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Mr. Upbeat Re-Re-Rework (#525)
* so much * reworked everything (AGAIN.) -everything just uses recursive methods and beatactions, and only uses the update loop for inactive queuing * count-ins -need hq 4 sound effect, kitties doesn't have the og :( * mr. downbeat rere-revived (unfortunately enough.) * huge change to how stepping works, to make it so you can't step over it the wrong way, and so that missing looks good * added missing miss anim, which happens in the same way as the og * added a check on game switch to use the last bg change/blip color block's attributes -i think i might add these to other games; it should make the process of remixing more intuitive and fun, even if it's a small change currently all i'm missing is blip jank fix. but im not staying up another hour for that lol * letter/blip jank fixed + force stepping * instead of being a separate animator, the letter is instead set to have a scale of (1, 1, 1) in the update loop, so that no graphical bugs happen even when the scale is changed. * hopefully this new system is a lot less janky, but if bugs do still come up they'll be a lot easier to fix now
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@ -199,7 +199,9 @@ namespace HeavenStudio.Editor.Track
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lastPos = transform.localPosition;
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}
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} else {
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}
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else
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{
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if (moving) moving = false;
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if (resizingLeft) SetPivot(new Vector2(1, rectTransform.pivot.y));
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@ -287,14 +289,17 @@ namespace HeavenStudio.Editor.Track
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{
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var mgs = EventCaller.instance.minigames;
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string[] datamodels = entity.datamodel.Split('/');
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Debug.Log("Selected entity's datamodel : "+entity.datamodel);
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bool isSwitchGame = (datamodels[1] == "switchGame");
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bool isSwitchGame = datamodels[1] == "switchGame";
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int gameIndex = mgs.FindIndex(c => c.name == datamodels[isSwitchGame ? 2 : 0]);
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int block = isSwitchGame ? 0 : mgs[gameIndex].actions.FindIndex(c => c.actionName == datamodels[1]) + 1;
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if (!isSwitchGame) {
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// hardcoded stuff
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// needs to happen because hidden blocks technically change the event index
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if (datamodels[0] == "gameManager") block -= 2;
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else if (datamodels[0] is "countIn" or "vfx") block--;
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else if (datamodels[0] is "countIn" or "vfx") block -= 1;
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}
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GridGameSelector.instance.SelectGame(datamodels[isSwitchGame ? 2 : 0], block);
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