Rain now slows down in sneaky spirits (#313)

* Rain now slows down in sneaky spirits

* Visual adjustments

* Sigh
This commit is contained in:
Rapandrasmus 2023-02-23 00:58:01 +01:00 committed by GitHub
parent 062b25a7d2
commit ef71d8ee64
2 changed files with 15 additions and 3 deletions

View file

@ -1140,7 +1140,7 @@ ParticleSystem:
m_PostInfinity: 2 m_PostInfinity: 2
m_RotationOrder: 4 m_RotationOrder: 4
randomizeRotationDirection: 0 randomizeRotationDirection: 0
maxNumParticles: 100 maxNumParticles: 40
size3D: 0 size3D: 0
rotation3D: 0 rotation3D: 0
gravityModifier: gravityModifier:
@ -16975,6 +16975,8 @@ MonoBehaviour:
- {fileID: 5346254735527655265} - {fileID: 5346254735527655265}
- {fileID: 4295673444852022141} - {fileID: 4295673444852022141}
- {fileID: 9019885175047260189} - {fileID: 9019885175047260189}
normalRain: {fileID: 2010818742874192372}
slowRain: {fileID: 7630866677535136957}
--- !u!1 &7556994794361785014 --- !u!1 &7556994794361785014
GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -17073,7 +17075,7 @@ ParticleSystem:
m_GameObject: {fileID: 7630866677535136957} m_GameObject: {fileID: 7630866677535136957}
serializedVersion: 7 serializedVersion: 7
lengthInSec: 5 lengthInSec: 5
simulationSpeed: 0.002 simulationSpeed: 0.008
stopAction: 0 stopAction: 0
cullingMode: 0 cullingMode: 0
ringBufferMode: 0 ringBufferMode: 0

View file

@ -71,6 +71,8 @@ namespace HeavenStudio.Games
[SerializeField] GameObject arrowMissPrefab; [SerializeField] GameObject arrowMissPrefab;
[SerializeField] GameObject ghostMissPrefab; [SerializeField] GameObject ghostMissPrefab;
[SerializeField] List<Transform> ghostPositions = new List<Transform>(); [SerializeField] List<Transform> ghostPositions = new List<Transform>();
[SerializeField] GameObject normalRain;
[SerializeField] GameObject slowRain;
[Header("Variables")] [Header("Variables")]
private static List<QueuedGhost> queuedGhosts = new List<QueuedGhost>(); private static List<QueuedGhost> queuedGhosts = new List<QueuedGhost>();
private bool hasArrowLoaded; private bool hasArrowLoaded;
@ -301,7 +303,13 @@ namespace HeavenStudio.Games
spawnedDeath.gameObject.SetActive(true); spawnedDeath.gameObject.SetActive(true);
Jukebox.PlayOneShotGame("sneakySpirits/hit"); Jukebox.PlayOneShotGame("sneakySpirits/hit");
bowAnim.DoScaledAnimationAsync("BowRecoil", 0.25f); bowAnim.DoScaledAnimationAsync("BowRecoil", 0.25f);
if (slowDown) Conductor.instance.SetMinigamePitch(0.25f); if (slowDown)
{
slowRain.SetActive(true);
normalRain.SetActive(false);
Conductor.instance.SetMinigamePitch(0.25f);
}
doorAnim.DoScaledAnimationAsync("DoorOpen", 0.5f); doorAnim.DoScaledAnimationAsync("DoorOpen", 0.5f);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{ {
@ -309,6 +317,8 @@ namespace HeavenStudio.Games
{ {
if (slowDown) Conductor.instance.SetMinigamePitch(1f); if (slowDown) Conductor.instance.SetMinigamePitch(1f);
doorAnim.DoScaledAnimationAsync("DoorClose", 0.5f); doorAnim.DoScaledAnimationAsync("DoorClose", 0.5f);
slowRain.SetActive(false);
normalRain.SetActive(true);
}) })
}); });
} }