diff --git a/Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs b/Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs index f2344a8e..e5dce774 100644 --- a/Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs +++ b/Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs @@ -266,7 +266,7 @@ namespace HeavenStudio.Games private void ScheduleStep(double beat) { PlayerActionEvent input = ScheduleInput(beat, 0.5f, InputAction_BasicPress, Success, Miss, Nothing); - input.IsHittable = () => man.canStep && man.canStepFromAnim && man.FacingCorrectly(); + // input.IsHittable = () => man.canStep && man.canStepFromAnim && man.FacingCorrectly(); } private void RecursiveStepping(double beat) diff --git a/Assets/Scripts/Games/MunchyMonk/MunchyMonk.cs b/Assets/Scripts/Games/MunchyMonk/MunchyMonk.cs index 791a4e88..0bfc9c93 100644 --- a/Assets/Scripts/Games/MunchyMonk/MunchyMonk.cs +++ b/Assets/Scripts/Games/MunchyMonk/MunchyMonk.cs @@ -286,16 +286,6 @@ namespace HeavenStudio.Games if (dumplings.Count != 0) InputFunctions(3); } - // blushes when done eating but not when staring - if (needBlush - && !MonkAnim.IsPlayingAnimationNames("Eat", "Stare", "Barely", "Miss") - && !isStaring - && !noBlush) - { - MonkAnim.DoScaledAnimationAsync("Blush", 0.5f); - needBlush = false; - } - // sets hair stuff active when it needs to be if (growLevel > 0) { StacheHolder.SetActive(true); @@ -346,6 +336,19 @@ namespace HeavenStudio.Games } } + private void LateUpdate() + { + // blushes when done eating but not when staring + if (needBlush + && !MonkAnim.IsPlayingAnimationNames("Eat", "Stare", "Barely", "Miss") + && !isStaring + && !noBlush) + { + MonkAnim.DoScaledAnimationAsync("Blush", 0.5f); + needBlush = false; + } + } + public override void OnBeatPulse(double beat) { if ((MonkAnim.IsAnimationNotPlaying() || MonkAnim.IsPlayingAnimationNames("Bop", "Idle"))