HeavenStudio/Assets/Resources/Sprites/Games/FreezeFrame
playinful 80ae5eaf6b
Mostly Bugfixes (#823)
UI tweaks:
- Removed "Clear Photo Cache" GameAction, added "Clear Previous Photos" parameter to the Car cues
- Rolled Move T.J., Rotate T.J., and Scale T.J. GameActions into a single GameAction
- Legacy functions still exist for remixes created on previous nightly builds

Bugs fixed:
- Fixed a bug where the spacing of slow cars would be incorrect after a game switch
- Made particles scale with tempo
  - Added functionality for respecting Rate over Distance in ParticleSystemHelpers
- Fixed a bug where the photo cache was not cleared after stopping playback of a remix.
- Fixed a bug where, upon showing photos, if the remix playback was stopped before the photos were removed from the screen, they would remain on the screen until playback started over.
- Removed an unnecessary call to Debug.Log that had been left in by mistake.
- Fixed a bug where cars' idle animations would play too slowly and at inconsistent timings.

Other refactorings:
- Created a "Car" MonoBehavior attached to both the NearCar and FarCar prefabs that handles the movement of cars, removing the need for the "QueuedCars" property of FreezeFrame.
- Added a failsafe in the ShowCrowd function for if the user indicates a crowd index that does not currently exist.
- Converted one SoundByte.PlayOneShot call into a MultiSound.Sound object.
2024-04-05 01:27:59 +00:00
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Animations
Animations.meta
CameraMan_BG.png
CameraMan_BG.png.meta
CameraMan_extra.png
CameraMan_extra.png.meta
CameraMan_other.png
CameraMan_other.png.meta
CloudParticle.png
CloudParticle.png.meta
CloudParticleMaterial.mat
CloudParticleMaterial.mat.meta
ParticleMaterial.mat
ParticleMaterial.mat.meta