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just two bug fixes (#667)
* Update README.md (#661) * reimplement the fixes --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
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2 changed files with 14 additions and 11 deletions
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@ -266,7 +266,7 @@ namespace HeavenStudio.Games
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private void ScheduleStep(double beat)
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{
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PlayerActionEvent input = ScheduleInput(beat, 0.5f, InputAction_BasicPress, Success, Miss, Nothing);
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input.IsHittable = () => man.canStep && man.canStepFromAnim && man.FacingCorrectly();
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// input.IsHittable = () => man.canStep && man.canStepFromAnim && man.FacingCorrectly();
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}
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private void RecursiveStepping(double beat)
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@ -286,16 +286,6 @@ namespace HeavenStudio.Games
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if (dumplings.Count != 0) InputFunctions(3);
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}
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// blushes when done eating but not when staring
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if (needBlush
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&& !MonkAnim.IsPlayingAnimationNames("Eat", "Stare", "Barely", "Miss")
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&& !isStaring
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&& !noBlush)
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{
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MonkAnim.DoScaledAnimationAsync("Blush", 0.5f);
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needBlush = false;
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}
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// sets hair stuff active when it needs to be
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if (growLevel > 0) {
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StacheHolder.SetActive(true);
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@ -346,6 +336,19 @@ namespace HeavenStudio.Games
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}
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}
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private void LateUpdate()
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{
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// blushes when done eating but not when staring
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if (needBlush
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&& !MonkAnim.IsPlayingAnimationNames("Eat", "Stare", "Barely", "Miss")
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&& !isStaring
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&& !noBlush)
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{
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MonkAnim.DoScaledAnimationAsync("Blush", 0.5f);
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needBlush = false;
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}
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}
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public override void OnBeatPulse(double beat)
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{
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if ((MonkAnim.IsAnimationNotPlaying() || MonkAnim.IsPlayingAnimationNames("Bop", "Idle"))
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