Upbeat blip length (#675)
* Implementation actually implemented the slider, waiting on zeo's word for polish * Non-placeholder text ty zeo
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@ -77,7 +77,7 @@ namespace HeavenStudio.Games.Loaders
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{
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{
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function = delegate {
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function = delegate {
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var e = eventCaller.currentEntity;
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var e = eventCaller.currentEntity;
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MrUpbeat.instance.BlipEvents(e["letter"], e["shouldGrow"], e["resetBlip"], e["shouldBlip"]);
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MrUpbeat.instance.BlipEvents(e["letter"], e["shouldGrow"], e["resetBlip"], e["shouldBlip"], e["blipLength"]);
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},
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},
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defaultLength = 0.5f,
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defaultLength = 0.5f,
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parameters = new List<Param>()
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parameters = new List<Param>()
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@ -86,6 +86,7 @@ namespace HeavenStudio.Games.Loaders
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new Param("shouldGrow", true, "Grow Antenna", "Toggle if Mr. Upbeat's antennashould grow on every blip"),
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new Param("shouldGrow", true, "Grow Antenna", "Toggle if Mr. Upbeat's antennashould grow on every blip"),
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new Param("resetBlip", false, "Reset Antenna", "Toggle if Mr. Upbeat's antenna should reset"),
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new Param("resetBlip", false, "Reset Antenna", "Toggle if Mr. Upbeat's antenna should reset"),
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new Param("shouldBlip", true, "Should Blip", "Toggle if Mr. Upbeat's antenna should blip every offbeat."),
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new Param("shouldBlip", true, "Should Blip", "Toggle if Mr. Upbeat's antenna should blip every offbeat."),
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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. Upbeat’s antenna."),
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}
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}
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},
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},
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new GameAction("fourBeatCountInOffbeat", "4 Beat Count-In")
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new GameAction("fourBeatCountInOffbeat", "4 Beat Count-In")
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@ -356,12 +357,13 @@ namespace HeavenStudio.Games
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}
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}
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}
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}
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public void BlipEvents(string inputLetter, bool shouldGrow, bool resetBlip, bool shouldBlip)
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public void BlipEvents(string inputLetter, bool shouldGrow, bool resetBlip, bool shouldBlip, int blipLength)
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{
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{
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if (resetBlip) man.blipSize = 0;
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if (resetBlip) man.blipSize = 0;
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man.shouldGrow = shouldGrow;
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man.shouldGrow = shouldGrow;
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man.blipString = inputLetter;
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man.blipString = inputLetter;
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man.shouldBlip = shouldBlip;
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man.shouldBlip = shouldBlip;
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man.blipLength = blipLength;
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}
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}
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public static void Count(int number)
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public static void Count(int number)
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@ -19,6 +19,7 @@ namespace HeavenStudio.Games.Scripts_MrUpbeat
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public bool shouldGrow;
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public bool shouldGrow;
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public bool shouldBlip = true;
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public bool shouldBlip = true;
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public string blipString = "M";
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public string blipString = "M";
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public int blipLength = 4;
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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!
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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!
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public bool canStepFromAnim = true; // disabled when stepping, then reenabled in the animation events. you can step JUST BARELY before the animation ends in fever
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public bool canStepFromAnim = true; // disabled when stepping, then reenabled in the animation events. you can step JUST BARELY before the animation ends in fever
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@ -57,12 +58,13 @@ namespace HeavenStudio.Games.Scripts_MrUpbeat
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public void Blipping()
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public void Blipping()
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{
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{
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int blipLengthReal = blipLength - 4;
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SoundByte.PlayOneShotGame("mrUpbeat/blip");
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SoundByte.PlayOneShotGame("mrUpbeat/blip");
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blipAnim.Play("Blip" + (blipSize + 1), 0, 0);
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blipAnim.Play("Blip" + (blipSize + 1 - blipLengthReal), 0, 0);
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blipText.gameObject.SetActive(blipSize >= 4);
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blipText.gameObject.SetActive(blipSize - blipLengthReal >= 4);
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blipText.text = blipString != "" ? blipString : "";
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blipText.text = blipString != "" ? blipString : "";
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if (shouldGrow && blipSize < 4) blipSize++;
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if (shouldGrow && blipSize - blipLengthReal < 4) blipSize++;
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}
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}
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public void Step(bool isInput = false)
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public void Step(bool isInput = false)
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