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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-30 13:33:07 +00:00
Allowed lion count and mii faces to be set before game switches and fixed some bugs from last pr
I went through every single game script to look for bugs in intialization, there shouldn't be anything else that was caused by the pr (there is a bug in Spaceball where a ball cue won't trigger correctly if it's on the same beat as the switch, but i'm not sure how to fix it)
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d72aa964b2
commit
030837d3c9
6 changed files with 23 additions and 24 deletions
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@ -345,8 +345,6 @@ namespace HeavenStudio
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SetGame(game);
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yield return new WaitForEndOfFrame(); //this is needed so that the minigame can have Start() called before OnGameSwitch()
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Minigame miniGame = currentGameO.GetComponent<Minigame>();
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if (miniGame != null)
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miniGame.OnGameSwitch(beat);
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@ -356,7 +354,7 @@ namespace HeavenStudio
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this.GetComponent<SpriteRenderer>().enabled = false;
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}
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private void SetGame(string game, bool onGameSwitch = true)
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private void SetGame(string game)
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{
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Destroy(currentGameO);
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@ -385,11 +383,6 @@ namespace HeavenStudio
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currentGameO.transform.parent = eventCaller.GamesHolder.transform;
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currentGameO.name = game;
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}
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/*if (onGameSwitch)
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{
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if (GetGame(currentGame).GetComponent<Minigame>() != null)
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GetGame(game).GetComponent<Minigame>().OnGameSwitch();
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}*/
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SetCurrentGame(game);
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@ -32,6 +32,14 @@ namespace HeavenStudio.Games
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instance = this;
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InitLions();
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}
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public override void OnGameSwitch(float beat)
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{
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Beatmap.Entity changeLion = GameManager.instance.Beatmap.entities.FindLast(c => c.datamodel == "clappyTrio/change lion count" && c.beat <= beat);
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if(changeLion != null)
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{
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EventCaller.instance.CallEvent(changeLion, true);
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}
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}
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private void InitLions()
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{
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@ -46,9 +46,13 @@ namespace HeavenStudio.Games
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SetMiis();
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}
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public void OnGameSwitch()
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public override void OnGameSwitch(float beat)
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{
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SetMiis();
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Beatmap.Entity changeMii = GameManager.instance.Beatmap.entities.FindLast(c => c.datamodel == "drummingPractice/set mii" && c.beat <= beat);
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if(changeMii != null)
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{
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EventCaller.instance.CallEvent(changeMii, true);
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}
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}
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private void Update()
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@ -256,6 +256,7 @@ namespace HeavenStudio.Games
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Jukebox.PlayOneShotGame(outSnd);
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}
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p.Init();
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}
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List<Beatmap.Entity> cuedVoices = new List<Beatmap.Entity>(); // "Hit" voices cued in advance are stored here so they aren't called multiple times in Update().
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@ -56,7 +56,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
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private int missTimes = 0;
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private void Awake()
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public void Init()
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{
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anim = GetComponent<Animator>();
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spriteComp = Sprite.GetComponent<SpriteRenderer>();
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@ -66,9 +66,6 @@ namespace HeavenStudio.Games.Scripts_KarateMan
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Sprite.transform.eulerAngles = new Vector3(0, 0, Random.Range(0, 360));
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BulbLightSprite.transform.eulerAngles = Sprite.transform.eulerAngles;
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if (type == 2)
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hitLength = 14f;
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else
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hitLength = 14f;
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if (type == 6)
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@ -27,7 +27,7 @@ namespace HeavenStudio.Games
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bool intervalStarted;
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public float wizardBeatOffset = 0f;
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[NonSerialized] public int plantsLeft = 0;
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[NonSerialized] public int plantsLeft = 0; //this variable is unused
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public static WizardsWaltz instance;
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@ -35,16 +35,12 @@ namespace HeavenStudio.Games
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{
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instance = this;
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wizard.Init();
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}
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private void Start()
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{
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List<float> starts = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "wizardsWaltz/start interval").Select(c => c.beat).ToList();
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Beatmap.Entity nextStart = GameManager.instance.Beatmap.entities.Find(c => c.datamodel == "wizardsWaltz/start interval" && c.beat + c.length >= Conductor.instance.songPositionInBeats);
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if (starts.Count > 0)
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if (nextStart != null)
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{
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var nextInterval = starts.IndexOf(Mathp.GetClosestInList(starts, Conductor.instance.songPositionInBeats));
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wizardBeatOffset = starts[nextInterval];
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EventCaller.instance.CallEvent(nextStart, true);
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}
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}
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@ -64,7 +60,7 @@ namespace HeavenStudio.Games
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var am = beatInterval / 2f;
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var x = Mathf.Sin(Mathf.PI * songPos / am) * 6 + UnityEngine.Random.Range(-0.5f, 0.5f);
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var y = Mathf.Cos(Mathf.PI * songPos / am) * 0.5f + UnityEngine.Random.Range(-0.5f, 0.5f);
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var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.35f + UnityEngine.Random.Range(-0.2f, 0.2f); ;
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var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.35f + UnityEngine.Random.Range(-0.2f, 0.2f);
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MagicFX magic = Instantiate(fxBase, fxHolder.transform).GetComponent<MagicFX>();
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