Rhythm Test GBA Hotfix 2

fixed zero not disappearing when beeps start, set up framework that'll make the text at least marginally easier to implement later
This commit is contained in:
wookywok 2024-02-24 08:57:32 -06:00
parent d45b8eba30
commit b7fe6b7b75
2 changed files with 14 additions and 7 deletions

View file

@ -220,7 +220,7 @@ namespace HeavenStudio.Games
{
new BeatAction.Action(beat + i, delegate
{
flashAnimator.Play("KTBPulse", 0, 0);
PlayFlashFX();
SoundByte.PlayOneShotGame("rhythmTestGBA/blip");
})
@ -230,7 +230,12 @@ namespace HeavenStudio.Games
}
}
public void PlayFlashFX()
{
numberAnimator.Play("Idle");
numberBGAnimator.Play("Idle");
flashAnimator.Play("KTBPulse", 0 ,0);
}
@ -269,11 +274,11 @@ namespace HeavenStudio.Games
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate {flashAnimator.Play("KTBPulse");}),
new BeatAction.Action(beat, delegate {PlayFlashFX();}),
new BeatAction.Action(beat+1, delegate {flashAnimator.Play("KTBPulse");}),
new BeatAction.Action(beat+1, delegate {PlayFlashFX();}),
new BeatAction.Action(beat+2, delegate {flashAnimator.Play("KTBPulse");}),
new BeatAction.Action(beat+2, delegate {PlayFlashFX();}),
new BeatAction.Action(beat+3, delegate { SoundByte.PlayOneShotGame("rhythmTestGBA/end_ding", beat: beat, forcePlay: true);})
@ -294,14 +299,14 @@ namespace HeavenStudio.Games
public void StopKeepbeatInput(double beat)
{
ScheduleInput(beat, 0f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
flashAnimator.Play("KTBPulse");
PlayFlashFX();
}
public override void OnBeatPulse(double beat)
{
if (goBeep)
{
flashAnimator.Play("KTBPulse");
PlayFlashFX();
SoundByte.PlayOneShotGame("rhythmTestGBA/blip");
}

View file

@ -18,5 +18,7 @@ MonoBehaviour:
_disableAutoReloadInBackground: 0
ImportedScriptPaths:
- Assets/Scripts/Games/Tunnel/Tunnel.cs
- Assets/Scripts/Games/SumoBrothers/SumoBrothers.cs
- Assets/Scripts/Games/RhythmTestGBA/RhythmTestGBA.cs
PathsToSkipImportEvent: []
PathsToIgnoreOverwriteSettingOnAttribute: []