Upbeat blip length (#675)

* Implementation

actually implemented the slider, waiting on zeo's word for polish

* Non-placeholder text

ty zeo
This commit is contained in:
ThePurpleAnon 2024-02-01 18:40:53 -06:00 committed by GitHub
parent a116ae5f25
commit b352f3648f
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
2 changed files with 9 additions and 5 deletions

View file

@ -77,7 +77,7 @@ namespace HeavenStudio.Games.Loaders
{
function = delegate {
var e = eventCaller.currentEntity;
MrUpbeat.instance.BlipEvents(e["letter"], e["shouldGrow"], e["resetBlip"], e["shouldBlip"]);
MrUpbeat.instance.BlipEvents(e["letter"], e["shouldGrow"], e["resetBlip"], e["shouldBlip"], e["blipLength"]);
},
defaultLength = 0.5f,
parameters = new List<Param>()
@ -86,6 +86,7 @@ namespace HeavenStudio.Games.Loaders
new Param("shouldGrow", true, "Grow Antenna", "Toggle if Mr. Upbeat's antennashould grow on every blip"),
new Param("resetBlip", false, "Reset Antenna", "Toggle if Mr. Upbeat's antenna should reset"),
new Param("shouldBlip", true, "Should Blip", "Toggle if Mr. Upbeat's antenna should blip every offbeat."),
new Param("blipLength", new EntityTypes.Integer(0, 4, 4), "Text Blip Requirement", "Set how many blips it will take for the text to appear on Mr. Upbeats antenna."),
}
},
new GameAction("fourBeatCountInOffbeat", "4 Beat Count-In")
@ -356,12 +357,13 @@ namespace HeavenStudio.Games
}
}
public void BlipEvents(string inputLetter, bool shouldGrow, bool resetBlip, bool shouldBlip)
public void BlipEvents(string inputLetter, bool shouldGrow, bool resetBlip, bool shouldBlip, int blipLength)
{
if (resetBlip) man.blipSize = 0;
man.shouldGrow = shouldGrow;
man.blipString = inputLetter;
man.shouldBlip = shouldBlip;
man.blipLength = blipLength;
}
public static void Count(int number)

View file

@ -19,6 +19,7 @@ namespace HeavenStudio.Games.Scripts_MrUpbeat
public bool shouldGrow;
public bool shouldBlip = true;
public string blipString = "M";
public int blipLength = 4;
public bool canStep = false; // just disabled when you normally couldn't step, which is anything less than 2 beats before you would start stepping and any time after the Ding!
public bool canStepFromAnim = true; // disabled when stepping, then reenabled in the animation events. you can step JUST BARELY before the animation ends in fever
@ -57,12 +58,13 @@ namespace HeavenStudio.Games.Scripts_MrUpbeat
public void Blipping()
{
int blipLengthReal = blipLength - 4;
SoundByte.PlayOneShotGame("mrUpbeat/blip");
blipAnim.Play("Blip" + (blipSize + 1), 0, 0);
blipText.gameObject.SetActive(blipSize >= 4);
blipAnim.Play("Blip" + (blipSize + 1 - blipLengthReal), 0, 0);
blipText.gameObject.SetActive(blipSize - blipLengthReal >= 4);
blipText.text = blipString != "" ? blipString : "";
if (shouldGrow && blipSize < 4) blipSize++;
if (shouldGrow && blipSize - blipLengthReal < 4) blipSize++;
}
public void Step(bool isInput = false)