Karateka Fix, Sneaky Spirits

Fix a smol bug with the face change delay, to compensate for that, I also added the ability to trigger the game delay mods as an inactive function. Add Sneaky Spirits sounds
This commit is contained in:
Amy54Desu 2023-01-21 19:16:29 -05:00
parent 78afd06693
commit 564391bcd9
27 changed files with 235 additions and 12 deletions

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@ -142,7 +142,8 @@ namespace HeavenStudio.Games.Loaders
new Param("valA", new EntityTypes.Float(0f, 10f, 1f), "Pot Break Delay", "Sets the pot break delay, 1.5 is Tengoku Arcade delay"),
new Param("valB", new EntityTypes.Float(0f, 10f, 0.5f), "Oh Yeah Delay", "Sets the pot break delay, a delay of 0 is Tengoku Arcade delay"),
new Param("valC", new EntityTypes.Float(0f, 10f, 1f), "Face Change Delay", "The face change delay when you punch and object and your face changes")
}
},
inactiveFunction = delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetDelay(e["valA"], e["valB"], e["valC"]); }
},
new GameAction("set background effects", "Background Appearance")
{

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@ -837,7 +837,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
joe.SetFaceExpression((int) KarateMan.KarateManFaces.Sad);
BeatAction.New(joe.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(startBeat + 1f + KarateMan.FaceChangeDelay, delegate {
new BeatAction.Action(startBeat + 2f, delegate {
joe.SetFaceExpression((int) KarateMan.KarateManFaces.Normal);
}),
});
@ -868,7 +868,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
bool straight = joe.Punch(ItemPunchHand());
KarateMan.instance.ActivateHonki(startBeat, honkiMode, honkiSound);
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z - 30f);
DoHitExpression(startBeat + 2f);
DoHitExpression(startBeat + 1f + KarateMan.FaceChangeDelay);
ItemHitEffect(straight);
status = FlyStatus.Hit;
KarateMan.instance.Nori.DoHit(startBeat);

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@ -58,14 +58,13 @@ namespace HeavenStudio.Games
public void SpawnSpirit(float beat, int length)
{
CreateSpirit(beat, length);//, )
CreateSpirit(beat, length);
}
public GameObject CreateSpirit(float beat, int length)//, string awakeAnim)
public GameObject CreateSpirit(float beat, int length)
{
GameObject mobj = GameObject.Instantiate(SneakySpirit, SpawnRoot);
WahSpirits mobjDat = mobj.GetComponent<WahSpirits>();
mobjDat.startBeat = beat;
mobjDat.numBeats = length;

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