quick mr upbeat fix (#547)

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AstrlJelly 2023-09-17 13:34:46 -04:00 committed by GitHub
parent 607ae9b542
commit b6d2e2d355
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@ -219,16 +219,17 @@ namespace HeavenStudio.Games
public static void Ding(double beat, bool applause, bool stopBlipping, bool playDing) public static void Ding(double beat, bool applause, bool stopBlipping, bool playDing)
{ {
BeatAction.New(instance, new List<BeatAction.Action>() {
new BeatAction.Action(beat - 0.5, delegate {
instance.stopStepping = true; instance.stopStepping = true;
if (stopBlipping) instance.stopBlipping = true; if (stopBlipping) instance.stopBlipping = true;
if (playDing) SoundByte.PlayOneShotGame("mrUpbeat/ding", beat: beat, forcePlay: true); }),
if (applause) SoundByte.PlayOneShot("applause", beat: beat);
BeatAction.New(instance, new List<BeatAction.Action>() {
new BeatAction.Action(beat + 0.5, delegate { new BeatAction.Action(beat + 0.5, delegate {
instance.stopStepping = false; instance.stopStepping = false;
instance.stopBlipping = false; }),
})
}); });
if (playDing) SoundByte.PlayOneShotGame("mrUpbeat/ding", beat: beat, forcePlay: true);
if (applause) SoundByte.PlayOneShot("applause", beat: beat);
} }
public static void PrePrepare(double beat, float length, bool forceOffbeat) public static void PrePrepare(double beat, float length, bool forceOffbeat)
@ -256,7 +257,7 @@ namespace HeavenStudio.Games
SoundByte.PlayOneShotGame("mrUpbeat/metronome" + dir); SoundByte.PlayOneShotGame("mrUpbeat/metronome" + dir);
ScheduleInput(beat, 0.5f, InputType.STANDARD_DOWN, Success, Miss, Nothing); ScheduleInput(beat, 0.5f, InputType.STANDARD_DOWN, Success, Miss, Nothing);
BeatAction.New(this, new List<BeatAction.Action>() { BeatAction.New(this, new List<BeatAction.Action>() {
new BeatAction.Action(beat + 1, delegate { RecursiveStepping(beat + 1); }) new(beat + 1, delegate { RecursiveStepping(beat + 1); })
}); });
stepIterate++; stepIterate++;
} }
@ -349,7 +350,7 @@ namespace HeavenStudio.Games
var sound = new List<MultiSound.Sound>(); var sound = new List<MultiSound.Sound>();
if (a) sound.Add(new MultiSound.Sound("mrUpbeat/a", beat - (0.5f * (length/4)))); if (a) sound.Add(new MultiSound.Sound("mrUpbeat/a", beat - (0.5f * (length/4))));
for (int i = 0; i < 4; i++) { for (int i = 0; i < 4; i++) {
sound.Add(new MultiSound.Sound("mrUpbeat/" + (i + 1), beat + (i * (length/4)), offset: (i == 3 ? 0.05 : 0))); sound.Add(new MultiSound.Sound("mrUpbeat/" + (i + 1), beat + (i * (length / 4)), offset: (i == 3) ? 0.05 : 0));
} }
MultiSound.Play(sound.ToArray(), forcePlay: true); MultiSound.Play(sound.ToArray(), forcePlay: true);