stack proof roll cue and also end block + roll cue fix

This commit is contained in:
Rapandrasmus 2023-06-27 00:36:39 +02:00
parent 5a5a54905b
commit 0b10e856f3
2 changed files with 9 additions and 4 deletions

View file

@ -226,7 +226,7 @@ namespace HeavenStudio.Games
{
fishBeats.Add(fishEvent.beat);
}
foreach (var rollEvent in rollEvents)
foreach (var rollEvent in validRollEvents)
{
rollBeats.Add(rollEvent.beat);
}
@ -346,6 +346,11 @@ namespace HeavenStudio.Games
public static bool IsValidRollCue(RiqEntity entity)
{
List<RiqEntity> allEnds = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame" });
List<RiqEntity> allRolls = EventCaller.GetAllInGameManagerList("nightWalkAgb", new string[] { "roll" });
if (allRolls.Find(x => x != entity && entity.beat >= x.beat && entity.beat < x.beat + x.length) != null)
{
return false;
}
if (allEnds.Count > 0)
{
List<RiqEntity> tempEnds = new();

View file

@ -364,7 +364,7 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
{
if (game.hitJumps >= game.requiredJumps && AgbNightWalk.hitJumpsPersist >= game.requiredJumpsP)
{
anim.DoScaledAnimationAsync("EndPop", 0.5f);
rollPlatform.DoScaledAnimationAsync("EndPop", 0.5f);
handler.StopAll();
handler.DestroyPlatforms(caller.timer + caller.startBeat + 2, endBeat - 2, endBeat + 1);
game.playYan.Float(Conductor.instance.songPositionInBeats);
@ -461,11 +461,11 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
if (state >= 1f || state <= -1f)
{
SoundByte.PlayOneShotGame("nightWalkAgb/ng");
rollPlatform.DoScaledAnimationAsync("UmbrellaBarely", 0.5f);
if (!isEndEvent) rollPlatform.DoScaledAnimationAsync("UmbrellaBarely", 0.5f);
return;
}
SoundByte.PlayOneShot("games/nightWalkRvl/highJump7");
rollPlatform.DoScaledAnimationAsync("Umbrella", 0.5f);
if (!isEndEvent) rollPlatform.DoScaledAnimationAsync("Umbrella", 0.5f);
game.starHandler.Evolve(game.evolveAmount * 2);
game.hitJumps++;
AgbNightWalk.hitJumpsPersist++;