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improve feedback on combo finish out
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parent
3f7af6a0eb
commit
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2 changed files with 17 additions and 1 deletions
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@ -20,6 +20,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
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float lastUpperCutTime = Single.MinValue;
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public bool inCombo = false;
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public bool lockedInCombo = false;
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public bool comboWaiting = false;
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int inComboId = -1;
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int shouldComboId = -1;
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public void SetComboId(int id) { inComboId = id; }
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@ -199,15 +200,18 @@ namespace HeavenStudio.Games.Scripts_KarateMan
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break;
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case 2:
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anim.DoScaledAnimationAsync("BackHand", 0.5f);
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comboWaiting = true;
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break;
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case 3:
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anim.DoScaledAnimationAsync("UpperCut", 0.5f);
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lockedInCombo = false;
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comboWaiting = false;
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break;
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case 4:
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anim.Play("ToReady", -1, 0);
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bop.startBeat = cond.songPositionInBeats + 0.5f;
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lockedInCombo = false;
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comboWaiting = false;
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break;
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default:
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break;
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@ -677,7 +677,19 @@ namespace HeavenStudio.Games.Scripts_KarateMan
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}
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}
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public void ComboEndOut(PlayerActionEvent caller) {}
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public void ComboEndOut(PlayerActionEvent caller) {
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if (GameManager.instance.currentGame != "karateman") return;
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var joe = KarateMan.instance.Joe;
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if (status == FlyStatus.Fly && joe.inCombo && joe.GetComboId() == comboId && joe.comboWaiting)
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{
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joe.inCombo = false;
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joe.SetComboId(-1);
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joe.SetShouldComboId(-1);
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joe.ComboSequence(3);
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Jukebox.PlayOneShotGame("karateman/swingKick", forcePlay: true);
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}
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}
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public void ComboEndThrough(PlayerActionEvent caller)
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{
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if (GameManager.instance.currentGame != "karateman") return;
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