Game switch improvements + Karate man animation fixes (READ DESC)

If you don't release on a combo, it will smoothly transition back to the idle animation. Fixing basically a soft-lock.
This commit is contained in:
Braedon
2022-01-29 20:26:53 -05:00
parent eee8a3952f
commit df5a64622e
11 changed files with 1683 additions and 23 deletions

View File

@ -202,13 +202,20 @@ namespace RhythmHeavenMania
}
else if (closestGameSwitch.beat > beat)
{
if (index - 1 >= 0)
if (index == 0)
{
newGame = gameSwitchs[index - 1].datamodel.Split(2);
newGame = Beatmap.entities[0].datamodel.Split(0);
}
else
{
newGame = Beatmap.entities[Beatmap.entities.IndexOf(closestGameSwitch) - 1].datamodel.Split(0);
if (index - 1 >= 0)
{
newGame = gameSwitchs[index - 1].datamodel.Split(2);
}
else
{
newGame = Beatmap.entities[Beatmap.entities.IndexOf(closestGameSwitch) - 1].datamodel.Split(0);
}
}
}
// newGame = gameSwitchs[gameSwitchs.IndexOf(gameSwitchs.Find(c => c.beat == Mathp.GetClosestInList(gameSwitchs.Select(c => c.beat).ToList(), beat)))].datamodel.Split(2);