mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-25 02:55:15 +00:00
parent
cddab624a0
commit
f442df4ffc
1 changed files with 2 additions and 28 deletions
|
@ -211,18 +211,6 @@ namespace HeavenStudio.Games
|
||||||
private Faces girlFaceCurrent;
|
private Faces girlFaceCurrent;
|
||||||
private Faces monkeyFaceCurrent;
|
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()
|
private void Awake()
|
||||||
{
|
{
|
||||||
|
@ -235,7 +223,7 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
bgSpriteRenderer.color = bgColorEase.GetColor();
|
bgSpriteRenderer.color = bgColorEase.GetColor();
|
||||||
|
|
||||||
if (PlayerInput.GetIsAction(InputAction_Press) && !IsExpectingInputNow(InputAction_Press)) {
|
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress)) {
|
||||||
ChangeEmotion(Characters.Girl, Faces.Sad);
|
ChangeEmotion(Characters.Girl, Faces.Sad);
|
||||||
sewingAnim.DoScaledAnimationAsync("Miss", 0.5f);
|
sewingAnim.DoScaledAnimationAsync("Miss", 0.5f);
|
||||||
SoundByte.PlayOneShotGame("dressYourBest/whiff_hit");
|
SoundByte.PlayOneShotGame("dressYourBest/whiff_hit");
|
||||||
|
@ -244,8 +232,6 @@ namespace HeavenStudio.Games
|
||||||
if (conductor.songPositionInBeatsAsDouble >= startIntervalEndBeat) {
|
if (conductor.songPositionInBeatsAsDouble >= startIntervalEndBeat) {
|
||||||
hasMissed = true;
|
hasMissed = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
ScoreMiss();
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -266,14 +252,12 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
StoreAllCallEntities();
|
StoreAllCallEntities();
|
||||||
PersistPreviousEntities(beat);
|
PersistPreviousEntities(beat);
|
||||||
DoInactiveStartInterval(beat, false);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void OnPlay(double beat)
|
public override void OnPlay(double beat)
|
||||||
{
|
{
|
||||||
StoreAllCallEntities();
|
StoreAllCallEntities();
|
||||||
PersistPreviousEntities(beat);
|
PersistPreviousEntities(beat);
|
||||||
DoInactiveStartInterval(beat, true);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void StoreAllCallEntities()
|
private void StoreAllCallEntities()
|
||||||
|
@ -303,16 +287,6 @@ 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)
|
private void SetLightFromState(LightState state)
|
||||||
{
|
{
|
||||||
ColorPair colorPair = lightStates[(int)state];
|
ColorPair colorPair = lightStates[(int)state];
|
||||||
|
@ -432,7 +406,7 @@ namespace HeavenStudio.Games
|
||||||
foreach (RiqEntity call in neededCalls)
|
foreach (RiqEntity call in neededCalls)
|
||||||
{
|
{
|
||||||
double relativeBeat = call.beat - startIntervalBeat;
|
double relativeBeat = call.beat - startIntervalBeat;
|
||||||
_ = ScheduleInput(beat, relativeBeat + 1, InputAction_Press, OnHit, OnMiss, null);
|
_ = ScheduleInput(beat, relativeBeat + 1, InputAction_BasicPress, OnHit, OnMiss, null);
|
||||||
}
|
}
|
||||||
if (autoReact) {
|
if (autoReact) {
|
||||||
double reactBeat = (beat * 2) - startIntervalBeat + 1;
|
double reactBeat = (beat * 2) - startIntervalBeat + 1;
|
||||||
|
|
Loading…
Reference in a new issue