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Traps implementation #13
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Thought for a while: The trap type cannot be displayed before that box is selected by the red/blue team, in other words: trap type can only be displayed when a trap is selected. Pending location of displaying trap type will be just below the board. We need to define the properties of the grid in lazer when we know the location of the red/blue trap. The process is as follows:
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One possible way to do this:
For Then all the three types of traps are the same at first. |
We have to re-design the swap implementation logic,
Newer version of the OFFC gamerule have updated to allow two traps to set at the same box. Triggering of these traps will be designed as:
Should be a tough work for the dev team, heads up as we will get though these tons of mess. |
Some (maybe) ideal solution for this imo:
Since the two's swap would be performed immediately, we can use our current logic part. When a swap object (here because it doesn't know which exactly the map is, the source or the target) is added to an observable list (i.e.
头抬起,您不是最新的。 |
Chances are that all lists are stored with rounds, which won't keep up with our newest code. Since we've been using old one-argument swaps, that match left a stray item in the PendingSwaps list, which was detected and used by our new client. Similar to this, we have introduced many breaking changes so far ;w; |
Since we've implemented all traps and added animation for Swap effect, this issue should be completed. |
Facts
Traps are a special type of beatmap block, and will cause a special effect upon being triggered.
We have three types of traps:
决一死战 (Solo)And
Swap
is absolutely the hardest one in terms of implementation.Tasks
You're right, but Genshin Impact is what, I forgot it whatsoever.
Hello everyone, I'm short dolly. Today I'll show something ya want to see.
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