From cf13fd903849643d9391d22010390fe5de3dab09 Mon Sep 17 00:00:00 2001 From: minenice55 Date: Mon, 13 May 2024 01:22:11 -0400 Subject: [PATCH] fix that one lockstep bug print program build string to log --- Assets/Scripts/Games/Lockstep/Lockstep.cs | 41 ++++++++++++----------- Assets/Scripts/GlobalGameManager.cs | 2 ++ 2 files changed, 24 insertions(+), 19 deletions(-) diff --git a/Assets/Scripts/Games/Lockstep/Lockstep.cs b/Assets/Scripts/Games/Lockstep/Lockstep.cs index 1a8c082e..8730c81c 100644 --- a/Assets/Scripts/Games/Lockstep/Lockstep.cs +++ b/Assets/Scripts/Games/Lockstep/Lockstep.cs @@ -117,9 +117,9 @@ namespace HeavenStudio.Games.Loaders defaultLength = 4 } }, - new List() {"ntr", "keep"}, + new List() { "ntr", "keep" }, "ntrbackbeat", "en", - new List() {}, + new List() { }, 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() { - 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) { } } } diff --git a/Assets/Scripts/GlobalGameManager.cs b/Assets/Scripts/GlobalGameManager.cs index e9552400..b39c18c2 100644 --- a/Assets/Scripts/GlobalGameManager.cs +++ b/Assets/Scripts/GlobalGameManager.cs @@ -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()