mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-28 12:33:02 +00:00
actually fix lockstep
fix game preloader not always preloading correctly
This commit is contained in:
parent
cf13fd9038
commit
1ce9ec984e
4 changed files with 22 additions and 19 deletions
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@ -370,11 +370,13 @@ namespace HeavenStudio
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Minigames.Minigame inf;
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Minigames.Minigame inf;
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// seek ahead to preload games that have assetbundles
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// seek ahead to preload games that have assetbundles
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string[] split;
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if (currentPreSwitch < allGameSwitches.Count && currentPreSwitch >= 0)
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if (currentPreSwitch < allGameSwitches.Count && currentPreSwitch >= 0)
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{
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{
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if (start + seekTime >= allGameSwitches[currentPreSwitch].beat)
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while (currentPreSwitch < allGameSwitches.Count && allGameSwitches[currentPreSwitch].beat <= start + seekTime)
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{
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{
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string gameName = allGameSwitches[currentPreSwitch].datamodel.Split('/')[2];
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split = allGameSwitches[currentPreSwitch].datamodel.Split('/');
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string gameName = split[2];
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inf = GetGameInfo(gameName);
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inf = GetGameInfo(gameName);
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if (inf != null && !(inf.inferred || inf.fxOnly))
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if (inf != null && !(inf.inferred || inf.fxOnly))
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{
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{
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@ -42,7 +42,7 @@ namespace HeavenStudio.Games.Loaders
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new Param("amount", new EntityTypes.Integer(1, 50, 1), "Amount", "Set how many sounds will play."),
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new Param("amount", new EntityTypes.Integer(1, 50, 1), "Amount", "Set how many sounds will play."),
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new Param("visual", true, "Background Visual", "Toggle if the background will automatically flip depending on if it's on or off beat.")
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new Param("visual", true, "Background Visual", "Toggle if the background will automatically flip depending on if it's on or off beat.")
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},
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},
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preFunctionLength = 1
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preFunctionLength = 2
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},
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},
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new GameAction("offbeatSwitch", "Switch to Offbeat")
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new GameAction("offbeatSwitch", "Switch to Offbeat")
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{
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{
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@ -267,13 +267,6 @@ namespace HeavenStudio.Games
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cameraNear2.targetTexture = renderTextures[1];
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cameraNear2.targetTexture = renderTextures[1];
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cameraDV.targetTexture = renderTextures[2];
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cameraDV.targetTexture = renderTextures[2];
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// topT.texture = renderTextures[2];
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// topN.texture = renderTextures[0];
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// bottomL.texture = renderTextures[2];
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// bottomC.texture = renderTextures[2];
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// bottomR.texture = renderTextures[2];
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// bottomN.texture = renderTextures[1];
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topNear.SetTexture("_MainTex", renderTextures[0]);
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topNear.SetTexture("_MainTex", renderTextures[0]);
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bottomNear.SetTexture("_MainTex", renderTextures[1]);
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bottomNear.SetTexture("_MainTex", renderTextures[1]);
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distantView.SetTexture("_MainTex", renderTextures[2]);
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distantView.SetTexture("_MainTex", renderTextures[2]);
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@ -286,6 +279,10 @@ namespace HeavenStudio.Games
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rt.Release();
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rt.Release();
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}
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}
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queuedInputs.Clear();
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queuedInputs.Clear();
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foreach (var evt in scheduledInputs)
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{
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evt.Disable();
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}
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}
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}
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private static bool ForceStepOnBeat(double beat)
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private static bool ForceStepOnBeat(double beat)
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@ -308,18 +305,20 @@ namespace HeavenStudio.Games
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{
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{
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return bachEvents.Find(x => beat >= x.beat && beat < x.beat + x.length) != null;
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return bachEvents.Find(x => beat >= x.beat && beat < x.beat + x.length) != null;
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}
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}
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public override void OnGameSwitch(double beat)
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public override void OnGameSwitch(double beat)
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{
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{
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QueueSwitchBGs(beat);
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QueueSwitchBGs(beat);
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foreach (var evt in scheduledInputs)
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{
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evt.Disable();
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}
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}
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}
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public override void OnPlay(double beat)
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public override void OnPlay(double beat)
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{
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{
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queuedInputs.Clear();
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queuedInputs.Clear();
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QueueSwitchBGs(beat);
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QueueSwitchBGs(beat);
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}
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}
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private void QueueSwitchBGs(double beat)
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private void QueueSwitchBGs(double beat)
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@ -547,7 +546,7 @@ namespace HeavenStudio.Games
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{
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{
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if (visual) ChangeBeatBackGroundColour(true);
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if (visual) ChangeBeatBackGroundColour(true);
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}),
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}),
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new BeatAction.Action(beat + 1.75f, delegate { if (!marchRecursing && !ForceStepOnBeat(beat + 2f)) MarchRecursive(beat + 2f); }),
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new BeatAction.Action(beat + 1.5f, delegate { if (!marchRecursing && !ForceStepOnBeat(beat + 2f)) MarchRecursive(beat + 2f); }),
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new BeatAction.Action(beat + 2f, delegate { if (visual) ChangeBeatBackGroundColour(false); }),
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new BeatAction.Action(beat + 2f, delegate { if (visual) ChangeBeatBackGroundColour(false); }),
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};
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};
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List<BeatAction.Action> actions = new();
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List<BeatAction.Action> actions = new();
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@ -610,7 +609,7 @@ namespace HeavenStudio.Games
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{
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{
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if (visual) ChangeBeatBackGroundColour(false);
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if (visual) ChangeBeatBackGroundColour(false);
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}),
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}),
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new BeatAction.Action(beat + 3.25f, delegate { if (!marchRecursing && !ForceStepOnBeat(beat + 3.5)) MarchRecursive(beat + 3.5f); }),
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new BeatAction.Action(beat + 3f, delegate { if (!marchRecursing && !ForceStepOnBeat(beat + 3.5)) MarchRecursive(beat + 3.5f); }),
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new BeatAction.Action(beat + 3.5f, delegate { if (visual) ChangeBeatBackGroundColour(true); }),
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new BeatAction.Action(beat + 3.5f, delegate { if (visual) ChangeBeatBackGroundColour(true); }),
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};
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};
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List<BeatAction.Action> actions = new();
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List<BeatAction.Action> actions = new();
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@ -692,6 +691,7 @@ namespace HeavenStudio.Games
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BeatAction.New(this, steps);
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BeatAction.New(this, steps);
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}
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}
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private bool marchRecursing;
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private void StartMarching(double beat, bool sound, int amount, bool visual)
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private void StartMarching(double beat, bool sound, int amount, bool visual)
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{
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{
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if (marchRecursing) return;
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if (marchRecursing) return;
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@ -715,19 +715,18 @@ namespace HeavenStudio.Games
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MarchRecursive(beat);
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MarchRecursive(beat);
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}
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}
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private bool marchRecursing;
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private void MarchRecursive(double beat)
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private void MarchRecursive(double beat)
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{
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{
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marchRecursing = true;
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marchRecursing = true;
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if (NextStepIsSwitch(beat)) beat -= 0.5;
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if (NextStepIsSwitch(beat)) beat -= 0.5;
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bool offBeat = beat % 1 != 0;
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bool offBeat = beat % 1 != 0;
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bool bachOnBeat = BachOnBeat(beat);
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bool bachOnBeat = BachOnBeat(beat);
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ScheduleInput(beat - 0.5, 0.5, InputAction_BasicPress, offBeat ? JustOff : JustOn, offBeat ? MissOff : MissOn, Nothing);
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BeatAction.New(instance, new List<BeatAction.Action>()
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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{
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new BeatAction.Action(beat, delegate
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new BeatAction.Action(beat, delegate
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{
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{
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if (gameManager.currentGame != "lockstep") return;
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if (gameManager.currentGame != "lockstep") return;
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ScheduleInput(beat - 1, 1, InputAction_BasicPress, offBeat ? JustOff : JustOn, offBeat ? MissOff : MissOn, Nothing);
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EvaluateMarch(offBeat);
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EvaluateMarch(offBeat);
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MarchRecursive(beat + 1);
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MarchRecursive(beat + 1);
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if (bachOnBeat) bach.DoScaledAnimationAsync(offBeat ? "BachOff" : "BachOn", 0.5f);
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if (bachOnBeat) bach.DoScaledAnimationAsync(offBeat ? "BachOff" : "BachOn", 0.5f);
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@ -275,7 +275,7 @@ namespace HeavenStudio.Games
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private void OnDestroy()
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private void OnDestroy()
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{
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{
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if (!Conductor.instance.isPlaying)
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if (!conductor.isPlaying)
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{
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{
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crHandlerInstance = null;
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crHandlerInstance = null;
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}
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}
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@ -283,6 +283,8 @@ namespace HeavenStudio.Games
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{
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{
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evt.Disable();
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evt.Disable();
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}
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}
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// note: this doesn't properly clear queued intervals if we don't switch to the game before stopping playback
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queuedIntervals.Clear();
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}
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}
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private void SpawnHairInactive(double beat)
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private void SpawnHairInactive(double beat)
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@ -399,7 +399,7 @@ namespace HeavenStudio
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public bool UsesAssetBundle => (wantAssetBundle is not null or "") && (!badBundle);
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public bool UsesAssetBundle => (wantAssetBundle is not null or "") && (!badBundle);
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public bool HasLocales => supportedLocales.Count > 0;
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public bool HasLocales => supportedLocales.Count > 0;
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public bool AssetsLoaded => (!badBundle) && ((HasLocales && audioLoaded && currentLoadedLocale == defaultLocale) || (!HasLocales)) && resourcesLoaded && loadComplete;
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public bool AssetsLoaded => (!badBundle) && ((HasLocales && audioLoaded && currentLoadedLocale == defaultLocale) || (!HasLocales)) && (LoadedPrefab != null) && resourcesLoaded && loadComplete;
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public bool AlreadyLoading => alreadyLoading;
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public bool AlreadyLoading => alreadyLoading;
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public bool SequencesPreloaded => soundSequences != null;
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public bool SequencesPreloaded => soundSequences != null;
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