* 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

@ -46,12 +46,13 @@ namespace HeavenStudio.Games.Loaders
},
new GameAction("march", "March!")
{
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.SargeMarch(e.beat, e["disableVoice"]); },
inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.SargeMarch(e.beat, e["disableVoice"]); },
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.SargeMarch(e.beat, e["disableVoice"], e["shouldMarch"]); },
inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.SargeMarch(e.beat, e["disableVoice"], e["shouldMarch"]); },
defaultLength = 2f,
parameters = new List<Param>
{
new Param("disableVoice", false, "Disable Voice", "Disable the Drill Sergeant's call")
new Param("disableVoice", false, "Disable Voice", "Disable the Drill Sergeant's call"),
new Param("shouldMarch", true, "March", "Disable automatic marching"),
},
priority = 5,
},
@ -96,7 +97,7 @@ namespace HeavenStudio.Games.Loaders
parameters = new List<Param>()
{
new Param("start", true, "Start Moving", "Start moving the conveyor"),
new Param("direction", MarchingOrders.Direction.Right, "Direction", "Direction"),
new Param("direction", MarchingOrders.Direction.Right, "Direction", "The direction the cadets will move"),
},
defaultLength = 7f,
resizable = true,
@ -129,19 +130,19 @@ namespace HeavenStudio.Games.Loaders
var e = eventCaller.currentEntity;
MarchingOrders.instance.ForceMarching(e.beat, e.length);
},
preFunctionLength = 1,
preFunctionLength = 0.2f,
resizable = true,
},
// hidden in the editor but here cuz backwards compatibility
new GameAction("marching", "Start Marching (old)")
{
hidden = true,
hidden = false,
preFunction = delegate {
var e = eventCaller.currentEntity;
MarchingOrders.instance.ForceMarching(e.beat, e.length);
},
preFunctionLength = 1,
preFunctionLength = 0.2f,
resizable = true,
},
new GameAction("face turn", "Direction to Turn (old)")
@ -267,8 +268,8 @@ namespace HeavenStudio.Games
if (ConveyorGo[0].AutoScroll && (ConveyorGo[1].gameObject.transform.position.x < 0)) {
foreach (var scroll in ConveyorGo) scroll.AutoScroll = false;
ConveyorGo[0].gameObject.transform.position = new Vector3(0, 0);
ConveyorGo[1].gameObject.transform.position = new Vector3(6.181f, -3.37f);
ConveyorGo[0].gameObject.transform.position = new Vector3(6.181f, -3.37f);
ConveyorGo[1].gameObject.transform.position = new Vector3(0, 0);
}
// input stuff below
@ -377,11 +378,9 @@ namespace HeavenStudio.Games
});
}
public static void SargeMarch(float beat, bool noVoice)
public static void SargeMarch(float beat, bool noVoice, bool march)
{
if (MarchingOrders.wantMarch != float.MinValue) return;
MarchingOrders.wantMarch = beat + 1;
if (march) MarchingOrders.wantMarch = beat + 1;
if (!noVoice) PlaySoundSequence("marchingOrders", "susume", beat);
if (GameManager.instance.currentGame == "marchingOrders") {
@ -393,7 +392,7 @@ namespace HeavenStudio.Games
public void ForceMarching(float beat, float length)
{
for (int i = 0; i < length; i++) {
ScheduleInput(beat + i - 1, 1f, InputType.STANDARD_DOWN, MarchHit, GenericMiss, Empty);
ScheduleInput(beat + i - 0.2f, 0.2f, InputType.STANDARD_DOWN, MarchHit, GenericMiss, Empty);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(beat + i, delegate {
marchOtherCount++;