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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-09 11:15:07 +00:00
parent
09a9dd92c2
commit
513617a977
1 changed files with 13 additions and 23 deletions
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@ -42,15 +42,14 @@ namespace HeavenStudio.Games.Loaders
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preFunction = delegate {
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preFunction = delegate {
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var e = eventCaller.currentEntity;
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var e = eventCaller.currentEntity;
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if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
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if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
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instance.QueueStartInterval(e.beat, e.length, e["autoPass"], e["autoReact"]);
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instance.QueueStartInterval(e.beat, e.length, e["auto"]);
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}
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}
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},
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},
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defaultLength = 3f,
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defaultLength = 3f,
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resizable = true,
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resizable = true,
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parameters = new List<Param>()
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parameters = new List<Param>()
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{
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{
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new("autoPass", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval."),
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new("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.")
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new("autoReact", true, "Auto React", "Toggle if the reaction should be on by default."),
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}
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}
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},
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},
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new GameAction("monkey call", "Monkey Call")
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new GameAction("monkey call", "Monkey Call")
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@ -70,14 +69,14 @@ namespace HeavenStudio.Games.Loaders
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preFunction = delegate {
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preFunction = delegate {
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var e = eventCaller.currentEntity;
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var e = eventCaller.currentEntity;
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if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
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if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
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instance.PassTurn(e.beat, e["auto"]);
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instance.PassTurn(e.beat);
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}
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}
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},
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},
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defaultLength = 1f,
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defaultLength = 1f,
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parameters = new List<Param>()
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// parameters = new List<Param>()
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{
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// {
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new("auto", true, "Auto React", "Toggle if the reaction should be on by default.")
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// new("auto", true, "Auto Pass Turn", "Toggle if the turn should be passed automatically at the end of the start interval.")
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}
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// }
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},
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},
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new GameAction("background appearance", "Background Appearance")
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new GameAction("background appearance", "Background Appearance")
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{
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{
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@ -153,6 +152,7 @@ namespace HeavenStudio.Games
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// i set variables to null when they are not initialized by default 👍
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// i set variables to null when they are not initialized by default 👍
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private ColorEase bgColorEase = new(DefaultBGColor);
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private ColorEase bgColorEase = new(DefaultBGColor);
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private Material lightMaterialCurrent;
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private Sound whirringSfx = null;
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private Sound whirringSfx = null;
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private List<RiqEntity> callEntities;
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private List<RiqEntity> callEntities;
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@ -253,7 +253,7 @@ namespace HeavenStudio.Games
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}
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}
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// startBeat exists so actions that happened when inactive aren't done again. that would suck
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// startBeat exists so actions that happened when inactive aren't done again. that would suck
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public void QueueStartInterval(double beat, float length, bool autoPass, bool autoReact, double startBeat = double.MinValue)
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public void QueueStartInterval(double beat, float length, bool auto, double startBeat = double.MinValue)
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{
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{
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List<RiqEntity> neededCalls = GetNeededCalls(beat, length);
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List<RiqEntity> neededCalls = GetNeededCalls(beat, length);
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if (neededCalls.Count <= 0) return;
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if (neededCalls.Count <= 0) return;
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@ -274,9 +274,9 @@ namespace HeavenStudio.Games
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actions.Add(new(call.beat, () => monkeyAnim.DoScaledAnimationAsync("Call", 0.5f)));
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actions.Add(new(call.beat, () => monkeyAnim.DoScaledAnimationAsync("Call", 0.5f)));
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}
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}
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// have to add this after all the other actions as actions are done in order of beat
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// have to add this after all the other actions as actions are done in order of beat
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if (autoPass) {
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if (auto) {
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actions.Add(new(beat + length, delegate {
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actions.Add(new(beat + length, delegate {
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PassTurn(beat + length, autoReact, beat, length, neededCalls);
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PassTurn(beat + length, beat, length, neededCalls);
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}));
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}));
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}
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}
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_ = MultiSound.Play(sounds);
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_ = MultiSound.Play(sounds);
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@ -284,7 +284,7 @@ namespace HeavenStudio.Games
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}
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}
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}
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}
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public void PassTurn(double beat, bool autoReact, double startIntervalBeat = double.NaN, float startIntervalLength = float.NaN, List<RiqEntity> neededCalls = null)
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public void PassTurn(double beat, double startIntervalBeat = double.NaN, float startIntervalLength = float.NaN, List<RiqEntity> neededCalls = null)
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{
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{
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if (double.IsNaN(startIntervalBeat) || double.IsNaN(startIntervalLength)) {
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if (double.IsNaN(startIntervalBeat) || double.IsNaN(startIntervalLength)) {
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RiqEntity startInterval = gameManager.Beatmap.Entities.FindLast(e => e.beat + e.length < beat);
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RiqEntity startInterval = gameManager.Beatmap.Entities.FindLast(e => e.beat + e.length < beat);
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@ -308,25 +308,15 @@ namespace HeavenStudio.Games
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double relativeBeat = call.beat - startIntervalBeat;
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double relativeBeat = call.beat - startIntervalBeat;
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_ = ScheduleInput(beat, relativeBeat + 1, InputAction_BasicPress, OnHit, OnMiss, null);
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_ = ScheduleInput(beat, relativeBeat + 1, InputAction_BasicPress, OnHit, OnMiss, null);
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}
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}
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if (autoReact) {
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BeatAction.New(this, new() { new(beat - startIntervalBeat + beat, delegate {
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})});
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}
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}
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}
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private List<RiqEntity> GetNeededCalls(double beat, float length)
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private List<RiqEntity> GetNeededCalls(double beat, float length)
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{
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{
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return callEntities.FindAll(e => e.beat >= beat && e.beat <= beat + length);
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return callEntities.FindAll(e => e.beat >= beat && e.beat <= beat + length);
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}
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}
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public void IntervalReact()
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{
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}
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private int hitCount = 0; // resets every pass turn
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private int hitCount = 0; // resets every pass turn
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private bool hasMissed = true;
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private void OnHit(PlayerActionEvent caller, float state)
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private void OnHit(PlayerActionEvent caller, float state)
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{
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{
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SoundByte.PlayOneShotGame("dressYourBest/hit_1");
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SoundByte.PlayOneShotGame("dressYourBest/hit_1");
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