mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +00:00
modernised rockers pass turn
This commit is contained in:
parent
0debf55391
commit
95c9b34695
1 changed files with 66 additions and 29 deletions
|
@ -113,12 +113,12 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
new GameAction("passTurn", "Pass Turn")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; Rockers.instance.PassTurn(e.beat, e["moveCamera"]); },
|
||||
resizable = true,
|
||||
preFunction = delegate { var e = eventCaller.currentEntity; Rockers.PrePassTurn(e.beat, e["moveCamera"]); },
|
||||
parameters = new List<Param>
|
||||
{
|
||||
new Param("moveCamera", true, "Move Camera", "Should the camera move?")
|
||||
}
|
||||
},
|
||||
preFunctionLength = 1
|
||||
},
|
||||
new GameAction("cmon", "C'mon!")
|
||||
{
|
||||
|
@ -322,6 +322,7 @@ namespace HeavenStudio.Games
|
|||
using Scripts_Rockers;
|
||||
using Starpelly;
|
||||
using System;
|
||||
using UnityEngine.UIElements;
|
||||
|
||||
public class Rockers : Minigame
|
||||
{
|
||||
|
@ -529,6 +530,14 @@ namespace HeavenStudio.Games
|
|||
return tempEvents;
|
||||
}
|
||||
|
||||
struct QueuedPassTurn
|
||||
{
|
||||
public double beat;
|
||||
public bool moveCamera;
|
||||
}
|
||||
|
||||
private static List<QueuedPassTurn> passedTurns = new List<QueuedPassTurn>();
|
||||
|
||||
private void Start()
|
||||
{
|
||||
if (PlayerInput.Pressing())
|
||||
|
@ -593,6 +602,15 @@ namespace HeavenStudio.Games
|
|||
queuedPreInterval.Clear();
|
||||
}
|
||||
|
||||
if (passedTurns.Count > 0)
|
||||
{
|
||||
foreach (var turn in passedTurns)
|
||||
{
|
||||
PassTurn(turn.beat, turn.moveCamera);
|
||||
}
|
||||
passedTurns.Clear();
|
||||
}
|
||||
|
||||
float normalizedBeat = cond.GetPositionFromBeat(cameraMoveBeat, 1f);
|
||||
|
||||
if (normalizedBeat >= 0f && normalizedBeat <= 1f)
|
||||
|
@ -972,9 +990,29 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
public void PassTurn(double beat, bool moveCamera)
|
||||
public static void PrePassTurn(double beat, bool moveCamera)
|
||||
{
|
||||
if (GameManager.instance.currentGame == "rockers")
|
||||
{
|
||||
instance.PassTurn(beat, moveCamera);
|
||||
}
|
||||
else
|
||||
{
|
||||
passedTurns.Add(new QueuedPassTurn
|
||||
{
|
||||
beat = beat,
|
||||
moveCamera = moveCamera
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
private void PassTurn(double beat, bool moveCamera)
|
||||
{
|
||||
if (crHandlerInstance.queuedEvents.Count > 0)
|
||||
{
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat -1, delegate
|
||||
{
|
||||
List<CallAndResponseHandler.CallAndResponseEvent> crEvents = crHandlerInstance.queuedEvents;
|
||||
|
||||
|
@ -983,21 +1021,20 @@ namespace HeavenStudio.Games
|
|||
if (crEvent.tag == "riff")
|
||||
{
|
||||
RockersInput riffComp = Instantiate(rockerInputRef, transform);
|
||||
riffComp.Init(crEvent["gleeClub"], new int[6] { crEvent["1"], crEvent["2"], crEvent["3"], crEvent["4"], crEvent["5"], crEvent["6"] }, beat, 1 + crEvent.relativeBeat,
|
||||
riffComp.Init(crEvent["gleeClub"], new int[6] { crEvent["1"], crEvent["2"], crEvent["3"], crEvent["4"], crEvent["5"], crEvent["6"] }, beat, crEvent.relativeBeat,
|
||||
(PremadeSamples)crEvent["sample"], crEvent["sampleTones"]);
|
||||
ScheduleInput(beat, 1 + crEvent.relativeBeat + crEvent.length, InputType.STANDARD_DOWN, JustMute, MuteMiss, Empty);
|
||||
ScheduleInput(beat, crEvent.relativeBeat + crEvent.length, InputType.STANDARD_DOWN, JustMute, MuteMiss, Empty);
|
||||
}
|
||||
else if (crEvent.tag == "bend")
|
||||
{
|
||||
RockerBendInput bendComp = Instantiate(rockerBendInputRef, transform);
|
||||
bendComp.Init(crEvent["Pitch"], beat, 1 + crEvent.relativeBeat);
|
||||
ScheduleInput(beat, 1 + crEvent.relativeBeat + crEvent.length, InputType.DIRECTION_UP, JustUnBend, UnBendMiss, Empty);
|
||||
bendComp.Init(crEvent["Pitch"], beat, crEvent.relativeBeat);
|
||||
ScheduleInput(beat, crEvent.relativeBeat + crEvent.length, InputType.DIRECTION_UP, JustUnBend, UnBendMiss, Empty);
|
||||
}
|
||||
}
|
||||
crHandlerInstance.queuedEvents.Clear();
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + 1, delegate
|
||||
}),
|
||||
new BeatAction.Action(beat, delegate
|
||||
{
|
||||
JJ.UnHold();
|
||||
if (crHandlerInstance.queuedEvents.Count > 0)
|
||||
|
@ -1009,15 +1046,15 @@ namespace HeavenStudio.Games
|
|||
if (crEvent.tag == "riff")
|
||||
{
|
||||
RockersInput riffComp = Instantiate(rockerInputRef, transform);
|
||||
riffComp.Init(crEvent["gleeClub"], new int[6] { crEvent["1"], crEvent["2"], crEvent["3"], crEvent["4"], crEvent["5"], crEvent["6"] }, beat, 1 + crEvent.relativeBeat,
|
||||
riffComp.Init(crEvent["gleeClub"], new int[6] { crEvent["1"], crEvent["2"], crEvent["3"], crEvent["4"], crEvent["5"], crEvent["6"] }, beat, crEvent.relativeBeat,
|
||||
(PremadeSamples)crEvent["sample"], crEvent["sampleTones"]);
|
||||
ScheduleInput(beat, 1 + crEvent.relativeBeat + crEvent.length, InputType.STANDARD_DOWN, JustMute, MuteMiss, Empty);
|
||||
ScheduleInput(beat, crEvent.relativeBeat + crEvent.length, InputType.STANDARD_DOWN, JustMute, MuteMiss, Empty);
|
||||
}
|
||||
else if (crEvent.tag == "bend")
|
||||
{
|
||||
RockerBendInput bendComp = Instantiate(rockerBendInputRef, transform);
|
||||
bendComp.Init(crEvent["Pitch"], beat, 1 + crEvent.relativeBeat);
|
||||
ScheduleInput(beat, 1 + crEvent.relativeBeat + crEvent.length, InputType.DIRECTION_UP, JustUnBend, UnBendMiss, Empty);
|
||||
bendComp.Init(crEvent["Pitch"], beat, crEvent.relativeBeat);
|
||||
ScheduleInput(beat, crEvent.relativeBeat + crEvent.length, InputType.DIRECTION_UP, JustUnBend, UnBendMiss, Empty);
|
||||
}
|
||||
}
|
||||
crHandlerInstance.queuedEvents.Clear();
|
||||
|
@ -1028,7 +1065,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
lastTargetCameraX = GameCamera.additionalPosition.x;
|
||||
targetCameraX = Soshi.transform.localPosition.x;
|
||||
cameraMoveBeat = beat;
|
||||
cameraMoveBeat = beat - 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue