Fixed Working Dough Swing (#948)
Working Dough was overlooked when swing was being added, this should fix it
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bb8f60b136
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@ -15,7 +15,7 @@ namespace HeavenStudio.Games.Scripts_WorkingDough
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public void Init(double beat, bool hasGandw)
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public void Init(double beat, bool hasGandw)
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{
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{
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startBeat = beat;
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startBeat = Conductor.instance.GetUnSwungBeat(beat);
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path = WorkingDough.instance.GetPath("BGBall");
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path = WorkingDough.instance.GetPath("BGBall");
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if (gandw != null) gandw.SetActive(hasGandw);
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if (gandw != null) gandw.SetActive(hasGandw);
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Update();
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Update();
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@ -27,7 +27,7 @@ namespace HeavenStudio.Games.Scripts_WorkingDough
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if (cond.isPlaying && !cond.isPaused)
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if (cond.isPlaying && !cond.isPaused)
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{
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{
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double beat = cond.songPositionInBeats;
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double beat = cond.unswungSongPositionInBeats;
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if (startBeat != double.MinValue)
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if (startBeat != double.MinValue)
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{
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{
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Vector3 pos = GetPathPositionFromBeat(path, Math.Max(startBeat, beat), startBeat);
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Vector3 pos = GetPathPositionFromBeat(path, Math.Max(startBeat, beat), startBeat);
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@ -15,7 +15,7 @@ namespace HeavenStudio.Games.Scripts_WorkingDough
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public void Init(double beat, bool hasGandw)
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public void Init(double beat, bool hasGandw)
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{
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{
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startBeat = beat;
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startBeat = Conductor.instance.GetUnSwungBeat(beat);
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path = WorkingDough.instance.GetPath("NPCBall");
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path = WorkingDough.instance.GetPath("NPCBall");
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if (gandw != null) gandw.SetActive(hasGandw);
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if (gandw != null) gandw.SetActive(hasGandw);
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Update();
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Update();
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@ -27,7 +27,7 @@ namespace HeavenStudio.Games.Scripts_WorkingDough
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if (cond.isPlaying && !cond.isPaused)
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if (cond.isPlaying && !cond.isPaused)
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{
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{
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double beat = cond.songPositionInBeats;
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double beat = cond.unswungSongPositionInBeats;
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if (startBeat > double.MinValue)
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if (startBeat > double.MinValue)
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{
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{
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Vector3 pos = GetPathPositionFromBeat(path, Math.Max(beat, startBeat), startBeat);
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Vector3 pos = GetPathPositionFromBeat(path, Math.Max(beat, startBeat), startBeat);
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@ -47,7 +47,7 @@ namespace HeavenStudio.Games.Scripts_WorkingDough
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public void Init(double beat, bool isBig, bool hasGandw)
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public void Init(double beat, bool isBig, bool hasGandw)
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{
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{
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startBeat = beat;
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startBeat = Conductor.instance.GetUnSwungBeat(beat);
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big = isBig;
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big = isBig;
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canJust = true;
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canJust = true;
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canWrong = true;
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canWrong = true;
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@ -75,7 +75,7 @@ namespace HeavenStudio.Games.Scripts_WorkingDough
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if (startBeat > double.MinValue)
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if (startBeat > double.MinValue)
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{
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{
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Vector3 pos = new Vector3();
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Vector3 pos = new Vector3();
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double beat = cond.songPositionInBeats;
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double beat = cond.unswungSongPositionInBeats;
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switch (currentState)
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switch (currentState)
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{
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{
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case State.None:
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case State.None:
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@ -137,7 +137,7 @@ namespace HeavenStudio.Games.Scripts_WorkingDough
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wrongInput.CleanUp();
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wrongInput.CleanUp();
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}
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}
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if (currentState is State.Hit or State.Barely or State.Weak) return;
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if (currentState is State.Hit or State.Barely or State.Weak) return;
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double beat = Conductor.instance.songPositionInBeatsAsDouble;
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double beat = Conductor.instance.unswungSongPositionInBeatsAsDouble;
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startBeat = beat;
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startBeat = beat;
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game.playerImpact.SetActive(true);
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game.playerImpact.SetActive(true);
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BeatAction.New(game, new List<BeatAction.Action>()
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BeatAction.New(game, new List<BeatAction.Action>()
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@ -195,7 +195,7 @@ namespace HeavenStudio.Games.Scripts_WorkingDough
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rightInput.CleanUp();
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rightInput.CleanUp();
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}
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}
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if (currentState is State.Hit or State.Barely or State.Weak) return;
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if (currentState is State.Hit or State.Barely or State.Weak) return;
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double beat = Conductor.instance.songPositionInBeats;
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double beat = Conductor.instance.unswungSongPositionInBeats;
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game.playerImpact.SetActive(true);
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game.playerImpact.SetActive(true);
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BeatAction.New(game, new List<BeatAction.Action>()
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BeatAction.New(game, new List<BeatAction.Action>()
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{
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{
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@ -403,5 +403,7 @@ MonoBehaviour:
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- Assets/Scripts/Games/LaunchParty/LaunchPartyRocket.cs
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- Assets/Scripts/Games/LaunchParty/LaunchPartyRocket.cs
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- Assets/Scripts/Util/BeatAction.cs
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- Assets/Scripts/Util/BeatAction.cs
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- Assets/Scripts/Games/FanClub/NtrIdolAri.cs
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- Assets/Scripts/Games/FanClub/NtrIdolAri.cs
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- Assets/Scripts/Games/WorkingDough/NPCDoughBall.cs
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- Assets/Scripts/Games/WorkingDough/BGBall.cs
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PathsToSkipImportEvent: []
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PathsToSkipImportEvent: []
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PathsToIgnoreOverwriteSettingOnAttribute: []
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PathsToIgnoreOverwriteSettingOnAttribute: []
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