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)
{
BeatAction.New(instance, new List<BeatAction.Action>() {
new BeatAction.Action(beat - 0.5, delegate {
instance.stopStepping = 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 {
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)
@ -256,7 +257,7 @@ namespace HeavenStudio.Games
SoundByte.PlayOneShotGame("mrUpbeat/metronome" + dir);
ScheduleInput(beat, 0.5f, InputType.STANDARD_DOWN, Success, Miss, Nothing);
BeatAction.New(this, new List<BeatAction.Action>() {
new BeatAction.Action(beat + 1, delegate { RecursiveStepping(beat + 1); })
new(beat + 1, delegate { RecursiveStepping(beat + 1); })
});
stepIterate++;
}
@ -341,7 +342,7 @@ namespace HeavenStudio.Games
public static void Count(int number)
{
SoundByte.PlayOneShotGame("mrUpbeat/"+ (number < 4 ? number + 1 : "a"), forcePlay: true);
SoundByte.PlayOneShotGame("mrUpbeat/" + (number < 4 ? number + 1 : "a"), forcePlay: true);
}
public static void CountIn(double beat, float length, bool a)
@ -349,12 +350,12 @@ namespace HeavenStudio.Games
var sound = new List<MultiSound.Sound>();
if (a) sound.Add(new MultiSound.Sound("mrUpbeat/a", beat - (0.5f * (length/4))));
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);
}
public void Nothing(PlayerActionEvent caller) {}
public void Nothing(PlayerActionEvent caller) { }
}
}