lastbeatpulse + gears are the only thing left

i was GONNA add both the beat based and constant gear animations but it just doesn't work out the way i want it to.
OHHHH WELLLLL
im gonna use straight up transforms anyways so i wont have to deal with unity animation (🤢)
This commit is contained in:
AstrlJelly 2023-12-22 19:26:52 -05:00
parent 7df7bf3333
commit b3542dfe6b
24 changed files with 935 additions and 472 deletions

View file

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@ -92,7 +92,7 @@ AnimationClip:
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time: 3.4 time: 0.16666667
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outSlope: 0 outSlope: 0
@ -120,7 +120,7 @@ AnimationClip:
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inSlope: -0 inSlope: -0
outSlope: 0 outSlope: 0
@ -142,15 +142,15 @@ AnimationClip:
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inSlope: 105.54176 inSlope: 2160
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weightedMode: 0 weightedMode: 0

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@ -306,7 +306,7 @@ AnimationClip:
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@ -580,6 +580,16 @@ namespace HeavenStudio
private void LateUpdate() private void LateUpdate()
{ {
OverlaysManager.instance.TogleOverlaysVisibility(Editor.Editor.instance == null || Editor.Editor.instance.fullscreen || ((PersistentDataManager.gameSettings.overlaysInEditor) && (!Editor.Editor.instance.fullscreen)) || HeavenStudio.Editor.GameSettings.InPreview); OverlaysManager.instance.TogleOverlaysVisibility(Editor.Editor.instance == null || Editor.Editor.instance.fullscreen || ((PersistentDataManager.gameSettings.overlaysInEditor) && (!Editor.Editor.instance.fullscreen)) || HeavenStudio.Editor.GameSettings.InPreview);
if (!Conductor.instance.isPlaying)
return;
if (Conductor.instance.songPositionInBeatsAsDouble >= Math.Ceiling(_playStartBeat) + _latePulseTally)
{
if (_currentMinigame != null) _currentMinigame.OnLateBeatPulse(Math.Ceiling(_playStartBeat) + _latePulseTally);
onBeatPulse?.Invoke(Math.Ceiling(_playStartBeat) + _latePulseTally);
_latePulseTally++;
}
} }
public void ToggleInputs(bool inputs) public void ToggleInputs(bool inputs)
@ -591,6 +601,7 @@ namespace HeavenStudio
private double _playStartBeat = 0; private double _playStartBeat = 0;
private int _pulseTally = 0; private int _pulseTally = 0;
private int _latePulseTally = 0;
public void Play(double beat, float delay = 0f) public void Play(double beat, float delay = 0f)
{ {
@ -598,6 +609,7 @@ namespace HeavenStudio
Debug.Log("Playing at " + beat); Debug.Log("Playing at " + beat);
_playStartBeat = beat; _playStartBeat = beat;
_pulseTally = 0; _pulseTally = 0;
_latePulseTally = 0;
canInput = true; canInput = true;
if (!paused) if (!paused)
{ {

View file

@ -3,7 +3,6 @@ using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using Starpelly;
namespace HeavenStudio.Games.Scripts_MeatGrinder namespace HeavenStudio.Games.Scripts_MeatGrinder
{ {
@ -19,8 +18,8 @@ namespace HeavenStudio.Games.Scripts_MeatGrinder
[NonSerialized] public double startBeat; [NonSerialized] public double startBeat;
[NonSerialized] public MeatType meatType; [NonSerialized] public MeatType meatType;
[NonSerialized] public double reactionBeats; [NonSerialized] public MeatGrinder.Reaction tackReaction;
[NonSerialized] public int reaction; [NonSerialized] public MeatGrinder.Reaction bossReaction;
private bool isHit = false; private bool isHit = false;
@ -32,6 +31,7 @@ namespace HeavenStudio.Games.Scripts_MeatGrinder
private SpriteRenderer sr; private SpriteRenderer sr;
[SerializeField] private Sprite[] meats; [SerializeField] private Sprite[] meats;
public enum MeatType public enum MeatType
{ {
DarkMeat, DarkMeat,
@ -52,8 +52,6 @@ namespace HeavenStudio.Games.Scripts_MeatGrinder
private void Start() private void Start()
{ {
sr.sprite = meats[(int)meatType]; sr.sprite = meats[(int)meatType];
Debug.Log(startBeat);
Debug.Log(reactionBeats);
game.ScheduleInput(startBeat, 1, MeatGrinder.InputAction_Press, Hit, Miss, Nothing); game.ScheduleInput(startBeat, 1, MeatGrinder.InputAction_Press, Hit, Miss, Nothing);
} }
@ -109,9 +107,18 @@ namespace HeavenStudio.Games.Scripts_MeatGrinder
SoundByte.PlayOneShotGame("meatGrinder/" + (isBarely ? "tink" : "meatHit")); SoundByte.PlayOneShotGame("meatGrinder/" + (isBarely ? "tink" : "meatHit"));
game.TackAnim.DoScaledAnimationAsync("TackHit" + (isBarely ? "Barely" : "Success"), 0.5f); game.TackAnim.DoScaledAnimationAsync("TackHit" + (isBarely ? "Barely" : "Success"), 0.5f);
if (reaction > 0) { // if (meatType == MeatType.BaconBall) {
// game.DoExpressions(0, (int)MeatGrinder.BossExpressions.Scared);
// }
if (tackReaction.expression > 0) {
BeatAction.New(game, new List<BeatAction.Action>() { BeatAction.New(game, new List<BeatAction.Action>() {
new(startBeat + reactionBeats + 1, delegate { game.DoExpressions(reaction); }) new(startBeat + tackReaction.beat + 1, delegate { game.DoExpressions(tackReaction.expression); }),
});
}
if (bossReaction.expression > 0) {
BeatAction.New(game, new List<BeatAction.Action>() {
new(startBeat + bossReaction.beat + 1, delegate { game.DoExpressions(0, bossReaction.expression); }),
}); });
} }
} }

View file

@ -3,6 +3,7 @@ using HeavenStudio.InputSystem;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using System.Linq;
namespace HeavenStudio.Games.Loaders namespace HeavenStudio.Games.Loaders
{ {
@ -11,6 +12,17 @@ namespace HeavenStudio.Games.Loaders
{ {
public static Minigame AddGame(EventCaller eventCaller) public static Minigame AddGame(EventCaller eventCaller)
{ {
List<Param> reactionParams = new() {
new Param("tackReaction", MeatGrinder.TackExpressions.None, "Tack Reaction", "If this is hit, what expression should tack do?", new List<Param.CollapseParam>() {
new((x, y) => (int)x != (int)MeatGrinder.TackExpressions.None, new string[] { "tackReactionBeats" }),
}),
new Param("tackReactionBeats", new EntityTypes.Float(0.5f, 10, 1), "Tack React After", "The amount of beats to wait until tack reacts"),
new Param("bossReaction", MeatGrinder.BossExpressions.None, "Boss Reaction", "If this is hit, what expression should boss do?", new List<Param.CollapseParam>() {
new((x, y) => (int)x != (int)MeatGrinder.BossExpressions.None, new string[] { "bossReactionBeats" }),
}),
new Param("bossReactionBeats", new EntityTypes.Float(0, 10, 0), "Boss React After", "The amount of beats to wait until boss reacts"),
};
return new Minigame("meatGrinder", "Meat Grinder", "501d18", false, false, new List<GameAction>() return new Minigame("meatGrinder", "Meat Grinder", "501d18", false, false, new List<GameAction>()
{ {
new GameAction("bop", "Bop") new GameAction("bop", "Bop")
@ -32,7 +44,7 @@ namespace HeavenStudio.Games.Loaders
function = delegate { function = delegate {
var e = eventCaller.currentEntity; var e = eventCaller.currentEntity;
SoundByte.PlayOneShotGame("meatGrinder/toss", forcePlay: true); SoundByte.PlayOneShotGame("meatGrinder/toss", forcePlay: true);
MeatGrinder.instance.MeatToss(e.beat, e["bacon"], e["reaction"], e["reactionBeats"]); MeatGrinder.instance.MeatToss(e.beat, e["bacon"], e["tackReaction"], e["tackReactionBeats"], e["bossReaction"], e["bossReactionBeats"]);
}, },
inactiveFunction = delegate { inactiveFunction = delegate {
SoundByte.PlayOneShotGame("meatGrinder/toss", forcePlay: true); SoundByte.PlayOneShotGame("meatGrinder/toss", forcePlay: true);
@ -43,11 +55,7 @@ namespace HeavenStudio.Games.Loaders
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("bacon", false, "Bacon Ball", "Throw a bacon ball instead of the typical meat"), new Param("bacon", false, "Bacon Ball", "Throw a bacon ball instead of the typical meat"),
new Param("reaction", MeatGrinder.TackExpressions.None, "Tack Reaction", "If this is hit, what expression should tack do?", new List<Param.CollapseParam>() { }.Concat(reactionParams).ToList(), // doing this because i want these params to always be the same
new((x, y) => (int)x != (int)MeatGrinder.TackExpressions.None, new string[] { "reactionBeats" }),
}),
new Param("reactionBeats", new EntityTypes.Float(0.5f, 10, 1), "React After", "The amount of beats to wait until reacting"),
},
}, },
new GameAction("StartInterval", "Start Interval") new GameAction("StartInterval", "Start Interval")
{ {
@ -70,13 +78,7 @@ namespace HeavenStudio.Games.Loaders
defaultLength = 0.5f, defaultLength = 0.5f,
priority = 2, priority = 2,
preFunctionLength = 1f, preFunctionLength = 1f,
parameters = new List<Param>() parameters = reactionParams,
{
new Param("reaction", MeatGrinder.TackExpressions.None, "Tack Reaction", "If this is hit, what expression should tack do?", new List<Param.CollapseParam>() {
new((x, y) => (int)x != (int)MeatGrinder.TackExpressions.None, new string[] { "reactionBeats" }),
}),
new Param("reactionBeats", new EntityTypes.Float(0.5f, 10, 1), "React After", "The amount of beats to wait until reacting"),
},
}, },
new GameAction("passTurn", "Pass Turn") new GameAction("passTurn", "Pass Turn")
{ {
@ -105,7 +107,23 @@ namespace HeavenStudio.Games.Loaders
parameters = new List<Param>() { parameters = new List<Param>() {
new Param("spider", false, "On Phone", "Put a spider in the box?"), new Param("spider", false, "On Phone", "Put a spider in the box?"),
new Param("direction", MeatGrinder.CartGuyDirection.Right, "Direction", "The direction the cart will be carted to."), new Param("direction", MeatGrinder.CartGuyDirection.Right, "Direction", "The direction the cart will be carted to."),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "What ease will"), new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "What ease will the cart use?"),
}
},
new GameAction("gears", "Gears")
{
function = delegate {
var e = eventCaller.currentEntity;
MeatGrinder.instance.Gears(e.beat, e.length, e["ease"], e["type"], e["speed"]);
},
resizable = true,
defaultLength = 1,
parameters = new List<Param>() {
new Param("type", MeatGrinder.GearMode.Constant, "Ease", "What type of movement will the gears use?", new List<Param.CollapseParam>() {
new((x, y) => (int)x != (int)MeatGrinder.GearMode.None, new string[] { "ease" }),
}),
new Param("speed", new EntityTypes.Float(0, 10, 1), "Speed", "How fast will the gears go?"),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "What ease will the gears speed up with?"),
} }
}, },
} }
@ -134,6 +152,23 @@ namespace HeavenStudio.Games
public bool autoPassTurn; public bool autoPassTurn;
} }
public struct UpdateEasing
{
public double beat;
public float length;
public Util.EasingFunction.Ease ease;
}
public struct Reaction
{
public int expression;
public double beat;
public Reaction(int expression, double beat) {
this.expression = expression;
this.beat = beat;
}
}
private static List<RiqEntity> queuedMeats = new(); private static List<RiqEntity> queuedMeats = new();
[Header("Objects")] [Header("Objects")]
@ -144,15 +179,19 @@ namespace HeavenStudio.Games
public Animator TackAnim; public Animator TackAnim;
[SerializeField] Animator CartGuyParentAnim; [SerializeField] Animator CartGuyParentAnim;
[SerializeField] Animator CartGuyAnim; [SerializeField] Animator CartGuyAnim;
[SerializeField] Animator[] GearAnims;
[Header("Variables")] [Header("Variables")]
private bool bossBop = true; private bool bossBop = true;
public bool bossAnnoyed = false; public bool bossAnnoyed = false;
public Util.EasingFunction.Ease cartEase = Util.EasingFunction.Ease.Linear; private UpdateEasing cartEase;
public double cartBeat = double.MaxValue; private bool cartPhone = false;
public float cartLength = 0; private string cartDir = "Left";
public bool cartPhone = false; private UpdateEasing gearEase;
public string cartDir = "Left"; private GearMode gearType = GearMode.Constant;
private float oldGearSpeed = 1;
private float currentGearSpeed = 1;
private float newGearSpeed = 1;
private const string sfxName = "meatGrinder/"; private const string sfxName = "meatGrinder/";
public static MeatGrinder instance; public static MeatGrinder instance;
@ -178,6 +217,13 @@ namespace HeavenStudio.Games
Left, Left,
} }
public enum GearMode
{
None,
Constant,
Beat,
}
protected static bool IA_PadAny(out double dt) protected static bool IA_PadAny(out double dt)
{ {
return PlayerInput.GetPadDown(InputController.ActionsPad.East, out dt) return PlayerInput.GetPadDown(InputController.ActionsPad.East, out dt)
@ -204,7 +250,7 @@ namespace HeavenStudio.Games
{ {
TackAnim.DoScaledAnimationAsync("TackEmptyHit", 0.5f); TackAnim.DoScaledAnimationAsync("TackEmptyHit", 0.5f);
TackAnim.SetBool("tackMeated", false); TackAnim.SetBool("tackMeated", false);
SoundByte.PlayOneShotGame(sfxName + "whiff"); SoundByte.PlayOneShotGame("meatGrinder/whiff");
bossAnnoyed = false; bossAnnoyed = false;
} }
@ -219,30 +265,60 @@ namespace HeavenStudio.Games
passedTurns.Clear(); passedTurns.Clear();
} }
CartGuyParentAnim.gameObject.SetActive(cartLength != 0); if (gearEase.length != 0)
{
float normalizedBeat = Conductor.instance.GetPositionFromBeat(gearEase.beat, gearEase.length);
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(gearEase.ease);
currentGearSpeed = func(oldGearSpeed, newGearSpeed, normalizedBeat);
Debug.Log(currentGearSpeed);
if (normalizedBeat >= 1) cartEase.length = 0;
}
if (cartLength != 0) if (cartEase.length != 0)
{ {
// CartGuyParentAnim.gameObject.SetActive(true); // CartGuyParentAnim.gameObject.SetActive(true);
if (cartPhone) CartGuyAnim.Play("Phone", 0, 0); if (cartPhone) CartGuyAnim.Play("Phone", 0, 0);
float normalizedBeat = Conductor.instance.GetPositionFromBeat(cartBeat, cartLength); float normalizedBeat = Conductor.instance.GetPositionFromBeat(cartEase.beat, cartEase.length);
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(cartEase); Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(cartEase.ease);
float newPos = func(0f, 1f, normalizedBeat); float newPos = func(0f, 1f, normalizedBeat);
CartGuyParentAnim.DoNormalizedAnimation($"Move{cartDir}", newPos); CartGuyParentAnim.DoNormalizedAnimation($"Move{cartDir}", newPos);
if (normalizedBeat >= 1) cartLength = 0; if (normalizedBeat >= 1) cartEase.length = 0;
}
CartGuyParentAnim.gameObject.SetActive(cartEase.length != 0);
if (gearType != GearMode.Beat) {
UpdateGears();
} }
} }
public override void OnBeatPulse(double beat) public override void OnLateBeatPulse(double beat)
{ {
if (!BossAnim.IsPlayingAnimationNames("BossCall", "BossSignal") && BeatIsInBopRegion(beat)) if (!BossAnim.IsPlayingAnimationNames("BossCall", "BossSignal", "BossScared") && BeatIsInBopRegion(beat))
{ {
BossAnim.DoScaledAnimationAsync(bossAnnoyed ? "BossMiss" : "Bop", 0.5f); BossAnim.DoScaledAnimationAsync(bossAnnoyed ? "BossMiss" : "Bop", 0.5f);
} }
if (CartGuyParentAnim.gameObject.activeSelf)
{ if (CartGuyParentAnim.gameObject.activeSelf) {
Debug.Log(cartPhone ? "PhoneBop" : "Bop");
CartGuyAnim.DoScaledAnimationAsync(cartPhone ? "PhoneBop" : "Bop", 0.5f); CartGuyAnim.DoScaledAnimationAsync(cartPhone ? "PhoneBop" : "Bop", 0.5f);
} }
if (gearType == GearMode.Beat) {
UpdateGears();
}
}
private void UpdateGears()
{
Action<Animator> action = gearType switch {
GearMode.Constant => gear => gear.DoNormalizedAnimation(gear.gameObject.name == "Small" ? "SpinForeverLeft" : "SpinForeverRight", (Conductor.instance.songPositionInBeats / (10 * newGearSpeed)) % 1),
GearMode.Beat => gear => gear.DoScaledAnimationAsync(gear.gameObject.name == "Small" ? "SpinOnceLeft" : "SpinOnceRight", 0.5f),
_ => gear => gear.Play("Nothing", 0, 0), // GearMode.None
};
foreach (Animator gear in GearAnims) {
action.Invoke(gear);
}
} }
public override void OnGameSwitch(double beat) public override void OnGameSwitch(double beat)
@ -254,7 +330,7 @@ namespace HeavenStudio.Games
} }
if (queuedMeats.Count > 0) if (queuedMeats.Count > 0)
{ {
foreach (var meat in queuedMeats) MeatToss(meat.beat, meat["bacon"], meat["reaction"], meat["reactionBeats"]); foreach (var meat in queuedMeats) MeatToss(meat.beat, meat["bacon"], meat["tackReaction"], meat["tackReactionBeats"], meat["bossReaction"], meat["bossReactionBeats"]);
queuedMeats.Clear(); queuedMeats.Clear();
} }
OnPlay(beat); OnPlay(beat);
@ -306,16 +382,31 @@ namespace HeavenStudio.Games
public void CartGuy(double beat, float length, bool spider, int direction, int ease) public void CartGuy(double beat, float length, bool spider, int direction, int ease)
{ {
cartBeat = beat; cartEase = new() {
cartLength = length; beat = beat,
length = length,
ease = (Util.EasingFunction.Ease)ease,
};
cartPhone = spider; cartPhone = spider;
cartDir = direction == 0 ? "Right" : "Left"; cartDir = direction == 0 ? "Right" : "Left";
cartEase = (Util.EasingFunction.Ease)ease; }
public void Gears(double beat, float length, int ease, int type, float speed)
{
gearEase = new() {
beat = beat,
length = length,
ease = (Util.EasingFunction.Ease)ease,
};
gearType = (GearMode)type;
oldGearSpeed = newGearSpeed;
newGearSpeed = speed;
} }
public static void PreInterval(double beat, float length, bool autoPassTurn) public static void PreInterval(double beat, float length, bool autoPassTurn)
{ {
SoundByte.PlayOneShotGame(sfxName + "startSignal", beat - 1, forcePlay: true); SoundByte.PlayOneShotGame("meatGrinder/startSignal", beat - 1, forcePlay: true);
if (GameManager.instance.currentGame == "meatGrinder") if (GameManager.instance.currentGame == "meatGrinder")
{ {
@ -349,7 +440,7 @@ namespace HeavenStudio.Games
actions.Add(new BeatAction.Action(eventBeat, delegate actions.Add(new BeatAction.Action(eventBeat, delegate
{ {
BossAnim.DoScaledAnimationAsync("BossCall", 0.5f); BossAnim.DoScaledAnimationAsync("BossCall", 0.5f);
SoundByte.PlayOneShotGame(sfxName + "signal"); SoundByte.PlayOneShotGame("meatGrinder/signal");
})); }));
} }
} }
@ -358,7 +449,7 @@ namespace HeavenStudio.Games
if (autoPassTurn) if (autoPassTurn)
{ {
PassTurn(beat + length, beat, length); PassTurn(beat + length, beat, length, allCallEvents);
} }
} }
@ -367,14 +458,15 @@ namespace HeavenStudio.Games
queuedMeats.Add(entity); queuedMeats.Add(entity);
} }
public void MeatToss(double beat, bool bacon, int reaction, float reactionBeat) public void MeatToss(double beat, bool bacon, int tackReaction, float tackReactionBeats, int bossReaction, float bossReactionBeats)
{ {
Meat meat = Instantiate(MeatBase, transform).GetComponent<Meat>(); Meat meat = Instantiate(MeatBase, transform).GetComponent<Meat>();
meat.gameObject.SetActive(true); meat.gameObject.SetActive(true);
meat.startBeat = beat; meat.startBeat = beat;
meat.meatType = bacon ? Meat.MeatType.BaconBall : Meat.MeatType.DarkMeat; meat.meatType = bacon ? Meat.MeatType.BaconBall : Meat.MeatType.DarkMeat;
meat.reactionBeats = reactionBeat; meat.tackReaction = new Reaction(tackReaction, tackReactionBeats);
meat.reaction = reaction; meat.bossReaction = new Reaction(bossReaction, bossReactionBeats);
// meat.reaction = reaction;
} }
public static void PrePassTurn(double beat) public static void PrePassTurn(double beat)
@ -397,24 +489,26 @@ namespace HeavenStudio.Games
if (lastInterval != null) PassTurn(beat, lastInterval.beat, lastInterval.length); if (lastInterval != null) PassTurn(beat, lastInterval.beat, lastInterval.length);
} }
private void PassTurn(double beat, double intervalBeat, float intervalLength) private void PassTurn(double beat, double intervalBeat, float intervalLength, List<RiqEntity> allCallEvents = null)
{ {
var allCallEvents = GetRelevantMeatCallsBetweenBeat(intervalBeat, intervalBeat + intervalLength); if (allCallEvents == null) {
allCallEvents.Sort((x, y) => x.beat.CompareTo(y.beat)); allCallEvents = GetRelevantMeatCallsBetweenBeat(intervalBeat, intervalBeat + intervalLength);
allCallEvents.Sort((x, y) => x.beat.CompareTo(y.beat));
}
List<BeatAction.Action> meatCalls = new(); List<BeatAction.Action> meatCalls = new();
for (int i = 0; i < allCallEvents.Count; i++) for (int i = 0; i < allCallEvents.Count; i++)
{ {
double relativeBeat = allCallEvents[i].beat - intervalBeat; double relativeBeat = allCallEvents[i].beat - intervalBeat;
float reactionBeats = allCallEvents[i]["reactionBeats"]; var tackReaction = new Reaction(allCallEvents[i]["tackReaction"], allCallEvents[i]["tackReactionBeats"]);
int reaction = allCallEvents[i]["reaction"]; var bossReaction = new Reaction(allCallEvents[i]["bossReaction"], allCallEvents[i]["bossReactionBeats"]);
meatCalls.Add(new BeatAction.Action(beat + relativeBeat - 1, delegate meatCalls.Add(new BeatAction.Action(beat + relativeBeat - 1, delegate
{ {
Meat meat = Instantiate(MeatBase, transform).GetComponent<Meat>(); Meat meat = Instantiate(MeatBase, transform).GetComponent<Meat>();
meat.gameObject.SetActive(true); meat.gameObject.SetActive(true);
meat.startBeat = beat + relativeBeat - 1; meat.startBeat = beat + relativeBeat - 1;
meat.meatType = Meat.MeatType.LightMeat; meat.meatType = Meat.MeatType.LightMeat;
meat.reactionBeats = reactionBeats; meat.tackReaction = tackReaction;
meat.reaction = reaction; meat.bossReaction = bossReaction;
})); }));
} }
BeatAction.New(this, meatCalls); BeatAction.New(this, meatCalls);

View file

@ -419,6 +419,13 @@ namespace HeavenStudio.Games
} }
// added because OnBeatPulse had some animation issues going on
// if your bopping overlaps with other animations, use this instead
public virtual void OnLateBeatPulse(double beat)
{
}
public static MultiSound PlaySoundSequence(string game, string name, double startBeat, params SoundSequence.SequenceParams[] args) public static MultiSound PlaySoundSequence(string game, string name, double startBeat, params SoundSequence.SequenceParams[] args)
{ {
Minigames.Minigame gameInfo = GameManager.instance.GetGameInfo(game); Minigames.Minigame gameInfo = GameManager.instance.GetGameInfo(game);