mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +00:00
mr upbeat input fix + lockstep offbeat switch event seperation (#233)
This commit is contained in:
parent
d96570513e
commit
7dc9aad090
5 changed files with 24 additions and 57 deletions
|
@ -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>()
|
||||
|
|
|
@ -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()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,11 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 2fcc6103baa36c048b9f5dfc086bdd98
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -103,6 +103,10 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
queuedInputs.Clear();
|
||||
}
|
||||
if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
|
||||
{
|
||||
man.Step();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
|
Loading…
Reference in a new issue