Mr. Upbeat now starts on the go no matter what

This commit is contained in:
Carson Kompon 2022-03-11 20:54:05 -05:00
parent 04f0023d35
commit c018f1c560
2 changed files with 16 additions and 2 deletions

View file

@ -1,5 +1,6 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using UnityEngine; using UnityEngine;
using System; using System;
using Starpelly; using Starpelly;
@ -20,6 +21,8 @@ namespace RhythmHeavenMania.Games.MrUpbeat
public bool canGo = false; public bool canGo = false;
public int beatCount = 0; public int beatCount = 0;
public float beatOffset = 0f;
public static MrUpbeat instance; public static MrUpbeat instance;
private void Awake() private void Awake()
@ -34,6 +37,14 @@ namespace RhythmHeavenMania.Games.MrUpbeat
SetInterval(0); SetInterval(0);
var pos = Conductor.instance.songPositionInBeats; var pos = Conductor.instance.songPositionInBeats;
StartCoroutine(Upbeat(pos - Mathf.Round(pos))); StartCoroutine(Upbeat(pos - Mathf.Round(pos)));
List<float> gos = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "mrUpbeat/go").Select(c => c.beat).ToList();
if (gos.Count > 0)
{
var nextInterval = gos.IndexOf(Mathp.GetClosestInList(gos, Conductor.instance.songPositionInBeats));
beatOffset = gos[nextInterval];
}
} }
private void Update() private void Update()
@ -53,7 +64,8 @@ namespace RhythmHeavenMania.Games.MrUpbeat
if (canGo) if (canGo)
{ {
metronome.transform.eulerAngles = new Vector3(0, 0, 270 - Mathf.Cos(Mathf.PI * Conductor.instance.songPositionInBeats) * 75); var songPos = Conductor.instance.songPositionInBeats - beatOffset;
metronome.transform.eulerAngles = new Vector3(0, 0, 270 - Mathf.Cos(Mathf.PI * songPos) * 75);
} }
if (Conductor.instance.ReportBeat(ref beat.lastReportedBeat)) if (Conductor.instance.ReportBeat(ref beat.lastReportedBeat))
@ -121,6 +133,7 @@ namespace RhythmHeavenMania.Games.MrUpbeat
_beat.SetActive(true); _beat.SetActive(true);
UpbeatStep s = _beat.GetComponent<UpbeatStep>(); UpbeatStep s = _beat.GetComponent<UpbeatStep>();
s.startBeat = beat; s.startBeat = beat;
s.beatOffset = beatOffset;
} }
private IEnumerator Upbeat(float offset = 0) private IEnumerator Upbeat(float offset = 0)

View file

@ -12,6 +12,7 @@ namespace RhythmHeavenMania.Games.MrUpbeat
{ {
public float startBeat; public float startBeat;
private bool passedFirst = false; private bool passedFirst = false;
public float beatOffset = 0;
private void Start() private void Start()
{ {
@ -27,7 +28,7 @@ namespace RhythmHeavenMania.Games.MrUpbeat
{ {
if (Conductor.instance.GetPositionFromBeat(startBeat, 0.35f) >= 1 && !passedFirst) if (Conductor.instance.GetPositionFromBeat(startBeat, 0.35f) >= 1 && !passedFirst)
{ {
if(MrUpbeat.instance.man.stepTimes % 2 != startBeat % 2) if(MrUpbeat.instance.man.stepTimes % 2 != Math.Round(startBeat - beatOffset) % 2)
Hit(false); Hit(false);
passedFirst = true; passedFirst = true;
} }