Timing Window Improvements (#199)

* implement a fix for #196

- improve checking for unwanted inputs in minigame scripts, see Fan Club, Karate Man, and Pajama Party for examples
- provisionally implemented calculating average player input offset

* update samurai slice ds to new assets

implement near miss feedback

* import new pajama party assets
This commit is contained in:
minenice55
2023-01-13 23:53:25 -05:00
committed by GitHub
parent 54c4899f9d
commit eaba812665
68 changed files with 4529 additions and 881 deletions

View File

@ -139,7 +139,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
if (PlayerInput.Pressed(true) && !inSpecial)
{
if (!KarateMan.instance.IsExpectingInputNow())
if (!KarateMan.instance.IsExpectingInputNow(InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN))
{
Punch(1);
Jukebox.PlayOneShotGame("karateman/swingNoHit", forcePlay: true);
@ -148,7 +148,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
if (PlayerInput.AltPressed() && KarateMan.IsComboEnable && !inSpecial)
{
if (!KarateMan.instance.IsExpectingInputNow())
if (!KarateMan.instance.IsExpectingInputNow(InputType.STANDARD_ALT_DOWN))
{
//start a forced-fail combo sequence
ForceFailCombo(cond.songPositionInBeats);
@ -156,7 +156,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
}
else if (PlayerInput.AltPressedUp())
{
if (!KarateMan.instance.IsExpectingInputNow())
if (!KarateMan.instance.IsExpectingInputNow(InputType.STANDARD_ALT_UP))
{
if (inComboId != -1 && !lockedInCombo)
{
@ -172,7 +172,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
//stopped holding, don't charge
wantKick = false;
}
else if (inKick && cond.GetPositionFromBeat(lastChargeTime, 2.75f) <= 0.5f && !KarateMan.instance.IsExpectingInputNow())
else if (inKick && cond.GetPositionFromBeat(lastChargeTime, 2.75f) <= 0.5f && !KarateMan.instance.IsExpectingInputNow(InputType.STANDARD_UP | InputType.DIRECTION_UP))
{
Kick(cond.songPositionInBeats);
Jukebox.PlayOneShotGame("karateman/swingKick", forcePlay: true);