mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 21:37:40 +02:00
A lot of stuff (Read desc)
Beat action is now used to define one-off objects that is used by the beat but I don't wanna bother making a different script for. Example case: the "hit 3" sprite in Karate Man. Animation helpers for functions I don't wanna rewrite 100,000 times. General improvements for Karate Man, like prepare animation and some updates to game events.
This commit is contained in:
@ -52,22 +52,6 @@ namespace RhythmHeavenMania
|
||||
{
|
||||
minigames[minigames.FindIndex(c => c.name == minigamesInBeatmap[i].name)].holder = Resources.Load<GameObject>($"Games/{minigamesInBeatmap[i].name}");
|
||||
}
|
||||
|
||||
for (int i = 0; i < GameManager.instance.Beatmap.entities.Count; i++)
|
||||
{
|
||||
string[] e = GameManager.instance.Beatmap.entities[i].datamodel.Split('/');
|
||||
try
|
||||
{
|
||||
if (minigames.Find(c => c.name == e[0]).actions.Find(c => c.actionName == e[1]).playerAction == true && e[0] != "gameManager")
|
||||
{
|
||||
GameManager.instance.playerEntities.Add(GameManager.instance.Beatmap.entities[i]);
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogWarning(GameManager.instance.Beatmap.entities[i].datamodel + " " + ex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
@ -92,9 +76,6 @@ namespace RhythmHeavenMania
|
||||
Minigames.GameAction action = game.actions.Find(c => c.actionName == details[1]);
|
||||
action.function.Invoke();
|
||||
|
||||
if (action.playerAction == true)
|
||||
GameManager.instance.currentPlayerEvent++;
|
||||
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
|
Reference in New Issue
Block a user