mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-21 17:15:12 +00:00
fix that one lockstep bug
print program build string to log
This commit is contained in:
parent
4de296b674
commit
cf13fd9038
2 changed files with 24 additions and 19 deletions
|
@ -117,9 +117,9 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 4
|
||||
}
|
||||
},
|
||||
new List<string>() {"ntr", "keep"},
|
||||
new List<string>() { "ntr", "keep" },
|
||||
"ntrbackbeat", "en",
|
||||
new List<string>() {},
|
||||
new List<string>() { },
|
||||
chronologicalSortKey: 27
|
||||
);
|
||||
|
||||
|
@ -129,7 +129,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
|
||||
namespace HeavenStudio.Games
|
||||
{
|
||||
// using Scripts_Lockstep;
|
||||
// using Scripts_Lockstep;
|
||||
public class Lockstep : Minigame
|
||||
{
|
||||
private static Color _defaultBGColorOn;
|
||||
|
@ -190,7 +190,7 @@ namespace HeavenStudio.Games
|
|||
[SerializeField] Animator stepswitcherLeft;
|
||||
[SerializeField] Animator stepswitcherRight;
|
||||
[SerializeField] Animator bach;
|
||||
|
||||
|
||||
// master stepper dictates what sprite the slave steppers use
|
||||
[SerializeField] Animator masterStepperAnim;
|
||||
[SerializeField] SpriteRenderer masterStepperSprite;
|
||||
|
@ -311,7 +311,7 @@ namespace HeavenStudio.Games
|
|||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
QueueSwitchBGs(beat);
|
||||
|
||||
|
||||
}
|
||||
|
||||
public override void OnPlay(double beat)
|
||||
|
@ -319,7 +319,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
queuedInputs.Clear();
|
||||
QueueSwitchBGs(beat);
|
||||
|
||||
|
||||
}
|
||||
|
||||
private void QueueSwitchBGs(double beat)
|
||||
|
@ -346,7 +346,8 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
void Start() {
|
||||
void Start()
|
||||
{
|
||||
stepperMaterial.SetColor("_ColorAlpha", stepperOut);
|
||||
stepperMaterial.SetColor("_ColorBravo", stepperDark);
|
||||
stepperMaterial.SetColor("_ColorDelta", stepperLight);
|
||||
|
@ -407,8 +408,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
private void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
if (cond.isPlaying && !cond.isPaused)
|
||||
if (conductor.isPlaying && !conductor.isPaused)
|
||||
{
|
||||
if (queuedInputs.Count > 0)
|
||||
{
|
||||
|
@ -428,7 +428,7 @@ namespace HeavenStudio.Games
|
|||
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
|
||||
{
|
||||
currentMissStage = HowMissed.NotMissed;
|
||||
double beatAnimCheck = cond.songPositionInBeatsAsDouble - 0.25;
|
||||
double beatAnimCheck = conductor.songPositionInBeatsAsDouble - 0.25;
|
||||
if (beatAnimCheck % 1.0 >= 0.5)
|
||||
{
|
||||
stepswitcherPlayer.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
|
||||
|
@ -487,7 +487,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
SoundByte.PlayOneShot("games/lockstep/hai", beat, 1, 1, false, null, 0.018);
|
||||
}
|
||||
|
||||
|
||||
public static void HoSound(double beat)
|
||||
{
|
||||
SoundByte.PlayOneShot("games/lockstep/ho", beat, 1, 1, false, null, 0.015);
|
||||
|
@ -543,7 +543,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
if(visual) ChangeBeatBackGroundColour(false);
|
||||
}),
|
||||
new BeatAction.Action(beat + 1.5f, delegate
|
||||
new BeatAction.Action(beat + 1.5f, delegate
|
||||
{
|
||||
if (visual) ChangeBeatBackGroundColour(true);
|
||||
}),
|
||||
|
@ -722,12 +722,13 @@ namespace HeavenStudio.Games
|
|||
if (NextStepIsSwitch(beat)) beat -= 0.5;
|
||||
bool offBeat = beat % 1 != 0;
|
||||
bool bachOnBeat = BachOnBeat(beat);
|
||||
ScheduleInput(beat - 1, 1, InputAction_BasicPress, offBeat ? JustOff : JustOn, offBeat ? MissOff : MissOn, Nothing);
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate
|
||||
{
|
||||
EvaluateMarch(offBeat);
|
||||
new BeatAction.Action(beat, delegate
|
||||
{
|
||||
if (gameManager.currentGame != "lockstep") return;
|
||||
ScheduleInput(beat - 1, 1, InputAction_BasicPress, offBeat ? JustOff : JustOn, offBeat ? MissOff : MissOn, Nothing);
|
||||
EvaluateMarch(offBeat);
|
||||
MarchRecursive(beat + 1);
|
||||
if (bachOnBeat) bach.DoScaledAnimationAsync(offBeat ? "BachOff" : "BachOn", 0.5f);
|
||||
}),
|
||||
|
@ -779,8 +780,9 @@ namespace HeavenStudio.Games
|
|||
|
||||
private void MissOn(PlayerActionEvent caller)
|
||||
{
|
||||
if (gameManager.currentGame != "lockstep") return;
|
||||
if (currentMissStage == HowMissed.MissedOn) return;
|
||||
if (stepswitcherPlayer is not null)
|
||||
if (stepswitcherPlayer is not null && stepswitcherPlayer.isActiveAndEnabled)
|
||||
{
|
||||
stepswitcherPlayer?.Play("OnbeatMiss", 0, 0);
|
||||
}
|
||||
|
@ -790,8 +792,9 @@ namespace HeavenStudio.Games
|
|||
|
||||
private void MissOff(PlayerActionEvent caller)
|
||||
{
|
||||
if (gameManager.currentGame != "lockstep") return;
|
||||
if (currentMissStage == HowMissed.MissedOff) return;
|
||||
if (stepswitcherPlayer is not null)
|
||||
if (stepswitcherPlayer is not null && stepswitcherPlayer.isActiveAndEnabled)
|
||||
{
|
||||
stepswitcherPlayer?.Play("OffbeatMiss", 0, 0);
|
||||
}
|
||||
|
@ -836,6 +839,6 @@ namespace HeavenStudio.Games
|
|||
playerMaterial.SetColor("_ColorDelta", lightColor);
|
||||
}
|
||||
|
||||
public void Nothing(PlayerActionEvent caller) {}
|
||||
public void Nothing(PlayerActionEvent caller) { }
|
||||
}
|
||||
}
|
||||
|
|
|
@ -135,6 +135,8 @@ namespace HeavenStudio
|
|||
#else
|
||||
buildTime = Application.buildGUID.Substring(0, 8) + " " + AppInfo.Date.ToString("dd/MM/yyyy hh:mm:ss");
|
||||
#endif
|
||||
Debug.Log($"Started Heaven Studio {buildTime} on {Application.platform}");
|
||||
Debug.Log($"We hope you enjoy as much as we did making it!");
|
||||
}
|
||||
|
||||
public void Awake()
|
||||
|
|
Loading…
Reference in a new issue