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Rhythm Test GBA Hotfixes (Right Branch Editon!) (#718)
* Rhythm Test GBA - Starting!!! - Prefab - Placeholder icon - KTB cue & Button animation - Sorta kinda started the flashing ktb stuff??? * KTB Works! now onto countdown * Feature-complete! Still needs text and paper, but beyond that it's pretty much done! * Finishing touches (for now) mostly the mask lol * Rhythm Test GBA Hotfix countdown is no longer a prefunction also touched up visuals * Rhythm Test GBA Hotfix 2 fixed zero not disappearing when beeps start, set up framework that'll make the text at least marginally easier to implement later --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
This commit is contained in:
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4 changed files with 18 additions and 11 deletions
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@ -758,7 +758,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 5566258577491883246}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0, y: -0.01, z: -1.98}
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m_LocalPosition: {x: 0, y: -0.41, z: 0}
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m_LocalScale: {x: 40.2019, y: 0.8792758, z: 0.8792758}
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m_ConstrainProportionsScale: 0
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m_Children: []
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@ -67,7 +67,7 @@ TextureImporter:
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platformSettings:
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- serializedVersion: 3
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buildTarget: DefaultTexturePlatform
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maxTextureSize: 2048
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maxTextureSize: 4096
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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@ -34,7 +34,7 @@ namespace HeavenStudio.Games.Loaders
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("rhythmTestGBA", "Rhythm Test (GBA) \n<color=#adadad>(Rhythm-kan Check)</color>", "ffffff", false, false, new List<GameAction>()
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return new Minigame("rhythmTestGBA", "Rhythm Test (GBA) \n<color=#adadad>(Rhythm-kan Check)</color>", "2DD816", false, false, new List<GameAction>()
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{
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new GameAction("countin", "Start Beeping")
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@ -70,7 +70,7 @@ namespace HeavenStudio.Games.Loaders
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new GameAction("countdown", "Countdown")
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{
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preFunction = delegate {RhythmTestGBA.instance.PreCountDown(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["val1"]);},
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function = delegate {RhythmTestGBA.instance.PreCountDown(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["val1"]);},
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defaultLength = 1f,
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resizable = true,
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parameters = new List<Param>()
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@ -220,7 +220,7 @@ namespace HeavenStudio.Games
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{
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new BeatAction.Action(beat + i, delegate
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{
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flashAnimator.Play("KTBPulse", 0, 0);
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PlayFlashFX();
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SoundByte.PlayOneShotGame("rhythmTestGBA/blip");
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})
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@ -230,7 +230,12 @@ namespace HeavenStudio.Games
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}
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}
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public void PlayFlashFX()
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{
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numberAnimator.Play("Idle");
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numberBGAnimator.Play("Idle");
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flashAnimator.Play("KTBPulse", 0 ,0);
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}
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@ -269,11 +274,11 @@ namespace HeavenStudio.Games
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate {flashAnimator.Play("KTBPulse");}),
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new BeatAction.Action(beat, delegate {PlayFlashFX();}),
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new BeatAction.Action(beat+1, delegate {flashAnimator.Play("KTBPulse");}),
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new BeatAction.Action(beat+1, delegate {PlayFlashFX();}),
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new BeatAction.Action(beat+2, delegate {flashAnimator.Play("KTBPulse");}),
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new BeatAction.Action(beat+2, delegate {PlayFlashFX();}),
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new BeatAction.Action(beat+3, delegate { SoundByte.PlayOneShotGame("rhythmTestGBA/end_ding", beat: beat, forcePlay: true);})
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@ -294,14 +299,14 @@ namespace HeavenStudio.Games
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public void StopKeepbeatInput(double beat)
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{
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ScheduleInput(beat, 0f, InputAction_BasicPress, ButtonSuccess, ButtonFailure, ButtonEmpty);
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flashAnimator.Play("KTBPulse");
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PlayFlashFX();
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}
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public override void OnBeatPulse(double beat)
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{
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if (goBeep)
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{
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flashAnimator.Play("KTBPulse");
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PlayFlashFX();
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SoundByte.PlayOneShotGame("rhythmTestGBA/blip");
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}
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@ -18,5 +18,7 @@ MonoBehaviour:
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_disableAutoReloadInBackground: 0
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ImportedScriptPaths:
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- Assets/Scripts/Games/Tunnel/Tunnel.cs
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- Assets/Scripts/Games/SumoBrothers/SumoBrothers.cs
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- Assets/Scripts/Games/RhythmTestGBA/RhythmTestGBA.cs
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PathsToSkipImportEvent: []
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PathsToIgnoreOverwriteSettingOnAttribute: []
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