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Stomp: Fixed issues associated with specific cue setups.
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commit
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1 changed files with 41 additions and 27 deletions
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@ -24,6 +24,7 @@ namespace RhythmHeavenMania.Games
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private int currentMarchBeat;
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private int stepCount;
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private bool isStepping;
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private static float inactiveStart = -1f;
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public bool isMarching => marchStartBeat != -1f;
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@ -66,20 +67,48 @@ namespace RhythmHeavenMania.Games
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var cond = Conductor.instance;
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var entities = GameManager.instance.Beatmap.entities;
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// Find the beat of the closest "start marching" event.
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// If not found, default to current beat.
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float startBeat = cond.songPositionInBeats;
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var marchStarts = entities.FindAll(m => m.datamodel == "cropStomp/start marching");
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for (int i = 0; i < marchStarts.Count; i++)
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if (inactiveStart == -1f)
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{
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var sampleBeat = marchStarts[i].beat;
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if (cond.songPositionInBeats <= sampleBeat + 0.25f) // 0.25-beat buffer in case the start marching event is directly next to the game switch event.
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// Find the beat of the closest "start marching" event.
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var marchStarts = entities.FindAll(m => m.datamodel == "cropStomp/start marching");
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for (int i = 0; i < marchStarts.Count; i++)
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{
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startBeat = sampleBeat;
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break;
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var sampleBeat = marchStarts[i].beat;
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if (cond.songPositionInBeats <= sampleBeat + 0.25f) // 0.25-beat buffer in case the start marching event is directly next to the game switch event.
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{
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startBeat = sampleBeat;
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break;
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}
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}
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}
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else
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{
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// Find the beat of the next step, assuming marching started at inactiveStart.
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int stepsPassed = 0;
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while (inactiveStart + (stepsPassed * 2f) < cond.songPositionInBeats)
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{
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stepsPassed++;
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if (stepsPassed > 1000)
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{
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Debug.Log("Loop broke!");
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return;
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}
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}
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startBeat = inactiveStart + (stepsPassed * 2f);
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// Cue the marching proper to begin when applicable.
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(startBeat, delegate { StartMarching(startBeat); })
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});
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inactiveStart = -1f;
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}
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// Veggie and mole events.
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var vegEvents = entities.FindAll(v => v.datamodel == "cropStomp/veggies");
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@ -92,14 +121,14 @@ namespace RhythmHeavenMania.Games
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var vegLength = vegEvents[i].length;
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// Only consider veggie events that aren't past the start point.
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if (startBeat < vegBeat + vegLength)
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if (startBeat <= vegBeat + vegLength)
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{
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int veggiesInEvent = Mathf.CeilToInt(vegLength + 1) / 2;
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for (int b = 0; b < veggiesInEvent; b++)
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{
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var targetVeggieBeat = vegBeat + 2f * b;
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if (startBeat < targetVeggieBeat)
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if (startBeat <= targetVeggieBeat)
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{
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SpawnVeggie(targetVeggieBeat, startBeat, false);
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}
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@ -112,28 +141,13 @@ namespace RhythmHeavenMania.Games
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{
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var moleBeat = moleEvents[i].beat;
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if (startBeat < moleBeat)
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if (startBeat <= moleBeat)
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{
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SpawnVeggie(moleBeat, startBeat, true);
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}
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}
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}
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public override void OnGameSwitch(float beat)
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{
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if(inactiveStart != -1f)
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{
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StartMarching(inactiveStart);
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float diff = beat - marchStartBeat;
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newBeat = (Mathf.Ceil(diff) + marchStartBeat-1)*Conductor.instance.secPerBeat;
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currentMarchBeat = Mathf.CeilToInt(diff);
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stepCount = currentMarchBeat / 2;
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farmer.nextStompBeat = newBeat/Conductor.instance.secPerBeat;
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inactiveStart = -1f;
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PlayAnims();
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}
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}
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List<Beatmap.Entity> cuedMoleSounds = new List<Beatmap.Entity>();
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private void Update()
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{
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@ -148,7 +162,7 @@ namespace RhythmHeavenMania.Games
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{
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var moleEvent = moleEvents[i];
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var timeToEvent = moleEvent.beat - cond.songPositionInBeats;
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if (timeToEvent <= 3f && timeToEvent > 0f && !cuedMoleSounds.Contains(moleEvent))
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if (timeToEvent <= 4f && timeToEvent > 2f && !cuedMoleSounds.Contains(moleEvent))
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{
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cuedMoleSounds.Add(moleEvent);
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MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("cropStomp/moleNyeh", (moleEvent.beat - 2f) - moleSoundOffsets[0] * Conductor.instance.songBpm / 60f),
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