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https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 17:47:39 +02:00
a lot
* munchy monk input + mustache fixes * fork lifter and pajama party bopping * meat grinder miss bop fix * cloud monkey Real * marching orders Go! was broken * force march doesn't break when it's too early from a game switch * you can use the March! block without the marching now
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@ -34,7 +34,6 @@ namespace HeavenStudio.Games.Loaders
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},
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new GameAction("sigh", "Sigh")
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{
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function = delegate { Jukebox.PlayOneShot("games/forkLifter/sigh"); }
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},
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new GameAction("color", "Background Color")
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@ -59,6 +58,17 @@ namespace HeavenStudio.Games.Loaders
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},
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resizable = true
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},
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new GameAction("bop", "Bop")
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{
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function = delegate { var e = eventCaller.currentEntity; ForkLifter.instance.Bop(e.beat, e.length, e["bop"], e["autoBop"]); },
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parameters = new List<Param>()
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{
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new Param("bop", true, "Keep Bopping", "Should Fork bop for the duration of the block?"),
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new Param("autoBop", false, "Keep Bopping (Auto)", "Should Fork bop indefinitely?"),
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},
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resizable = true,
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},
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// These are still here for backwards-compatibility but are hidden in the editor
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new GameAction("pea", "")
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{
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@ -143,6 +153,18 @@ namespace HeavenStudio.Games
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ForkLifterHand.CheckNextFlick();
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}
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public void Bop(float beat, float length, bool doesBop, bool autoBop)
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{
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playerInstance.shouldBop = (autoBop || doesBop);
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if (!autoBop && doesBop) {
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BeatAction.New(gameObject, new List<BeatAction.Action>() {
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new BeatAction.Action(beat + length, delegate {
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playerInstance.shouldBop = false;
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})
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});
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}
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}
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public void Flick(float beat, int type)
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{
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Jukebox.PlayOneShotGame("forkLifter/flick");
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