diff --git a/Assets/Scripts/GameManager.cs b/Assets/Scripts/GameManager.cs index 8d241bc5..a431eec9 100644 --- a/Assets/Scripts/GameManager.cs +++ b/Assets/Scripts/GameManager.cs @@ -370,11 +370,13 @@ namespace HeavenStudio Minigames.Minigame inf; // seek ahead to preload games that have assetbundles + string[] split; if (currentPreSwitch < allGameSwitches.Count && currentPreSwitch >= 0) { - if (start + seekTime >= allGameSwitches[currentPreSwitch].beat) + while (currentPreSwitch < allGameSwitches.Count && allGameSwitches[currentPreSwitch].beat <= start + seekTime) { - string gameName = allGameSwitches[currentPreSwitch].datamodel.Split('/')[2]; + split = allGameSwitches[currentPreSwitch].datamodel.Split('/'); + string gameName = split[2]; inf = GetGameInfo(gameName); if (inf != null && !(inf.inferred || inf.fxOnly)) { diff --git a/Assets/Scripts/Games/Lockstep/Lockstep.cs b/Assets/Scripts/Games/Lockstep/Lockstep.cs index 8730c81c..bcfd2de4 100644 --- a/Assets/Scripts/Games/Lockstep/Lockstep.cs +++ b/Assets/Scripts/Games/Lockstep/Lockstep.cs @@ -42,7 +42,7 @@ namespace HeavenStudio.Games.Loaders new Param("amount", new EntityTypes.Integer(1, 50, 1), "Amount", "Set how many sounds will play."), new Param("visual", true, "Background Visual", "Toggle if the background will automatically flip depending on if it's on or off beat.") }, - preFunctionLength = 1 + preFunctionLength = 2 }, new GameAction("offbeatSwitch", "Switch to Offbeat") { @@ -267,13 +267,6 @@ namespace HeavenStudio.Games cameraNear2.targetTexture = renderTextures[1]; cameraDV.targetTexture = renderTextures[2]; - // topT.texture = renderTextures[2]; - // topN.texture = renderTextures[0]; - // bottomL.texture = renderTextures[2]; - // bottomC.texture = renderTextures[2]; - // bottomR.texture = renderTextures[2]; - // bottomN.texture = renderTextures[1]; - topNear.SetTexture("_MainTex", renderTextures[0]); bottomNear.SetTexture("_MainTex", renderTextures[1]); distantView.SetTexture("_MainTex", renderTextures[2]); @@ -286,6 +279,10 @@ namespace HeavenStudio.Games rt.Release(); } queuedInputs.Clear(); + foreach (var evt in scheduledInputs) + { + evt.Disable(); + } } private static bool ForceStepOnBeat(double beat) @@ -308,18 +305,20 @@ namespace HeavenStudio.Games { return bachEvents.Find(x => beat >= x.beat && beat < x.beat + x.length) != null; } + public override void OnGameSwitch(double beat) { QueueSwitchBGs(beat); - + foreach (var evt in scheduledInputs) + { + evt.Disable(); + } } public override void OnPlay(double beat) { - queuedInputs.Clear(); QueueSwitchBGs(beat); - } private void QueueSwitchBGs(double beat) @@ -547,7 +546,7 @@ namespace HeavenStudio.Games { if (visual) ChangeBeatBackGroundColour(true); }), - new BeatAction.Action(beat + 1.75f, delegate { if (!marchRecursing && !ForceStepOnBeat(beat + 2f)) MarchRecursive(beat + 2f); }), + new BeatAction.Action(beat + 1.5f, delegate { if (!marchRecursing && !ForceStepOnBeat(beat + 2f)) MarchRecursive(beat + 2f); }), new BeatAction.Action(beat + 2f, delegate { if (visual) ChangeBeatBackGroundColour(false); }), }; List actions = new(); @@ -610,7 +609,7 @@ namespace HeavenStudio.Games { if (visual) ChangeBeatBackGroundColour(false); }), - new BeatAction.Action(beat + 3.25f, delegate { if (!marchRecursing && !ForceStepOnBeat(beat + 3.5)) MarchRecursive(beat + 3.5f); }), + new BeatAction.Action(beat + 3f, delegate { if (!marchRecursing && !ForceStepOnBeat(beat + 3.5)) MarchRecursive(beat + 3.5f); }), new BeatAction.Action(beat + 3.5f, delegate { if (visual) ChangeBeatBackGroundColour(true); }), }; List actions = new(); @@ -692,6 +691,7 @@ namespace HeavenStudio.Games BeatAction.New(this, steps); } + private bool marchRecursing; private void StartMarching(double beat, bool sound, int amount, bool visual) { if (marchRecursing) return; @@ -715,19 +715,18 @@ namespace HeavenStudio.Games MarchRecursive(beat); } - private bool marchRecursing; private void MarchRecursive(double beat) { marchRecursing = true; if (NextStepIsSwitch(beat)) beat -= 0.5; bool offBeat = beat % 1 != 0; bool bachOnBeat = BachOnBeat(beat); + ScheduleInput(beat - 0.5, 0.5, InputAction_BasicPress, offBeat ? JustOff : JustOn, offBeat ? MissOff : MissOn, Nothing); BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { if (gameManager.currentGame != "lockstep") return; - ScheduleInput(beat - 1, 1, InputAction_BasicPress, offBeat ? JustOff : JustOn, offBeat ? MissOff : MissOn, Nothing); EvaluateMarch(offBeat); MarchRecursive(beat + 1); if (bachOnBeat) bach.DoScaledAnimationAsync(offBeat ? "BachOff" : "BachOn", 0.5f); diff --git a/Assets/Scripts/Games/RhythmTweezers/RhythmTweezers.cs b/Assets/Scripts/Games/RhythmTweezers/RhythmTweezers.cs index 16eee987..399a16b4 100644 --- a/Assets/Scripts/Games/RhythmTweezers/RhythmTweezers.cs +++ b/Assets/Scripts/Games/RhythmTweezers/RhythmTweezers.cs @@ -275,7 +275,7 @@ namespace HeavenStudio.Games private void OnDestroy() { - if (!Conductor.instance.isPlaying) + if (!conductor.isPlaying) { crHandlerInstance = null; } @@ -283,6 +283,8 @@ namespace HeavenStudio.Games { evt.Disable(); } + // note: this doesn't properly clear queued intervals if we don't switch to the game before stopping playback + queuedIntervals.Clear(); } private void SpawnHairInactive(double beat) diff --git a/Assets/Scripts/Minigames.cs b/Assets/Scripts/Minigames.cs index 0ee59f2c..589a04c5 100644 --- a/Assets/Scripts/Minigames.cs +++ b/Assets/Scripts/Minigames.cs @@ -399,7 +399,7 @@ namespace HeavenStudio public bool UsesAssetBundle => (wantAssetBundle is not null or "") && (!badBundle); public bool HasLocales => supportedLocales.Count > 0; - public bool AssetsLoaded => (!badBundle) && ((HasLocales && audioLoaded && currentLoadedLocale == defaultLocale) || (!HasLocales)) && resourcesLoaded && loadComplete; + public bool AssetsLoaded => (!badBundle) && ((HasLocales && audioLoaded && currentLoadedLocale == defaultLocale) || (!HasLocales)) && (LoadedPrefab != null) && resourcesLoaded && loadComplete; public bool AlreadyLoading => alreadyLoading; public bool SequencesPreloaded => soundSequences != null;