Minigame: Pajama Party (#84)

* Game: Pajama Party

* Pajama Party: bg setup, Mako jump

* Pajama Party: mako jumping

* Pajama Party: prep landing anim references

* Pajama Party: several anims, improved 3d scene

* Pajama Party: bg cleanup

* Pajama Party: Mako sleeping anims

* Pajama Party: All Mako anims, add sounds to fs

* Pajama Party: prep monkey prefab

* Pajama Party: thrown pillow, prep sequences

* Pajama Party: make embarrassed catch not loop

whoops

* Pajama Party: sound adjust, prefab work

* Pajama Party: monkey spawning, basic jumping

* Pajama Party: jump sequence

no input detection or landing yet

* Pajama Party: anims override

* Pajama Party: jump cue functional

comes with improvements and bugfixes to PlayerActionEvent

* Pajama Party: sleep cue functional

* Pajama Party: some notes

* PlayerActionEvent: more bugfixes

* Pajama Party: fully functional throw cue

* Pajama Party: start animating sleep cue

* Pajama Party: feature-complete

* Pajama Party: unfuck layering

* Pajama Party: icon

also adds Fan Club's concept icon

* Pajama Party: cues while unloaded
This commit is contained in:
minenice55
2022-05-27 22:40:16 -04:00
committed by GitHub
parent 972826ce12
commit ecc905a42f
185 changed files with 215791 additions and 8 deletions

View File

@ -60,17 +60,19 @@ namespace HeavenStudio.Games
if (noAutoplay && triggersAutoplay){ triggersAutoplay = false; }
float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat,timer);
// allows ace detection with this new system
float stateProg = ((normalizedBeat - Minigame.PerfectTime()) / (Minigame.LateTime() - Minigame.PerfectTime()) - 0.5f) * 2;
StateCheck(normalizedBeat);
if (normalizedBeat > Minigame.LateTime()) Miss();
//BUGFIX: ActionEvents destroyed too early
if (normalizedBeat > Minigame.EndTime()) Miss();
if (IsCorrectInput() && !autoplayOnly)
{
if (state.perfect)
{
Hit(0f);
Hit(stateProg);
}
else if (state.early && !perfectOnly)
{
@ -122,7 +124,10 @@ namespace HeavenStudio.Games
//For the Autoplay
public override void OnAce()
{
Hit(0f);
float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat,timer);
// allows ace detection with this new system
float stateProg = ((normalizedBeat - Minigame.PerfectTime()) / (Minigame.LateTime() - Minigame.PerfectTime()) - 0.5f) * 2;
Hit(stateProg);
}
//The state parameter is either -1 -> Early, 0 -> Perfect, 1 -> Late