* 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

@ -15,20 +15,24 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
public GameObject Projectile;
public Animator anim;
public bool shouldBop = false;
public int row;
public int col;
float lastReportedBeat;
float startJumpTime = Single.MinValue;
float jumpLength = 1f;
float jumpHeight = 4f;
int jumpAlt;
private bool hasJumped = false;
bool shouldntBop = false;
bool hasJumped = false;
float startThrowTime = Single.MinValue;
float throwLength = 4f;
float throwHeight = 12f;
private bool hasThrown = false;
void Awake()
@ -67,6 +71,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
{
if (hasJumped)
{
shouldntBop = false;
hasJumped = false;
PajamaParty.instance.DoBedImpact();
anim.DoScaledAnimationAsync("MonkeyLand");
@ -98,10 +103,19 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
anim.DoUnscaledAnimation("MonkeyBeat");
Projectile.SetActive(false);
hasThrown = false;
shouldntBop = false;
}
}
}
private void LateUpdate()
{
if (Conductor.instance.ReportBeat(ref lastReportedBeat) && anim.IsAnimationNotPlaying() && !hasThrown && !shouldntBop && shouldBop)
{
anim.DoScaledAnimationAsync("MonkeyBeat", 0.5f);
}
}
public void Jump(float beat, int alt = 1)
{
startJumpTime = beat;
@ -114,6 +128,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
public void Charge(float beat)
{
shouldntBop = true;
anim.DoUnscaledAnimation("MonkeyReady");
}
@ -126,6 +141,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
public void ReadySleep(float beat, int action)
{
shouldntBop = true;
var cond = Conductor.instance;
startThrowTime = Single.MinValue;
Projectile.transform.localPosition = new Vector3(0, 0);