This commit is contained in:
Slaith 2022-03-06 18:37:27 -08:00
parent d2bc7d9871
commit 6c25344e9e
3 changed files with 10 additions and 29 deletions

View file

@ -82,7 +82,7 @@ namespace RhythmHeavenMania
}
catch (Exception ex)
{
Debug.LogWarning("Event not found! May be spelled wrong or it is not implemented." + ex);
Debug.LogWarning("Event not found! May be spelled wrong or it is not implemented.\n" + ex);
}
}

View file

@ -26,7 +26,7 @@ namespace RhythmHeavenMania
public Games.Global.Flash fade;
[Header("Games")]
public Minigame currentGame;
public string currentGame;
Coroutine currentGameSwitchIE;
[Header("Properties")]
@ -372,10 +372,10 @@ namespace RhythmHeavenMania
GetGame(game).GetComponent<Minigame>().OnGameSwitch();
}*/
SetCurrentGame(game);
Minigame miniGame = currentGameO.GetComponent<Minigame>();
if (miniGame != null)
miniGame.OnGameSwitch();
SetCurrentGame(game);
ResetCamera();
}
@ -417,23 +417,7 @@ namespace RhythmHeavenMania
return EventCaller.instance.minigames.Find(c => c.name == name);
}
public Minigames.Minigame GetGameInfo(Minigame game)
{
if (game == null)
return null;
return GetGameInfo(game.name);
}
public string GetCurrentGameName()
{
if(currentGame == null)
{
return "noGame";
}
return currentGame.name;
}
public void SetCurrentGame(Minigame game)
public void SetCurrentGame(string game)
{
currentGame = game;
if (GetGameInfo(currentGame) != null) CircleCursor.InnerCircle.GetComponent<SpriteRenderer>().color = Colors.Hex2RGB(GetGameInfo(currentGame).color);

View file

@ -44,24 +44,21 @@ namespace RhythmHeavenMania.Games
public int firstEnable = 0;
public string name = "";
public virtual void OnGameSwitch()
{
//Below is a template that can be used for handling previous entities. There are multiple sections that have different functions, you don't need to use all of them
float beat = Conductor.instance.songPositionInBeats;
List<Beatmap.Entity> prevEntities = GameManager.instance.Beatmap.entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == name);
//Below is a template that can be used for handling previous entities.
//section below is if you only want to look at entities that overlap the game switch
/*
float beat = Conductor.instance.songPositionInBeats;
List<Beatmap.Entity> prevEntities = GameManager.instance.Beatmap.entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == [insert game name]);
foreach(Beatmap.Entity entity in prevEntities)
{
if(entity.beat + entity.length >= beat)
{
EventCaller.instance.CallEvent(entity, true);
}
}
*/
}
public virtual void OnTimeChange()