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Color Persistence for R1 games, also fixed lockstep color bug (#882)
Lockstep and Mr Upbeat now have color persistence between game switches. Also, Lockstep can now change colors on a game switch beat.
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parent
6a3d8de487
commit
973f5f18ee
2 changed files with 39 additions and 3 deletions
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@ -291,7 +291,7 @@ namespace HeavenStudio.Games
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private void PersistColors(double beat)
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{
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var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "" }).FindAll(x => x.beat < beat);
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var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "set colours" }).FindAll(x => x.beat < beat);
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if (allEventsBeforeBeat.Count > 0)
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{
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allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat));
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@ -307,14 +307,15 @@ namespace HeavenStudio.Games
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public override void OnGameSwitch(double beat)
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{
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QueueSwitchBGs(beat);
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PersistColors(beat);
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}
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public override void OnPlay(double beat)
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{
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queuedInputs.Clear();
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QueueSwitchBGs(beat);
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PersistColors(beat);
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}
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private void QueueSwitchBGs(double beat)
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@ -346,6 +347,9 @@ namespace HeavenStudio.Games
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stepperMaterial.SetColor("_ColorBravo", stepperDark);
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stepperMaterial.SetColor("_ColorDelta", stepperLight);
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EntityPreCheck(Conductor.instance.songPositionInBeatsAsDouble);
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masterSprite = masterStepperSprite.sprite;
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stepswitcherLeft.gameObject.SetActive(lessSteppers);
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stepswitcherRight.gameObject.SetActive(lessSteppers);
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@ -358,6 +362,11 @@ namespace HeavenStudio.Games
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cameraDV.Render();
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}
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void EntityPreCheck(double beat)
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{
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PersistColors(beat);
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}
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void UpdateAndRenderSlaves()
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{
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foreach (var stepper in slaveSteppers)
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@ -194,8 +194,15 @@ namespace HeavenStudio.Games
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}
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}
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public override void OnPlay(double beat)
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{
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PersistColor(beat);
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}
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public override void OnGameSwitch(double beat)
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{
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PersistColor(beat);
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List<RiqEntity> prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == "mrUpbeat");
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if (beat >= startBlippingBeat)
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@ -410,5 +417,25 @@ namespace HeavenStudio.Games
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}
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public void Nothing(PlayerActionEvent caller) { }
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private void PersistColor(double beat)
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{
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var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("mrUpbeat", new string[] { "changeBG" }).FindAll(x => x.beat < beat);
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if (allEventsBeforeBeat.Count > 0)
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{
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allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
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var lastEvent = allEventsBeforeBeat[^1];
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BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["start"], lastEvent["end"], lastEvent["ease"]);
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}
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var allEventsBeforeBeatObj = EventCaller.GetAllInGameManagerList("mrUpbeat", new string[] { "upbeatColors" }).FindAll(x => x.beat < beat);
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if (allEventsBeforeBeatObj.Count > 0)
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{
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allEventsBeforeBeatObj.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
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var lastEventObj = allEventsBeforeBeatObj[^1];
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UpbeatColors(lastEventObj["blipColor"], lastEventObj["setShadow"], lastEventObj["shadowColor"]);
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}
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}
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}
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}
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