Fixed working dough and lockstep earrape bugs and tambourine interval bugs (#281)

* mr upbeat input fix + lockstep offbeat switch event seperation

* Lockstep + MrUpbeat animation fixes

* Fixes to lockstep, tambourine and wd
This commit is contained in:
Rapandrasmus 2023-02-15 22:40:20 +01:00 committed by GitHub
parent e213a7f900
commit 52c9474c90
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GPG key ID: 4AEE18F83AFDEB23
3 changed files with 8 additions and 11 deletions

View file

@ -127,10 +127,7 @@ namespace HeavenStudio.Games
void OnDestroy() void OnDestroy()
{ {
if (!Conductor.instance.isPlaying || Conductor.instance.isPaused) if (queuedInputs.Count > 0) queuedInputs.Clear();
{
if (queuedInputs.Count > 0) queuedInputs.Clear();
}
} }
public void Update() public void Update()
@ -236,7 +233,7 @@ namespace HeavenStudio.Games
{ {
if (GameManager.instance.currentGame == "lockstep") if (GameManager.instance.currentGame == "lockstep")
{ {
for (int i = 0; i < length + 1; i++) for (int i = 0; i < length; i++)
{ {
Lockstep.instance.ScheduleInput(beat - 1, 1 + i, InputType.STANDARD_DOWN, Lockstep.instance.Just, Lockstep.instance.Miss, Lockstep.instance.Nothing); Lockstep.instance.ScheduleInput(beat - 1, 1 + i, InputType.STANDARD_DOWN, Lockstep.instance.Just, Lockstep.instance.Miss, Lockstep.instance.Nothing);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
@ -247,7 +244,7 @@ namespace HeavenStudio.Games
} }
else else
{ {
for (int i = 0; i < length + 1; i++) for (int i = 0; i < length; i++)
{ {
queuedInputs.Add(beat + i); queuedInputs.Add(beat + i);
} }

View file

@ -190,13 +190,9 @@ namespace HeavenStudio.Games
{ {
DesummonFrog(); DesummonFrog();
sadFace.SetActive(false); sadFace.SetActive(false);
queuedInputs.Clear(); //queuedInputs.Clear();
misses = 0; misses = 0;
intervalStarted = true; intervalStarted = true;
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + interval, delegate { intervalStarted = false; }),
});
} }
} }
@ -229,6 +225,7 @@ namespace HeavenStudio.Games
monkeyAnimator.Play("MonkeyPassTurn", 0, 0); monkeyAnimator.Play("MonkeyPassTurn", 0, 0);
Jukebox.PlayOneShotGame($"tambourine/monkey/turnPass/{UnityEngine.Random.Range(1, 6)}"); Jukebox.PlayOneShotGame($"tambourine/monkey/turnPass/{UnityEngine.Random.Range(1, 6)}");
happyFace.SetActive(true); happyFace.SetActive(true);
intervalStarted = false;
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{ {
new BeatAction.Action(beat + 0.3f, delegate { happyFace.SetActive(false); }) new BeatAction.Action(beat + 0.3f, delegate { happyFace.SetActive(false); })
@ -248,6 +245,7 @@ namespace HeavenStudio.Games
new BeatAction.Action(beat + length + input.beatAwayFromStart, delegate { Bop(beat + length + input.beatAwayFromStart, (int)WhoBops.Monkey); }) new BeatAction.Action(beat + length + input.beatAwayFromStart, delegate { Bop(beat + length + input.beatAwayFromStart, (int)WhoBops.Monkey); })
}); });
} }
queuedInputs.Clear();
} }
public void Bop(float beat, int whoBops) public void Bop(float beat, int whoBops)

View file

@ -630,6 +630,7 @@ namespace HeavenStudio.Games
void JustSmall(PlayerActionEvent caller, float state) void JustSmall(PlayerActionEvent caller, float state)
{ {
if (GameManager.instance.currentGame != "workingDough") return;
float beat = caller.startBeat + caller.timer; float beat = caller.startBeat + caller.timer;
if (currentBalls.Count > 0) if (currentBalls.Count > 0)
{ {
@ -655,6 +656,7 @@ namespace HeavenStudio.Games
void JustBig(PlayerActionEvent caller, float state) void JustBig(PlayerActionEvent caller, float state)
{ {
if (GameManager.instance.currentGame != "workingDough") return;
float beat = caller.startBeat + caller.timer; float beat = caller.startBeat + caller.timer;
if (currentBalls.Count > 0) if (currentBalls.Count > 0)
{ {