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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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noAutoplay and autoplayOnly settings
Would be especially useful for menial optional inputs like the offbeat parts of flockstep
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parent
ba8d2132ce
commit
defd64a56e
2 changed files with 25 additions and 15 deletions
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@ -77,9 +77,9 @@ namespace HeavenStudio.Games
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coin = ScheduleInput(beat, 6f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty);
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}
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public void CatchSuccess(int state)
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public void CatchSuccess(float state)
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{
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if (state != 1)
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if (state != 0)
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{
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CatchMiss();
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return;
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@ -12,7 +12,7 @@ namespace HeavenStudio.Games
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public class PlayerActionEvent : PlayerActionObject
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{
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public delegate void ActionEventCallback();
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public delegate void ActionEventCallbackState(int state);
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public delegate void ActionEventCallbackState(float state);
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public ActionEventCallbackState OnHit; //Function to trigger when an input has been done perfectly
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public ActionEventCallback OnMiss; //Function to trigger when an input has been missed
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@ -21,8 +21,14 @@ namespace HeavenStudio.Games
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public float startBeat;
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public float timer;
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public bool canHit = true;
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public bool enabled = true;
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public bool canHit = true; //Indicates if you can still hit the cue or not. If set to false, it'll guarantee a miss
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public bool enabled = true; //Indicates if the PlayerActionEvent is enabled. If set to false, it'll not trigger any events and destroy itself AFTER the event
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public bool autoplayOnly = false; //Indicates if the input event only triggers when it's autoplay. If set to true, NO Miss or Blank events will be triggered when you're not autoplaying.
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public bool noAutoplay = false; //Indicates if this PlayerActionEvent is recognized by the autoplay. /!\ Overrides autoPlayOnly /!\
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// I don't know why we would ever need the noAutoplay setting, but we never know!
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public InputType inputType;
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@ -48,25 +54,28 @@ namespace HeavenStudio.Games
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{
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if(!Conductor.instance.NotStopped()){CleanUp();} // If the song is stopped entirely in the editor, destroy itself as we don't want duplicates
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if (noAutoplay && autoplayOnly) autoplayOnly = false;
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if (noAutoplay && triggersAutoplay){ triggersAutoplay = false; }
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat,timer);
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StateCheck(normalizedBeat);
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if (normalizedBeat > Minigame.LateTime()) Miss();
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if (IsCorrectInput())
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if (IsCorrectInput() && !autoplayOnly)
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{
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if (state.perfect)
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{
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Hit(1);
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Hit(0f);
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}
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else if (state.early)
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{
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Hit(0);
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Hit(-1f);
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}
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else if (state.late)
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{
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Hit(2);
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Hit(1f);
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}
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else
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{
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@ -104,11 +113,11 @@ namespace HeavenStudio.Games
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//For the Autoplay
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public override void OnAce()
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{
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Hit(1);
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Hit(0f);
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}
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//The state parameter is either 0 -> Early, 1 -> Perfect, 2 -> Late
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public void Hit(int state)
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//The state parameter is either -1 -> Early, 0 -> Perfect, 1 -> Late
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public void Hit(float state)
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{
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if (OnHit != null && enabled)
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{
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@ -127,16 +136,17 @@ namespace HeavenStudio.Games
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public void Miss()
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{
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if (OnMiss != null && enabled)
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if (OnMiss != null && enabled && !autoplayOnly)
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{
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OnMiss();
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CleanUp();
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}
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CleanUp();
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}
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public void Blank()
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{
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if(OnBlank != null && enabled)
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if(OnBlank != null && enabled && !autoplayOnly)
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{
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OnBlank();
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}
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