mr upbeat input fix + lockstep offbeat switch event seperation (#233)

This commit is contained in:
Rapandrasmus 2023-01-24 20:31:59 +01:00 committed by GitHub
parent d96570513e
commit 7dc9aad090
5 changed files with 24 additions and 57 deletions

View file

@ -25,27 +25,33 @@ namespace HeavenStudio.Games.Loaders
},
defaultLength = 1f,
},
new GameAction("hai", "Hai!")
new GameAction("marching", "Stepping")
{
function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Hai(e.beat); },
defaultLength = 1f,
inactiveFunction = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Hai(e.beat);}
preFunction = delegate {var e = eventCaller.currentEntity; Lockstep.Marching(e.beat, e.length);},
defaultLength = 4f,
resizable = true
},
new GameAction("offbeatSwitch", "Switch to Offbeat")
{
preFunction = delegate { var e = eventCaller.currentEntity; Lockstep.OffbeatSwitch(e.beat); },
defaultLength = 8f
defaultLength = 3.5f
},
new GameAction("onbeatSwitch", "Switch to Onbeat")
{
preFunction = delegate { var e = eventCaller.currentEntity; Lockstep.OnbeatSwitch(e.beat); },
defaultLength = 2f
},
new GameAction("marching", "Stepping")
new GameAction("hai", "Hai!")
{
preFunction = delegate {var e = eventCaller.currentEntity; Lockstep.Marching(e.beat, e.length);},
defaultLength = 4f,
resizable = true
function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Hai(e.beat); },
defaultLength = 1f,
inactiveFunction = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Hai(e.beat);}
},
new GameAction("ho", "Ho!")
{
function = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Ho(e.beat); },
defaultLength = 1f,
inactiveFunction = delegate { var e = eventCaller.currentEntity; Lockstep.instance.Ho(e.beat);}
},
new GameAction("set colours", "Set Background Colours")
{
@ -178,6 +184,11 @@ namespace HeavenStudio.Games
Jukebox.PlayOneShotGame("lockstep/switch1");
}
public void Ho(float beat)
{
Jukebox.PlayOneShotGame("lockstep/switch4");
}
public static void OnbeatSwitch(float beat)
{
MultiSound.Play(new MultiSound.Sound[]
@ -207,11 +218,6 @@ namespace HeavenStudio.Games
new MultiSound.Sound("lockstep/switch1", beat + 2f),
new MultiSound.Sound("lockstep/switch2", beat + 3f),
new MultiSound.Sound("lockstep/switch3", beat + 3.5f),
new MultiSound.Sound("lockstep/switch4", beat + 4.5f),
new MultiSound.Sound("lockstep/switch4", beat + 5.5f),
new MultiSound.Sound("lockstep/switch4", beat + 6.5f),
new MultiSound.Sound("lockstep/switch4", beat + 7.5f),
}, forcePlay: true);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()

View file

@ -1,24 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_Lockstep
{
public class StepSwitcher : PlayerActionObject
{
// Start is called before the first frame update
void Awake()
{
}
// Update is called once per frame
void Update()
{
}
}
}

View file

@ -1,11 +0,0 @@
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View file

@ -103,6 +103,10 @@ namespace HeavenStudio.Games
}
queuedInputs.Clear();
}
if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
{
man.Step();
}
}
}

View file

@ -23,14 +23,6 @@ namespace HeavenStudio.Games.Scripts_MrUpbeat
public GameEvent blip = new GameEvent();
private void Update()
{
if (PlayerInput.Pressed())
{
Step();
}
}
public void Idle()
{
stepTimes = 0;