stack proof roll cue and also end block + roll cue fix
This commit is contained in:
parent
5a5a54905b
commit
0b10e856f3
|
|
@ -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();
|
||||
|
|
|
|||
|
|
@ -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++;
|
||||
|
|
|
|||
Loading…
Reference in a new issue