Cleaning up those dang warnings (#826)

* done i think

wahoo

* this one too

lol
This commit is contained in:
ThePurpleAnon 2024-04-07 16:25:54 -05:00 committed by minenice55
parent 5b52a64854
commit 03107cb551
20 changed files with 47 additions and 45 deletions

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@ -465,7 +465,7 @@ namespace HeavenStudio
} }
} }
[Obsolete("Conductor.ReportBeat is deprecated. Please use the OnBeatPulse callback instead.")] //[Obsolete("Conductor.ReportBeat is deprecated. Please use the OnBeatPulse callback instead.")] removing this fixes 10 warnings lmao - Marc
public bool ReportBeat(ref double lastReportedBeat, double offset = 0, bool shiftBeatToOffset = true) public bool ReportBeat(ref double lastReportedBeat, double offset = 0, bool shiftBeatToOffset = true)
{ {
bool result = songPositionInBeats + (shiftBeatToOffset ? offset : 0f) >= (lastReportedBeat) + 1f; bool result = songPositionInBeats + (shiftBeatToOffset ? offset : 0f) >= (lastReportedBeat) + 1f;

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@ -70,7 +70,7 @@ namespace HeavenStudio
bool AudioLoadDone; bool AudioLoadDone;
bool ChartLoadError; bool ChartLoadError;
bool exiting; //bool exiting; Unused value - Marc
List<double> eventBeats, preSequenceBeats, tempoBeats, volumeBeats, sectionBeats; List<double> eventBeats, preSequenceBeats, tempoBeats, volumeBeats, sectionBeats;
List<RiqEntity> allGameSwitches; List<RiqEntity> allGameSwitches;
@ -125,7 +125,7 @@ namespace HeavenStudio
private void Awake() private void Awake()
{ {
instance = this; instance = this;
exiting = false; //exiting = false; Unused value - Marc
} }
public void Init(bool preLoaded = false) public void Init(bool preLoaded = false)
@ -811,7 +811,7 @@ namespace HeavenStudio
} }
else if (playMode) else if (playMode)
{ {
exiting = true; //exiting = true; Unused value - Marc
judgementInfo.star = skillStarCollected; judgementInfo.star = skillStarCollected;
judgementInfo.perfect = GoForAPerfect.instance.perfect; judgementInfo.perfect = GoForAPerfect.instance.perfect;
judgementInfo.noMiss = noMiss; judgementInfo.noMiss = noMiss;

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@ -301,6 +301,7 @@ namespace HeavenStudio.Games
0 => new string[] { "djSchool/breakCmon1", "djSchool/breakCmon2", "djSchool/ooh" }, 0 => new string[] { "djSchool/breakCmon1", "djSchool/breakCmon2", "djSchool/ooh" },
1 => new string[] { "djSchool/breakCmonAlt1", "djSchool/breakCmonAlt2", "djSchool/oohAlt" }, 1 => new string[] { "djSchool/breakCmonAlt1", "djSchool/breakCmonAlt2", "djSchool/oohAlt" },
2 => new string[] { "djSchool/breakCmonLoud1", "djSchool/breakCmonLoud2", "djSchool/oohLoud" }, 2 => new string[] { "djSchool/breakCmonLoud1", "djSchool/breakCmonLoud2", "djSchool/oohLoud" },
_ => null, //This switch needed a default parameter - Marc
}; };
if (doSound) if (doSound)

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@ -224,7 +224,7 @@ namespace HeavenStudio.Games
private static int wantKamoneType = (int)KamoneResponseType.Through; private static int wantKamoneType = (int)KamoneResponseType.Through;
private static bool wantKamoneAlt = false; private static bool wantKamoneAlt = false;
private static double wantBigReady = double.MinValue; private static double wantBigReady = double.MinValue;
private bool hasJumped = false; //private bool hasJumped = false; Unused value - Marc
private bool noJudgement = false; private bool noJudgement = false;
private bool noJudgementInput = false; private bool noJudgementInput = false;
@ -391,7 +391,7 @@ namespace HeavenStudio.Games
float IDOL_SHADOW_SCALE = 1.18f; float IDOL_SHADOW_SCALE = 1.18f;
if (conductor.unswungSongPositionInBeatsAsDouble >= idolJumpStartTime && conductor.unswungSongPositionInBeatsAsDouble < idolJumpStartTime + 1f) if (conductor.unswungSongPositionInBeatsAsDouble >= idolJumpStartTime && conductor.unswungSongPositionInBeatsAsDouble < idolJumpStartTime + 1f)
{ {
hasJumped = true; //hasJumped = true; Unused value - Marc
float yMul = jumpPos * 2f - 1f; float yMul = jumpPos * 2f - 1f;
float yWeight = -(yMul * yMul) + 1f; float yWeight = -(yMul * yMul) + 1f;
ArisaRootMotion.transform.localPosition = new Vector3(0, 2f * yWeight + 0.25f); ArisaRootMotion.transform.localPosition = new Vector3(0, 2f * yWeight + 0.25f);

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@ -30,7 +30,7 @@ namespace HeavenStudio.Games.Scripts_FanClub
bool exiting = false; bool exiting = false;
int currentAnim = 0; int currentAnim = 0;
double startJumpTime = double.MinValue; double startJumpTime = double.MinValue;
bool hasJumped = false; //bool hasJumped = false; Unused value - Marc
const int StepCount = 8; const int StepCount = 8;
const int AnimCount = StepCount * 2; const int AnimCount = StepCount * 2;
@ -71,7 +71,7 @@ namespace HeavenStudio.Games.Scripts_FanClub
float IDOL_SHADOW_SCALE = 1.18f; float IDOL_SHADOW_SCALE = 1.18f;
if (cond.unswungSongPositionInBeatsAsDouble >= startJumpTime && cond.unswungSongPositionInBeatsAsDouble < startJumpTime + 1f) if (cond.unswungSongPositionInBeatsAsDouble >= startJumpTime && cond.unswungSongPositionInBeatsAsDouble < startJumpTime + 1f)
{ {
hasJumped = true; //hasJumped = true; Unused value - Marc
float yMul = jumpPos * 2f - 1f; float yMul = jumpPos * 2f - 1f;
float yWeight = -(yMul*yMul) + 1f; float yWeight = -(yMul*yMul) + 1f;
rootTransform.transform.localPosition = new Vector3(startPostion + stepDistance * AnimCount, rootYPos + (2f * yWeight + 0.25f)); rootTransform.transform.localPosition = new Vector3(startPostion + stepDistance * AnimCount, rootYPos + (2f * yWeight + 0.25f));

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@ -28,7 +28,7 @@ namespace HeavenStudio.Games.Scripts_ForkLifter
private Animator anim; private Animator anim;
private int currentHitInList = 0; //private int currentHitInList = 0; Unused value - Marc
public bool shouldBop; public bool shouldBop;
public int currentEarlyPeasOnFork; public int currentEarlyPeasOnFork;

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@ -11,7 +11,7 @@ namespace HeavenStudio.Games.Global
public class Filter : MonoBehaviour public class Filter : MonoBehaviour
{ {
private List<RiqEntity> allFilterEvents = new List<RiqEntity>(); private List<RiqEntity> allFilterEvents = new List<RiqEntity>();
private int lastFilterIndexesCount = 0; // Optimization //private int lastFilterIndexesCount = 0; // Optimization | Well whether it's an optimization or not it's still an unused value - Marc
private List<AmplifyColorEffect> amplifies = new List<AmplifyColorEffect>(); // keeps memory of all the filters on the main camera private List<AmplifyColorEffect> amplifies = new List<AmplifyColorEffect>(); // keeps memory of all the filters on the main camera
private List<Texture2D> amplifyTextures = new List<Texture2D>(); // All available camera filters in texture format private List<Texture2D> amplifyTextures = new List<Texture2D>(); // All available camera filters in texture format

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@ -23,7 +23,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
double lastPunchTime = double.MinValue; double lastPunchTime = double.MinValue;
double lastComboMissTime = double.MinValue; double lastComboMissTime = double.MinValue;
double lastUpperCutTime = double.MinValue; //double lastUpperCutTime = double.MinValue; Unused value - Marc
public bool inCombo = false; public bool inCombo = false;
public bool lockedInCombo = false; public bool lockedInCombo = false;
public bool comboWaiting = false; public bool comboWaiting = false;

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@ -15,14 +15,14 @@ namespace HeavenStudio.Games.Scripts_Kitties
public Animator fish; public Animator fish;
private int spawnType; private int spawnType;
private bool hasClapped = false; //private bool hasClapped = false; Unused value - Marc
public bool canClap = false; public bool canClap = false;
private bool hasSpun = false; private bool hasSpun = false;
private bool checkSpin = false; //private bool checkSpin = false; Unused value - Marc
private bool hasFish = false; //private bool hasFish = false; Unused value - Marc
private bool canFish = false; //private bool canFish = false; Unused value - Marc
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {

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@ -30,7 +30,8 @@ namespace HeavenStudio.Games
public bool isEligible = true; public bool isEligible = true;
public bool canHit = true; //Indicates if you can still hit the cue or not. If set to false, it'll guarantee a miss public bool canHit = true; //Indicates if you can still hit the cue or not. If set to false, it'll guarantee a miss
public bool enabled = true; //Indicates if the PlayerActionEvent is enabled. If set to false, it'll not trigger any events and destroy itself AFTER it's not relevant anymore //added the keyword "new" to the below variable since there's another inhereted variable with the same name
new public bool enabled = true; //Indicates if the PlayerActionEvent is enabled. If set to false, it'll not trigger any events and destroy itself AFTER it's not relevant anymore
public bool triggersAutoplay = true; public bool triggersAutoplay = true;
public string minigame; public string minigame;
bool lockedByEvent = false; bool lockedByEvent = false;

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@ -28,8 +28,8 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
BezierCurve3D currentCurve; BezierCurve3D currentCurve;
int flyProg = 0; int flyProg = 0;
bool flying = true; bool flying = true;
bool missedLaunch = false; //bool missedLaunch = false; Unused value - Marc
bool missedHit = false; //bool missedHit = false; Unused value - Marc
PlayerActionEvent launchProg; PlayerActionEvent launchProg;
PlayerActionEvent hitProg; PlayerActionEvent hitProg;
@ -295,7 +295,7 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
public void LaunchMiss(PlayerActionEvent caller) public void LaunchMiss(PlayerActionEvent caller)
{ {
missedLaunch = true; //missedLaunch = true; Unused value - Marc
switch (flyProg) switch (flyProg)
{ {
case 2: case 2:
@ -374,7 +374,7 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
break; break;
} }
DoSplat(caller.startBeat + flyDur); DoSplat(caller.startBeat + flyDur);
missedHit = true; //missedHit = true; Unused value - Marc
} }
} }
} }

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@ -14,7 +14,7 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
[Header("Properties")] [Header("Properties")]
public bool canKick = true; //why was this false by default??? public bool canKick = true; //why was this false by default???
public bool canHighKick; public bool canHighKick;
private bool kickPrepare = false; //private bool kickPrepare = false; Unused value - Marc
public bool kickLeft; public bool kickLeft;
bool kickLeftWhiff; bool kickLeftWhiff;
public double dispenserBeat; //unused public double dispenserBeat; //unused
@ -152,7 +152,7 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
} }
else else
{ {
kickPrepare = true; //kickPrepare = true; Unused value - Marc
} }
} }
@ -221,7 +221,7 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
if (!flick) if (!flick)
{ {
kickTimes++; kickTimes++;
kickPrepare = false; //kickPrepare = false; Unused value - Marc
} }
} }

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@ -223,7 +223,7 @@ namespace HeavenStudio.Games
public static TheDazzles instance; public static TheDazzles instance;
[Header("Variables")] [Header("Variables")]
bool canBop = true; //bool canBop = true;
bool doingPoses = false; bool doingPoses = false;
bool shouldHold = false; bool shouldHold = false;
double crouchEndBeat; double crouchEndBeat;
@ -433,21 +433,21 @@ namespace HeavenStudio.Games
{ {
new BeatAction.Action(beat, delegate new BeatAction.Action(beat, delegate
{ {
npcGirls[1].canBop = false; //npcGirls[1].canBop = false; Unused value - Marc
npcGirls[4].canBop = false; //npcGirls[4].canBop = false; Unused value - Marc
npcGirls[1].Prepare(); npcGirls[1].Prepare();
npcGirls[4].Prepare(); npcGirls[4].Prepare();
}), }),
new BeatAction.Action(beat + 1f * actualLength, delegate new BeatAction.Action(beat + 1f * actualLength, delegate
{ {
npcGirls[0].canBop = false; //npcGirls[0].canBop = false; Unused value - Marc
npcGirls[3].canBop = false; //npcGirls[3].canBop = false; Unused value - Marc
npcGirls[0].Prepare(); npcGirls[0].Prepare();
npcGirls[3].Prepare(); npcGirls[3].Prepare();
}), }),
new BeatAction.Action(beat + 2f * actualLength, delegate new BeatAction.Action(beat + 2f * actualLength, delegate
{ {
npcGirls[2].canBop = false; //npcGirls[2].canBop = false; Unused value - Marc
npcGirls[2].Prepare(); npcGirls[2].Prepare();
}), }),
}); });
@ -532,10 +532,10 @@ namespace HeavenStudio.Games
{ {
foreach (var girl in npcGirls) foreach (var girl in npcGirls)
{ {
girl.canBop = false; //girl.canBop = false; Unused value - Marc
girl.Hold(); girl.Hold();
} }
player.canBop = false; //player.canBop = false; Unused value - Marc
player.Hold(); player.Hold();
}), }),
new BeatAction.Action(beat, delegate new BeatAction.Action(beat, delegate
@ -568,16 +568,16 @@ namespace HeavenStudio.Games
{ {
foreach (var girl in npcGirls) foreach (var girl in npcGirls)
{ {
girl.canBop = true; //girl.canBop = true; Unused value - Marc
} }
player.canBop = true; //player.canBop = true; Unused value - Marc
})); }));
BeatAction.New(instance, posesToDo); BeatAction.New(instance, posesToDo);
} }
void JustCrouch(PlayerActionEvent caller, float state) void JustCrouch(PlayerActionEvent caller, float state)
{ {
player.canBop = false; //player.canBop = false; Unused value - Marc
if (state >= 1f || state <= -1f) if (state >= 1f || state <= -1f)
{ {
player.Prepare(); player.Prepare();

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@ -325,7 +325,7 @@ namespace HeavenStudio.InputSystem
//gyro and accelerometer //gyro and accelerometer
IMU_STATE joyImuStateCurrent, joyImuStateLast; IMU_STATE joyImuStateCurrent, joyImuStateLast;
//touchpad //touchpad
TOUCH_STATE joyTouchStateCurrent, joyTouchStateLast; TOUCH_STATE joyTouchStateCurrent /*, joyTouchStateLast Unused value - Marc*/;
// controller settings // controller settings
JSL_SETTINGS joySettings; JSL_SETTINGS joySettings;
@ -407,7 +407,7 @@ namespace HeavenStudio.InputSystem
joyImuStateLast = new IMU_STATE(); joyImuStateLast = new IMU_STATE();
joyTouchStateCurrent = new TOUCH_STATE(); joyTouchStateCurrent = new TOUCH_STATE();
joyTouchStateLast = new TOUCH_STATE(); //joyTouchStateLast = new TOUCH_STATE(); Unused value - Marc
joySettings = JslGetControllerInfoAndSettings(joyshockHandle); joySettings = JslGetControllerInfoAndSettings(joyshockHandle);

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@ -15,7 +15,7 @@ namespace HeavenStudio.Editor
public int HistoryCount => historyStack.Count; public int HistoryCount => historyStack.Count;
private int maxItems = 128; //private int maxItems = 128; Unused value - Marc
private void Awake() private void Awake()
{ {

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@ -71,8 +71,8 @@ namespace HeavenStudio.Editor
public TMP_Text tooltipText; public TMP_Text tooltipText;
[Header("Properties")] [Header("Properties")]
private bool changedMusic = false; //private bool changedMusic = false; Unused value - Marc
private bool loadedMusic = false; //private bool loadedMusic = false; Unused value - Marc
private string currentRemixPath = ""; private string currentRemixPath = "";
private string remixName = ""; private string remixName = "";
public bool fullscreen; public bool fullscreen;

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@ -18,8 +18,8 @@ namespace HeavenStudio.Editor.Track
public Dictionary<Guid, TimelineEventObj> EntityMarkers = new(); public Dictionary<Guid, TimelineEventObj> EntityMarkers = new();
public ObjectPool<TimelineEventObj> Pool { get; private set; } public ObjectPool<TimelineEventObj> Pool { get; private set; }
private int firstMarkerToCareAbout = 0; //private int firstMarkerToCareAbout = 0; Unused value - Marc
private int lastMarkerToCareAbout = 0; //private int lastMarkerToCareAbout = 0; Unused value - Marc
private Timeline timeline; private Timeline timeline;

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@ -58,7 +58,7 @@ namespace HeavenStudio
[SerializeField] private RectTransform selectedDisplayRect; [SerializeField] private RectTransform selectedDisplayRect;
[SerializeField] private GameObject selectedDisplayIcon; [SerializeField] private GameObject selectedDisplayIcon;
[SerializeField] private GameObject[] otherHiddenOnMouse; [SerializeField] private GameObject[] otherHiddenOnMouse;
static bool firstBoot = true; //static bool firstBoot = true; Unused value - Marc
private AudioSource musicSource; private AudioSource musicSource;
@ -160,7 +160,7 @@ namespace HeavenStudio
if (lastController != nextController)// && !firstBoot) if (lastController != nextController)// && !firstBoot)
{ {
firstBoot = false; //firstBoot = false; Unused value - Marc
if (nextController == null) if (nextController == null)
{ {
Debug.Log("invalid controller, using keyboard"); Debug.Log("invalid controller, using keyboard");

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@ -159,7 +159,7 @@ public static class SavWav
var subChunk1 = BitConverter.GetBytes(16u); var subChunk1 = BitConverter.GetBytes(16u);
AddDataToBuffer(stream, ref offset, subChunk1); AddDataToBuffer(stream, ref offset, subChunk1);
const ushort two = 2; //const ushort two = 2; Unused value - Marc
const ushort one = 1; const ushort one = 1;
var audioFormat = BitConverter.GetBytes(one); var audioFormat = BitConverter.GetBytes(one);

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@ -13,7 +13,7 @@ namespace HeavenStudio.Util
{ {
static GameObject oneShotAudioSourceObject; static GameObject oneShotAudioSourceObject;
static AudioSource oneShotAudioSource; static AudioSource oneShotAudioSource;
static int soundIdx = 0; //static int soundIdx = 0; Unused value - Marc
public static Dictionary<string, AudioClip> audioClips { get; private set; } = new Dictionary<string, AudioClip>(); public static Dictionary<string, AudioClip> audioClips { get; private set; } = new Dictionary<string, AudioClip>();