mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 21:57:37 +02:00
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:
@ -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);
|
||||
|
Reference in New Issue
Block a user