diff --git a/Assets/Scenes/Editor.unity b/Assets/Scenes/Editor.unity index 22bf3ad50..fdbd25cb7 100644 --- a/Assets/Scenes/Editor.unity +++ b/Assets/Scenes/Editor.unity @@ -25485,7 +25485,7 @@ MonoBehaviour: m_TargetGraphic: {fileID: 1589389272} m_HandleRect: {fileID: 1589389271} m_Direction: 2 - m_Value: 0 + m_Value: 1 m_Size: 1 m_NumberOfSteps: 0 m_OnValueChanged: @@ -32510,7 +32510,7 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0.5} m_AnchorMax: {x: 1, y: 0.5} - m_AnchoredPosition: {x: 0, y: 124.46796} + m_AnchoredPosition: {x: 0, y: 124.46795} m_SizeDelta: {x: 0, y: 0} m_Pivot: {x: 0.5, y: 1} --- !u!114 &1154875944 diff --git a/Assets/Scripts/Games/Tambourine/Tambourine.cs b/Assets/Scripts/Games/Tambourine/Tambourine.cs index bac9168af..99feb8c81 100644 --- a/Assets/Scripts/Games/Tambourine/Tambourine.cs +++ b/Assets/Scripts/Games/Tambourine/Tambourine.cs @@ -16,7 +16,7 @@ namespace HeavenStudio.Games.Loaders new GameAction("beat intervals", "Start Interval") { function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.StartInterval(e.beat, e.length); }, - defaultLength = 4f, + defaultLength = 8f, resizable = true, priority = 1 }, @@ -24,13 +24,13 @@ namespace HeavenStudio.Games.Loaders { function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.MonkeyInput(e.beat, false); }, defaultLength = 0.5f, - priority = 2 + priority = 1 }, new GameAction("hit", "Hit") { function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.MonkeyInput(e.beat, true); }, defaultLength = 0.5f, - priority = 2 + priority = 1 }, new GameAction("pass turn", "Pass Turn") { @@ -107,7 +107,7 @@ namespace HeavenStudio.Games [Header("Variables")] bool intervalStarted; float intervalStartBeat; - float beatInterval = 4f; + float beatInterval = 8f; float misses; bool frogPresent; @@ -181,7 +181,7 @@ namespace HeavenStudio.Games intervalStarted = true; BeatAction.New(instance.gameObject, new List() { - new BeatAction.Action(beat + beatInterval, delegate { intervalStarted = false; }), + new BeatAction.Action(beat + interval, delegate { intervalStarted = false; }), }); } }