Ringside small fixes and tweaks (#255)

* Update Ringside.cs

* make unwanted ringside inputs score misses

update game icons

---------

Co-authored-by: minenice55 <star.elementa@gmail.com>
This commit is contained in:
Rapandrasmus 2023-02-04 18:52:13 +01:00 committed by GitHub
parent a3f8e4ad71
commit 3e71fce12e
1 changed files with 20 additions and 3 deletions

View File

@ -140,6 +140,7 @@ namespace HeavenStudio.Games
private bool missedBigGuy;
private bool reporterShouldHeart;
private bool hitPose;
private bool shouldNotInput;
private Sound kidsLaugh;
private int currentPose;
private EasingFunction.Ease lastEase;
@ -178,6 +179,10 @@ namespace HeavenStudio.Games
allCameraEvents = tempEvents;
UpdateCameraZoom();
wrestlerAnim.Play("Idle", 0, 0);
reporterAnim.Play("IdleReporter", 0, 0);
shouldNotInput = false;
}
void Update()
@ -197,14 +202,18 @@ namespace HeavenStudio.Games
wrestlerAnim.DoScaledAnimationAsync("Bop");
}
}
if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN) && !shouldNotInput)
{
Ringside.instance.ScoreMiss(0.5);
wrestlerAnim.DoScaledAnimationAsync("YeMiss", 0.25f);
Jukebox.PlayOneShotGame($"ringside/confusedanswer");
if (isPlaying(reporterAnim, "IdleReporter")) reporterAnim.Play("IdleLate", 0, 0);
}
if (PlayerInput.AltPressed() && !IsExpectingInputNow(InputType.STANDARD_ALT_DOWN))
if (PlayerInput.AltPressed() && !IsExpectingInputNow(InputType.STANDARD_ALT_DOWN) && !shouldNotInput)
{
Ringside.instance.ScoreMiss(0.5);
int randomPose = UnityEngine.Random.Range(1, 7);
wrestlerAnim.Play($"Pose{randomPose}", 0, 0);
reporterAnim.Play("FlinchReporter", 0, 0);
@ -283,9 +292,12 @@ namespace HeavenStudio.Games
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(p.beat, delegate {audienceAnim.DoScaledAnimationAsync("PoseAudience", 0.25f); }),
new BeatAction.Action(p.beat, delegate {shouldBop = false; }),
new BeatAction.Action(p.beat + 1, delegate { PoseCheck(p.beat); }),
new BeatAction.Action(p.beat + 3.99f, delegate { wrestlerAnim.Play("Idle", 0, 0); }),
new BeatAction.Action(p.beat + 3.99f, delegate { reporterAnim.Play("IdleReporter", 0, 0); }),
new BeatAction.Action(p.beat + 3.99f, delegate { shouldNotInput = false; }),
new BeatAction.Action(p.beat + 3.99f, delegate {shouldBop = true; }),
});
if (!p.keepZoomedOut)
{
@ -479,7 +491,7 @@ namespace HeavenStudio.Games
{
int currentQuestion = questionVariant;
if (currentQuestion == (int)QuestionVariant.Random) currentQuestion = UnityEngine.Random.Range(1, 4);
reporterAnim.DoScaledAnimationAsync("Woah", 0.4f);
reporterAnim.DoScaledAnimationAsync("Woah", 0.5f);
float youBeat = 0.65f;
if (currentQuestion == (int)QuestionVariant.Third) youBeat = 0.7f;
MultiSound.Play(new MultiSound.Sound[]
@ -532,8 +544,11 @@ namespace HeavenStudio.Games
{
new BeatAction.Action(beat, delegate { Ringside.instance.audienceAnim.DoScaledAnimationAsync("PoseAudience", 0.25f); }),
new BeatAction.Action(beat, delegate { Ringside.instance.wrestlerAnim.DoScaledAnimationAsync("PreparePose", 0.25f); }),
new BeatAction.Action(beat, delegate { Ringside.instance.shouldBop = false; }),
new BeatAction.Action(beat + 3.99f, delegate { Ringside.instance.wrestlerAnim.Play("Idle", 0, 0); }),
new BeatAction.Action(beat + 3.99f, delegate { Ringside.instance.reporterAnim.Play("IdleReporter", 0, 0); }),
new BeatAction.Action(beat + 3.99f, delegate { Ringside.instance.shouldNotInput = false; }),
new BeatAction.Action(beat + 3.99f, delegate { Ringside.instance.shouldBop = true; }),
});
if (!keepZoomedOut)
{
@ -836,6 +851,7 @@ namespace HeavenStudio.Games
public void JustPoseForTheFans(PlayerActionEvent caller, float state)
{
shouldNotInput = true;
if (state >= 1f || state <= -1f)
{
wrestlerTransform.localScale = new Vector3(1.2f, 1.2f, 1f);
@ -912,6 +928,7 @@ namespace HeavenStudio.Games
public void MissPose(PlayerActionEvent caller)
{
shouldNotInput = true;
reporterAnim.Play("IdleMiss", 0, 0);
Jukebox.PlayOneShotGame($"ringside/huhaudience{UnityEngine.Random.Range(0, 2)}");
}