diff --git a/Assets/Scripts/Games/DressYourBest/DressYourBest.cs b/Assets/Scripts/Games/DressYourBest/DressYourBest.cs
index bbab1cb8..50daab1f 100644
--- a/Assets/Scripts/Games/DressYourBest/DressYourBest.cs
+++ b/Assets/Scripts/Games/DressYourBest/DressYourBest.cs
@@ -42,15 +42,14 @@ namespace HeavenStudio.Games.Loaders
preFunction = delegate {
var e = eventCaller.currentEntity;
if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
- instance.QueueStartInterval(e.beat, e.length, e["autoPass"], e["autoReact"]);
+ instance.QueueStartInterval(e.beat, e.length, e["auto"]);
}
},
defaultLength = 3f,
resizable = true,
parameters = new List()
{
- new("autoPass", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval."),
- new("autoReact", true, "Auto React", "Toggle if the reaction should be on by default."),
+ new("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.")
}
},
new GameAction("monkey call", "Monkey Call")
@@ -70,14 +69,14 @@ namespace HeavenStudio.Games.Loaders
preFunction = delegate {
var e = eventCaller.currentEntity;
if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
- instance.PassTurn(e.beat, e["auto"]);
+ instance.PassTurn(e.beat);
}
},
defaultLength = 1f,
- parameters = new List()
- {
- new("auto", true, "Auto React", "Toggle if the reaction should be on by default.")
- }
+ // parameters = new List()
+ // {
+ // new("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.")
+ // }
},
new GameAction("background appearance", "Background Appearance")
{
@@ -153,6 +152,7 @@ namespace HeavenStudio.Games
// i set variables to null when they are not initialized by default 👍
private ColorEase bgColorEase = new(DefaultBGColor);
+ private Material lightMaterialCurrent;
private Sound whirringSfx = null;
private List callEntities;
@@ -253,7 +253,7 @@ namespace HeavenStudio.Games
}
// startBeat exists so actions that happened when inactive aren't done again. that would suck
- public void QueueStartInterval(double beat, float length, bool autoPass, bool autoReact, double startBeat = double.MinValue)
+ public void QueueStartInterval(double beat, float length, bool auto, double startBeat = double.MinValue)
{
List neededCalls = GetNeededCalls(beat, length);
if (neededCalls.Count <= 0) return;
@@ -274,9 +274,9 @@ namespace HeavenStudio.Games
actions.Add(new(call.beat, () => monkeyAnim.DoScaledAnimationAsync("Call", 0.5f)));
}
// have to add this after all the other actions as actions are done in order of beat
- if (autoPass) {
+ if (auto) {
actions.Add(new(beat + length, delegate {
- PassTurn(beat + length, autoReact, beat, length, neededCalls);
+ PassTurn(beat + length, beat, length, neededCalls);
}));
}
_ = MultiSound.Play(sounds);
@@ -284,7 +284,7 @@ namespace HeavenStudio.Games
}
}
- public void PassTurn(double beat, bool autoReact, double startIntervalBeat = double.NaN, float startIntervalLength = float.NaN, List neededCalls = null)
+ public void PassTurn(double beat, double startIntervalBeat = double.NaN, float startIntervalLength = float.NaN, List neededCalls = null)
{
if (double.IsNaN(startIntervalBeat) || double.IsNaN(startIntervalLength)) {
RiqEntity startInterval = gameManager.Beatmap.Entities.FindLast(e => e.beat + e.length < beat);
@@ -308,25 +308,15 @@ namespace HeavenStudio.Games
double relativeBeat = call.beat - startIntervalBeat;
_ = ScheduleInput(beat, relativeBeat + 1, InputAction_BasicPress, OnHit, OnMiss, null);
}
- if (autoReact) {
- BeatAction.New(this, new() { new(beat - startIntervalBeat + beat, delegate {
-
- })});
- }
}
+
private List GetNeededCalls(double beat, float length)
{
return callEntities.FindAll(e => e.beat >= beat && e.beat <= beat + length);
}
- public void IntervalReact()
- {
-
- }
-
private int hitCount = 0; // resets every pass turn
- private bool hasMissed = true;
private void OnHit(PlayerActionEvent caller, float state)
{
SoundByte.PlayOneShotGame("dressYourBest/hit_1");