mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-23 01:55:16 +00:00
Fan Club: various adjustments
address input lockout (still has one minor issue I need to check) make certain forced animations make more sense
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7 changed files with 31 additions and 495 deletions
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@ -47,7 +47,7 @@ namespace HeavenStudio.Games.Loaders
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new GameAction("play stage animation", delegate { var e = eventCaller.currentEntity; FanClub.instance.PlayAnimStage(e.beat, e.type); }, 1, true, parameters: new List<Param>()
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{
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new Param("type", FanClub.StageAnimations.Reset, "Animation", "Animation to play")
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new Param("type", FanClub.StageAnimations.Flash, "Animation", "Animation to play")
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}),
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});
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}
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@ -73,7 +73,7 @@ namespace HeavenStudio.Games
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Call,
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Response,
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Jump,
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//TODO: BigCall
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BigCall,
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Squat,
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Wink,
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Dab
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@ -295,8 +295,8 @@ namespace HeavenStudio.Games
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public void PlayAnim(float beat, float length, int type)
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{
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idolJumpStartTime = Single.MinValue;
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DisableResponse(beat, length);
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DisableBop(beat, length);
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DisableResponse(beat, length + 0.5f);
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DisableBop(beat, length + 0.5f);
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switch (type)
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{
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case (int) IdolAnimations.Jump:
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DoIdolJump(beat, length);
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break;
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case (int) IdolAnimations.BigCall:
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BeatAction.New(Arisa, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { Arisa.GetComponent<Animator>().Play("IdolBigCall0", -1, 0); }),
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new BeatAction.Action(beat + length, delegate { Arisa.GetComponent<Animator>().Play("IdolBigCall1", -1, 0); }),
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});
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break;
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||||
case (int) IdolAnimations.Squat:
|
||||
BeatAction.New(Arisa, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat, delegate { Arisa.GetComponent<Animator>().Play("IdolSquat0", -1, 0); }),
|
||||
new BeatAction.Action(beat + 1f, delegate { Arisa.GetComponent<Animator>().Play("IdolSquat1", -1, 0); }),
|
||||
new BeatAction.Action(beat + length, delegate { Arisa.GetComponent<Animator>().Play("IdolSquat1", -1, 0); }),
|
||||
});
|
||||
break;
|
||||
case (int) IdolAnimations.Wink:
|
||||
|
@ -403,10 +410,10 @@ namespace HeavenStudio.Games
|
|||
new MultiSound.Sound("fanClub/arisa_hai_3_jp", beat + 2f),
|
||||
});
|
||||
|
||||
Prepare(beat + 3f);
|
||||
responseToggle = false;
|
||||
DisableBop(beat, 8f);
|
||||
|
||||
Prepare(beat + 3f);
|
||||
Prepare(beat + 4f);
|
||||
Prepare(beat + 5f);
|
||||
Prepare(beat + 6f);
|
||||
|
@ -555,12 +562,13 @@ namespace HeavenStudio.Games
|
|||
const float BIGCALL_LENGTH = 2.75f;
|
||||
public void CallBigReady(float beat, bool noSound = false)
|
||||
{
|
||||
Prepare(beat + 1.5f);
|
||||
Prepare(beat + 2f);
|
||||
|
||||
if (!noSound)
|
||||
Jukebox.PlayOneShotGame("fanClub/crowd_big_ready");
|
||||
|
||||
DisableSpecBop(beat, 3.75f);
|
||||
Prepare(beat + 1.5f);
|
||||
Prepare(beat + 2f);
|
||||
|
||||
PlayAnimationAll("FanBigReady", onlyOverrideBop: true);
|
||||
BeatAction.New(this.gameObject, new List<BeatAction.Action>()
|
||||
|
|
|
@ -29,7 +29,7 @@ namespace HeavenStudio.Games.Scripts_FanClub
|
|||
|
||||
float clappingStartTime = 0f;
|
||||
|
||||
public Queue<KeyValuePair<float, int>> upcomingHits;
|
||||
public SortedList<float, int> upcomingHits;
|
||||
public float startBeat;
|
||||
public int type;
|
||||
public bool doCharge = false;
|
||||
|
@ -39,7 +39,7 @@ namespace HeavenStudio.Games.Scripts_FanClub
|
|||
public void Init()
|
||||
{
|
||||
if (player)
|
||||
upcomingHits = new Queue<KeyValuePair<float, int>>(); // beat, type
|
||||
upcomingHits = new SortedList<float, int>(); // beat, type
|
||||
|
||||
inputHit = true;
|
||||
hasHit = true;
|
||||
|
@ -53,7 +53,12 @@ namespace HeavenStudio.Games.Scripts_FanClub
|
|||
public void AddHit(float beat, int type)
|
||||
{
|
||||
inputHit = false;
|
||||
upcomingHits.Enqueue(new KeyValuePair<float, int>(beat, type));
|
||||
try
|
||||
{
|
||||
upcomingHits.Add(beat, type);
|
||||
}
|
||||
catch (ArgumentException)
|
||||
{}
|
||||
}
|
||||
|
||||
public void Hit(bool _hit, int type = 0, bool fromAutoplay = false)
|
||||
|
@ -77,15 +82,18 @@ namespace HeavenStudio.Games.Scripts_FanClub
|
|||
{
|
||||
if (upcomingHits?.Count > 0)
|
||||
{
|
||||
var next = upcomingHits.Dequeue();
|
||||
var k = upcomingHits.Keys[0];
|
||||
var v = upcomingHits[k];
|
||||
|
||||
startBeat = next.Key;
|
||||
type = next.Value == 2 ? 0 : next.Value;
|
||||
doCharge = (next.Value == 2);
|
||||
startBeat = k;
|
||||
type = v == 2 ? 0 : v;
|
||||
doCharge = (v == 2);
|
||||
|
||||
// reset our shit to prepare for next hit
|
||||
hasHit = false;
|
||||
ResetState();
|
||||
|
||||
upcomingHits.Remove(k);
|
||||
}
|
||||
else if (Conductor.instance.GetPositionFromBeat(startBeat, 1) >= Minigame.EndTime())
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue