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quick mr upbeat fix (#547)
This commit is contained in:
parent
607ae9b542
commit
b6d2e2d355
1 changed files with 22 additions and 21 deletions
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@ -28,9 +28,9 @@ namespace HeavenStudio.Games.Loaders
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},
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},
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new GameAction("ding", "Ding!")
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new GameAction("ding", "Ding!")
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{
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{
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preFunction = delegate {
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preFunction = delegate {
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var e = eventCaller.currentEntity;
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var e = eventCaller.currentEntity;
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MrUpbeat.Ding(e.beat, e["toggle"], e["stopBlipping"], e["playDing"]);
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MrUpbeat.Ding(e.beat, e["toggle"], e["stopBlipping"], e["playDing"]);
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},
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},
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defaultLength = 0.5f,
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defaultLength = 0.5f,
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parameters = new List<Param>()
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parameters = new List<Param>()
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@ -45,7 +45,7 @@ namespace HeavenStudio.Games.Loaders
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{
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{
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function = delegate {
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function = delegate {
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var e = eventCaller.currentEntity;
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var e = eventCaller.currentEntity;
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MrUpbeat.instance.FadeBackgroundColor(e["start"], e["end"], e.length, e["toggle"]);
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MrUpbeat.instance.FadeBackgroundColor(e["start"], e["end"], e.length, e["toggle"]);
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},
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},
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resizable = true,
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resizable = true,
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parameters = new List<Param>()
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parameters = new List<Param>()
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@ -58,8 +58,8 @@ namespace HeavenStudio.Games.Loaders
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new GameAction("upbeatColors", "Upbeat Colors")
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new GameAction("upbeatColors", "Upbeat Colors")
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{
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{
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function = delegate {
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function = delegate {
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var e = eventCaller.currentEntity;
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var e = eventCaller.currentEntity;
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MrUpbeat.instance.UpbeatColors(e["blipColor"], e["setShadow"], e["shadowColor"]);
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MrUpbeat.instance.UpbeatColors(e["blipColor"], e["setShadow"], e["shadowColor"]);
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},
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},
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defaultLength = 0.5f,
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defaultLength = 0.5f,
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parameters = new List<Param>()
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parameters = new List<Param>()
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@ -72,8 +72,8 @@ namespace HeavenStudio.Games.Loaders
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new GameAction("blipEvents", "Blip Events")
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new GameAction("blipEvents", "Blip Events")
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{
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{
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function = delegate {
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function = delegate {
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var e = eventCaller.currentEntity;
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var e = eventCaller.currentEntity;
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MrUpbeat.instance.BlipEvents(e["letter"], e["shouldGrow"], e["resetBlip"], e["shouldBlip"]);
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MrUpbeat.instance.BlipEvents(e["letter"], e["shouldGrow"], e["resetBlip"], e["shouldBlip"]);
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},
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},
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defaultLength = 0.5f,
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defaultLength = 0.5f,
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parameters = new List<Param>()
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parameters = new List<Param>()
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@ -129,7 +129,7 @@ namespace HeavenStudio.Games
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using Jukebox;
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using Jukebox;
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public class MrUpbeat : Minigame
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public class MrUpbeat : Minigame
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{
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{
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public enum Counts
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public enum Counts
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{
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{
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One,
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One,
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Two,
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Two,
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@ -219,16 +219,17 @@ namespace HeavenStudio.Games
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public static void Ding(double beat, bool applause, bool stopBlipping, bool playDing)
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public static void Ding(double beat, bool applause, bool stopBlipping, bool playDing)
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{
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{
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instance.stopStepping = true;
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BeatAction.New(instance, new List<BeatAction.Action>() {
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if (stopBlipping) instance.stopBlipping = true;
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new BeatAction.Action(beat - 0.5, delegate {
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instance.stopStepping = true;
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if (stopBlipping) instance.stopBlipping = true;
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}),
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new BeatAction.Action(beat + 0.5, delegate {
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instance.stopStepping = false;
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}),
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});
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if (playDing) SoundByte.PlayOneShotGame("mrUpbeat/ding", beat: beat, forcePlay: true);
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if (playDing) SoundByte.PlayOneShotGame("mrUpbeat/ding", beat: beat, forcePlay: true);
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if (applause) SoundByte.PlayOneShot("applause", beat: beat);
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if (applause) SoundByte.PlayOneShot("applause", beat: beat);
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BeatAction.New(instance, new List<BeatAction.Action>() {
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new BeatAction.Action(beat + 0.5, delegate {
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instance.stopStepping = false;
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instance.stopBlipping = false;
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})
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});
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}
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}
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public static void PrePrepare(double beat, float length, bool forceOffbeat)
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public static void PrePrepare(double beat, float length, bool forceOffbeat)
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@ -256,7 +257,7 @@ namespace HeavenStudio.Games
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SoundByte.PlayOneShotGame("mrUpbeat/metronome" + dir);
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SoundByte.PlayOneShotGame("mrUpbeat/metronome" + dir);
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ScheduleInput(beat, 0.5f, InputType.STANDARD_DOWN, Success, Miss, Nothing);
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ScheduleInput(beat, 0.5f, InputType.STANDARD_DOWN, Success, Miss, Nothing);
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BeatAction.New(this, new List<BeatAction.Action>() {
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BeatAction.New(this, new List<BeatAction.Action>() {
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new BeatAction.Action(beat + 1, delegate { RecursiveStepping(beat + 1); })
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new(beat + 1, delegate { RecursiveStepping(beat + 1); })
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});
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});
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stepIterate++;
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stepIterate++;
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}
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}
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@ -341,7 +342,7 @@ namespace HeavenStudio.Games
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public static void Count(int number)
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public static void Count(int number)
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{
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{
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SoundByte.PlayOneShotGame("mrUpbeat/"+ (number < 4 ? number + 1 : "a"), forcePlay: true);
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SoundByte.PlayOneShotGame("mrUpbeat/" + (number < 4 ? number + 1 : "a"), forcePlay: true);
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}
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}
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public static void CountIn(double beat, float length, bool a)
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public static void CountIn(double beat, float length, bool a)
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@ -349,12 +350,12 @@ namespace HeavenStudio.Games
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var sound = new List<MultiSound.Sound>();
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var sound = new List<MultiSound.Sound>();
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if (a) sound.Add(new MultiSound.Sound("mrUpbeat/a", beat - (0.5f * (length/4))));
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if (a) sound.Add(new MultiSound.Sound("mrUpbeat/a", beat - (0.5f * (length/4))));
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for (int i = 0; i < 4; i++) {
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for (int i = 0; i < 4; i++) {
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sound.Add(new MultiSound.Sound("mrUpbeat/" + (i + 1), beat + (i * (length/4)), offset: (i == 3 ? 0.05 : 0)));
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sound.Add(new MultiSound.Sound("mrUpbeat/" + (i + 1), beat + (i * (length / 4)), offset: (i == 3) ? 0.05 : 0));
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}
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}
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MultiSound.Play(sound.ToArray(), forcePlay: true);
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MultiSound.Play(sound.ToArray(), forcePlay: true);
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}
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}
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public void Nothing(PlayerActionEvent caller) {}
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public void Nothing(PlayerActionEvent caller) { }
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}
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}
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}
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}
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