* 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
This commit is contained in:
AstrlJelly
2023-06-10 15:18:45 -04:00
parent c5f5b6d800
commit faf3fbf97c
40 changed files with 4253 additions and 2766 deletions

View File

@ -34,7 +34,6 @@ namespace HeavenStudio.Games.Loaders
},
new GameAction("sigh", "Sigh")
{
function = delegate { Jukebox.PlayOneShot("games/forkLifter/sigh"); }
},
new GameAction("color", "Background Color")
@ -59,6 +58,17 @@ namespace HeavenStudio.Games.Loaders
},
resizable = true
},
new GameAction("bop", "Bop")
{
function = delegate { var e = eventCaller.currentEntity; ForkLifter.instance.Bop(e.beat, e.length, e["bop"], e["autoBop"]); },
parameters = new List<Param>()
{
new Param("bop", true, "Keep Bopping", "Should Fork bop for the duration of the block?"),
new Param("autoBop", false, "Keep Bopping (Auto)", "Should Fork bop indefinitely?"),
},
resizable = true,
},
// These are still here for backwards-compatibility but are hidden in the editor
new GameAction("pea", "")
{
@ -143,6 +153,18 @@ namespace HeavenStudio.Games
ForkLifterHand.CheckNextFlick();
}
public void Bop(float beat, float length, bool doesBop, bool autoBop)
{
playerInstance.shouldBop = (autoBop || doesBop);
if (!autoBop && doesBop) {
BeatAction.New(gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(beat + length, delegate {
playerInstance.shouldBop = false;
})
});
}
}
public void Flick(float beat, int type)
{
Jukebox.PlayOneShotGame("forkLifter/flick");