mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-22 01:25:12 +00:00
OKAY TIME TO SHIP IT
This commit is contained in:
parent
463637c1e4
commit
cddab624a0
1 changed files with 28 additions and 2 deletions
|
@ -211,6 +211,18 @@ namespace HeavenStudio.Games
|
|||
private Faces girlFaceCurrent;
|
||||
private Faces monkeyFaceCurrent;
|
||||
|
||||
public static PlayerInput.InputAction InputAction_Press =
|
||||
new("PcoDressPress", new int[] { IAPressCat, IAFlickCat, IAPressCat },
|
||||
IA_PadAny, IA_TouchBasicPress, IA_BatonBasicPress);
|
||||
|
||||
protected static bool IA_PadAny(out double dt)
|
||||
{
|
||||
return PlayerInput.GetPadDown(InputController.ActionsPad.East, out dt)
|
||||
|| PlayerInput.GetPadDown(InputController.ActionsPad.Up, out dt)
|
||||
|| PlayerInput.GetPadDown(InputController.ActionsPad.Down, out dt)
|
||||
|| PlayerInput.GetPadDown(InputController.ActionsPad.Left, out dt)
|
||||
|| PlayerInput.GetPadDown(InputController.ActionsPad.Right, out dt);
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
|
@ -223,7 +235,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
bgSpriteRenderer.color = bgColorEase.GetColor();
|
||||
|
||||
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress)) {
|
||||
if (PlayerInput.GetIsAction(InputAction_Press) && !IsExpectingInputNow(InputAction_Press)) {
|
||||
ChangeEmotion(Characters.Girl, Faces.Sad);
|
||||
sewingAnim.DoScaledAnimationAsync("Miss", 0.5f);
|
||||
SoundByte.PlayOneShotGame("dressYourBest/whiff_hit");
|
||||
|
@ -232,6 +244,8 @@ namespace HeavenStudio.Games
|
|||
if (conductor.songPositionInBeatsAsDouble >= startIntervalEndBeat) {
|
||||
hasMissed = true;
|
||||
}
|
||||
|
||||
ScoreMiss();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -252,12 +266,14 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
StoreAllCallEntities();
|
||||
PersistPreviousEntities(beat);
|
||||
DoInactiveStartInterval(beat, false);
|
||||
}
|
||||
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
StoreAllCallEntities();
|
||||
PersistPreviousEntities(beat);
|
||||
DoInactiveStartInterval(beat, true);
|
||||
}
|
||||
|
||||
private void StoreAllCallEntities()
|
||||
|
@ -287,6 +303,16 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
private void DoInactiveStartInterval(double beat, bool fromPlay)
|
||||
{
|
||||
RiqEntity startIntervalEntity = gameManager.Beatmap.Entities.FindLast(e => (fromPlay ? e.beat : e.beat - 2) < beat && e.beat + e.length >= beat && e.datamodel == "dressYourBest/start interval");
|
||||
Debug.Log("startIntervalEntity.beat : " + (startIntervalEntity?.beat ?? -1));
|
||||
if (startIntervalEntity != null) {
|
||||
RiqEntity e = startIntervalEntity;
|
||||
QueueStartInterval(e.beat, e.length, e["autoPass"], e["autoReact"]);
|
||||
}
|
||||
}
|
||||
|
||||
private void SetLightFromState(LightState state)
|
||||
{
|
||||
ColorPair colorPair = lightStates[(int)state];
|
||||
|
@ -406,7 +432,7 @@ namespace HeavenStudio.Games
|
|||
foreach (RiqEntity call in neededCalls)
|
||||
{
|
||||
double relativeBeat = call.beat - startIntervalBeat;
|
||||
_ = ScheduleInput(beat, relativeBeat + 1, InputAction_BasicPress, OnHit, OnMiss, null);
|
||||
_ = ScheduleInput(beat, relativeBeat + 1, InputAction_Press, OnHit, OnMiss, null);
|
||||
}
|
||||
if (autoReact) {
|
||||
double reactBeat = (beat * 2) - startIntervalBeat + 1;
|
||||
|
|
Loading…
Reference in a new issue