Game switch improvements + Karate man animation fixes (READ DESC)

If you don't release on a combo, it will smoothly transition back to the idle animation. Fixing basically a soft-lock.
This commit is contained in:
Braedon 2022-01-29 20:26:53 -05:00
parent eee8a3952f
commit df5a64622e
11 changed files with 1683 additions and 23 deletions

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View file

@ -215,6 +215,9 @@ TextureImporter:
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View file

@ -202,13 +202,20 @@ namespace RhythmHeavenMania
}
else if (closestGameSwitch.beat > beat)
{
if (index - 1 >= 0)
if (index == 0)
{
newGame = gameSwitchs[index - 1].datamodel.Split(2);
newGame = Beatmap.entities[0].datamodel.Split(0);
}
else
{
newGame = Beatmap.entities[Beatmap.entities.IndexOf(closestGameSwitch) - 1].datamodel.Split(0);
if (index - 1 >= 0)
{
newGame = gameSwitchs[index - 1].datamodel.Split(2);
}
else
{
newGame = Beatmap.entities[Beatmap.entities.IndexOf(closestGameSwitch) - 1].datamodel.Split(0);
}
}
}
// newGame = gameSwitchs[gameSwitchs.IndexOf(gameSwitchs.Find(c => c.beat == Mathp.GetClosestInList(gameSwitchs.Select(c => c.beat).ToList(), beat)))].datamodel.Split(2);

View file

@ -143,6 +143,13 @@ namespace RhythmHeavenMania.Games.KarateMan
AnimPlay("ComboMiss");
ResetCombo();
}
if (comboNormalizedBeat >= 3.5f && comboIndex < 69)
{
ResetCombo();
AnimPlay("ComboCrouchPunchToIdle");
comboIndex = 69;
}
}
}
else
@ -218,6 +225,7 @@ namespace RhythmHeavenMania.Games.KarateMan
private void ResetCombo()
{
SetHead(0);
hitCombo = false;
inCombo = false;
comboPotIndex = 0;
@ -245,6 +253,7 @@ namespace RhythmHeavenMania.Games.KarateMan
public void Swing(Pot p)
{
SetHead(0);
bool punchLeft = true;
if (p == null)

View file

@ -76,7 +76,8 @@ namespace RhythmHeavenMania.Games.KarateMan
GameObject pot = Instantiate(Pot);
pot.transform.parent = Pot.transform.parent;
KarateJoe.instance.SetHead(0);
if (KarateJoe.instance.anim.IsAnimationNotPlaying())
KarateJoe.instance.SetHead(0);
Pot p = pot.GetComponent<Pot>();