quick mr upbeat fix (#547)
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@ -219,16 +219,17 @@ namespace HeavenStudio.Games
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public static void Ding(double beat, bool applause, bool stopBlipping, bool playDing)
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public static void Ding(double beat, bool applause, bool stopBlipping, bool playDing)
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{
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{
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BeatAction.New(instance, new List<BeatAction.Action>() {
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new BeatAction.Action(beat - 0.5, delegate {
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instance.stopStepping = true;
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instance.stopStepping = true;
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if (stopBlipping) instance.stopBlipping = true;
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if (stopBlipping) instance.stopBlipping = true;
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if (playDing) SoundByte.PlayOneShotGame("mrUpbeat/ding", beat: beat, forcePlay: true);
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}),
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if (applause) SoundByte.PlayOneShot("applause", beat: beat);
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BeatAction.New(instance, new List<BeatAction.Action>() {
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new BeatAction.Action(beat + 0.5, delegate {
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new BeatAction.Action(beat + 0.5, delegate {
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instance.stopStepping = false;
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instance.stopStepping = false;
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instance.stopBlipping = false;
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}),
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})
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});
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});
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if (playDing) SoundByte.PlayOneShotGame("mrUpbeat/ding", beat: beat, forcePlay: true);
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if (applause) SoundByte.PlayOneShot("applause", beat: beat);
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}
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}
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public static void PrePrepare(double beat, float length, bool forceOffbeat)
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public static void PrePrepare(double beat, float length, bool forceOffbeat)
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@ -256,7 +257,7 @@ namespace HeavenStudio.Games
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SoundByte.PlayOneShotGame("mrUpbeat/metronome" + dir);
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SoundByte.PlayOneShotGame("mrUpbeat/metronome" + dir);
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ScheduleInput(beat, 0.5f, InputType.STANDARD_DOWN, Success, Miss, Nothing);
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ScheduleInput(beat, 0.5f, InputType.STANDARD_DOWN, Success, Miss, Nothing);
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BeatAction.New(this, new List<BeatAction.Action>() {
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BeatAction.New(this, new List<BeatAction.Action>() {
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new BeatAction.Action(beat + 1, delegate { RecursiveStepping(beat + 1); })
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new(beat + 1, delegate { RecursiveStepping(beat + 1); })
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});
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});
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stepIterate++;
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stepIterate++;
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}
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}
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@ -341,7 +342,7 @@ namespace HeavenStudio.Games
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public static void Count(int number)
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public static void Count(int number)
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{
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{
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SoundByte.PlayOneShotGame("mrUpbeat/"+ (number < 4 ? number + 1 : "a"), forcePlay: true);
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SoundByte.PlayOneShotGame("mrUpbeat/" + (number < 4 ? number + 1 : "a"), forcePlay: true);
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}
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}
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public static void CountIn(double beat, float length, bool a)
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public static void CountIn(double beat, float length, bool a)
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@ -349,12 +350,12 @@ namespace HeavenStudio.Games
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var sound = new List<MultiSound.Sound>();
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var sound = new List<MultiSound.Sound>();
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if (a) sound.Add(new MultiSound.Sound("mrUpbeat/a", beat - (0.5f * (length/4))));
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if (a) sound.Add(new MultiSound.Sound("mrUpbeat/a", beat - (0.5f * (length/4))));
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for (int i = 0; i < 4; i++) {
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for (int i = 0; i < 4; i++) {
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sound.Add(new MultiSound.Sound("mrUpbeat/" + (i + 1), beat + (i * (length/4)), offset: (i == 3 ? 0.05 : 0)));
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sound.Add(new MultiSound.Sound("mrUpbeat/" + (i + 1), beat + (i * (length / 4)), offset: (i == 3) ? 0.05 : 0));
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}
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}
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MultiSound.Play(sound.ToArray(), forcePlay: true);
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MultiSound.Play(sound.ToArray(), forcePlay: true);
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}
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}
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public void Nothing(PlayerActionEvent caller) {}
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public void Nothing(PlayerActionEvent caller) { }
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}
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}
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}
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}
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