mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-22 01:25:12 +00:00
actually fix lockstep
fix game preloader not always preloading correctly
This commit is contained in:
parent
cd0f921cda
commit
406c28ecb2
4 changed files with 22 additions and 19 deletions
|
@ -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))
|
||||
{
|
||||
|
|
|
@ -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<BeatAction.Action> 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<BeatAction.Action> 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<BeatAction.Action>()
|
||||
{
|
||||
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);
|
||||
|
|
|
@ -274,7 +274,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
private void OnDestroy()
|
||||
{
|
||||
if (!Conductor.instance.isPlaying)
|
||||
if (!conductor.isPlaying)
|
||||
{
|
||||
crHandlerInstance = null;
|
||||
}
|
||||
|
@ -282,6 +282,8 @@ 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)
|
||||
|
|
|
@ -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;
|
||||
|
|
Loading…
Reference in a new issue