", "How many beats until the popper will pop?"),
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new Param("randomVoiceLine", true, "Extra Random Voice Line", "Whether there should be randomly said woos or laughs after the tappers say OK!"),
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