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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-30 13:33:07 +00:00
commit
5a7268c3dc
2 changed files with 10 additions and 10 deletions
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@ -41,9 +41,11 @@ namespace RhythmHeavenMania
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List<Minigames.Minigame> minigamesInBeatmap = new List<Minigames.Minigame>();
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List<Minigames.Minigame> minigamesInBeatmap = new List<Minigames.Minigame>();
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for (int i = 0; i < GameManager.instance.Beatmap.entities.Count; i++)
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for (int i = 0; i < GameManager.instance.Beatmap.entities.Count; i++)
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{
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{
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if (!minigamesInBeatmap.Contains(minigames.Find(c => c.name == GameManager.instance.Beatmap.entities[i].datamodel.Split('/')[0])) && !FXOnlyGames().Contains(GetMinigame(GameManager.instance.Beatmap.entities[i].datamodel.Split('/')[0])))
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//go through every entity in the timeline and add the game that they're from to the minigamesInBeatmap list (ignore entities from FX only categories, i.e. Game Manager and Count-Ins)
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Minigames.Minigame game = GetMinigame(GameManager.instance.Beatmap.entities[i].datamodel.Split('/')[0]);
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if (!minigamesInBeatmap.Contains(game) && !FXOnlyGames().Contains(game))
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{
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{
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minigamesInBeatmap.Add(minigames.Find(c => c.name == GameManager.instance.Beatmap.entities[i].datamodel.Split('/')[0]));
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minigamesInBeatmap.Add(game);
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}
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}
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}
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}
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@ -55,18 +57,16 @@ namespace RhythmHeavenMania
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private void Update()
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private void Update()
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{
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{
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if (GameManager.instance.currentEvent >= 0 && GameManager.instance.currentEvent < GameManager.instance.Beatmap.entities.Count)
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currentEntity.beat = GameManager.instance.Beatmap.entities[GameManager.instance.currentEvent].beat;
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}
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}
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public void CallEvent(string event_)
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public void CallEvent(Beatmap.Entity entity)
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{
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{
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string[] details = event_.Split('/');
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string[] details = entity.datamodel.Split('/');
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Minigames.Minigame game = minigames.Find(c => c.name == details[0]);
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Minigames.Minigame game = minigames.Find(c => c.name == details[0]);
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try
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try
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{
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{
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currentEntity = (Beatmap.Entity)GameManager.instance.Beatmap.entities[GameManager.instance.currentEvent].Clone();
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currentEntity = entity;
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if (details.Length > 2) currentSwitchGame = details[2];
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if (details.Length > 2) currentSwitchGame = details[2];
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@ -162,7 +162,7 @@ namespace RhythmHeavenMania
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// FX entities should ALWAYS execute before gameplay entities
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// FX entities should ALWAYS execute before gameplay entities
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for (int i = 0; i < fxEntities.Count; i++)
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for (int i = 0; i < fxEntities.Count; i++)
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{
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{
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eventCaller.CallEvent(fxEntities[i].datamodel);
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eventCaller.CallEvent(fxEntities[i]);
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currentEvent++;
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currentEvent++;
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}
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}
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@ -174,7 +174,7 @@ namespace RhythmHeavenMania
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{
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{
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PreloadGame(entitesAtSameBeat[i].datamodel.Split('/')[0]);
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PreloadGame(entitesAtSameBeat[i].datamodel.Split('/')[0]);
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}
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}
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eventCaller.CallEvent(entitesAtSameBeat[i].datamodel);
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eventCaller.CallEvent(entitesAtSameBeat[i]);
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// Thank you to @shshwdr for bring this to my attention
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// Thank you to @shshwdr for bring this to my attention
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currentEvent++;
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currentEvent++;
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