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Hearts on notes are now fading
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Asgragrt committed Feb 17, 2024
1 parent 561d091 commit 7dd51a3
Showing 1 changed file with 15 additions and 0 deletions.
15 changes: 15 additions & 0 deletions ModManager.cs
Original file line number Diff line number Diff line change
Expand Up @@ -55,15 +55,30 @@ internal static void ClearSceneElements()

internal static void EnqueueSkeleton(GameObject beoc)
{
// Main enemy
Skeleton currentEnemySkeleton = beoc.GetComponent<SkeletonAnimation>().skeleton;
currentEnemySkeleton.a = 0.7f;
enemiesSkeletons.Enqueue(currentEnemySkeleton);

// Music notes
AirMusicNodeController note = beoc.GetComponent<AirMusicNodeController>();
if (note) note.m_Fx.SetActive(false);

// Hearts
AirEnergyBottleController heart = beoc.GetComponent<AirEnergyBottleController>();
if (heart) heart.m_Fx.SetActive(false);

// Hearts on notes
GameObject hpOnNote = beoc.transform.Find("hp_on_note(Clone)")?.gameObject;
if (hpOnNote)
{
Skeleton hpSkeleton = hpOnNote.GetComponent<SkeletonAnimation>().skeleton;
hpSkeleton.a = 0.7f;
AirEnergyBottleController heart2 = hpOnNote.GetComponent<AirEnergyBottleController>();
if (heart2) heart2.m_Fx.SetActive(false);
enemiesSkeletons.Enqueue(hpSkeleton);
}

}

internal static void UpdateQueueElements()
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