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https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 12:57:39 +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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@ -46,12 +46,13 @@ namespace HeavenStudio.Games.Loaders
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},
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new GameAction("march", "March!")
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{
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function = delegate { var e = eventCaller.currentEntity; MarchingOrders.SargeMarch(e.beat, e["disableVoice"]); },
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inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.SargeMarch(e.beat, e["disableVoice"]); },
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function = delegate { var e = eventCaller.currentEntity; MarchingOrders.SargeMarch(e.beat, e["disableVoice"], e["shouldMarch"]); },
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inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.SargeMarch(e.beat, e["disableVoice"], e["shouldMarch"]); },
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defaultLength = 2f,
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parameters = new List<Param>
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{
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new Param("disableVoice", false, "Disable Voice", "Disable the Drill Sergeant's call")
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new Param("disableVoice", false, "Disable Voice", "Disable the Drill Sergeant's call"),
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new Param("shouldMarch", true, "March", "Disable automatic marching"),
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},
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priority = 5,
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},
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@ -96,7 +97,7 @@ namespace HeavenStudio.Games.Loaders
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parameters = new List<Param>()
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{
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new Param("start", true, "Start Moving", "Start moving the conveyor"),
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new Param("direction", MarchingOrders.Direction.Right, "Direction", "Direction"),
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new Param("direction", MarchingOrders.Direction.Right, "Direction", "The direction the cadets will move"),
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},
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defaultLength = 7f,
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resizable = true,
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@ -129,19 +130,19 @@ namespace HeavenStudio.Games.Loaders
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var e = eventCaller.currentEntity;
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MarchingOrders.instance.ForceMarching(e.beat, e.length);
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},
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preFunctionLength = 1,
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preFunctionLength = 0.2f,
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resizable = true,
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},
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// hidden in the editor but here cuz backwards compatibility
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new GameAction("marching", "Start Marching (old)")
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{
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hidden = true,
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hidden = false,
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preFunction = delegate {
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var e = eventCaller.currentEntity;
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MarchingOrders.instance.ForceMarching(e.beat, e.length);
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},
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preFunctionLength = 1,
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preFunctionLength = 0.2f,
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resizable = true,
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},
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new GameAction("face turn", "Direction to Turn (old)")
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@ -267,8 +268,8 @@ namespace HeavenStudio.Games
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if (ConveyorGo[0].AutoScroll && (ConveyorGo[1].gameObject.transform.position.x < 0)) {
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foreach (var scroll in ConveyorGo) scroll.AutoScroll = false;
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ConveyorGo[0].gameObject.transform.position = new Vector3(0, 0);
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ConveyorGo[1].gameObject.transform.position = new Vector3(6.181f, -3.37f);
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ConveyorGo[0].gameObject.transform.position = new Vector3(6.181f, -3.37f);
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ConveyorGo[1].gameObject.transform.position = new Vector3(0, 0);
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}
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// input stuff below
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@ -377,11 +378,9 @@ namespace HeavenStudio.Games
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});
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}
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public static void SargeMarch(float beat, bool noVoice)
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public static void SargeMarch(float beat, bool noVoice, bool march)
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{
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if (MarchingOrders.wantMarch != float.MinValue) return;
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MarchingOrders.wantMarch = beat + 1;
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if (march) MarchingOrders.wantMarch = beat + 1;
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if (!noVoice) PlaySoundSequence("marchingOrders", "susume", beat);
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if (GameManager.instance.currentGame == "marchingOrders") {
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@ -393,7 +392,7 @@ namespace HeavenStudio.Games
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public void ForceMarching(float beat, float length)
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{
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for (int i = 0; i < length; i++) {
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ScheduleInput(beat + i - 1, 1f, InputType.STANDARD_DOWN, MarchHit, GenericMiss, Empty);
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ScheduleInput(beat + i - 0.2f, 0.2f, InputType.STANDARD_DOWN, MarchHit, GenericMiss, Empty);
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
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new BeatAction.Action(beat + i, delegate {
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marchOtherCount++;
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