quick mr upbeat fix (#547)
This commit is contained in:
parent
607ae9b542
commit
b6d2e2d355
|
@ -28,9 +28,9 @@ namespace HeavenStudio.Games.Loaders
|
||||||
},
|
},
|
||||||
new GameAction("ding", "Ding!")
|
new GameAction("ding", "Ding!")
|
||||||
{
|
{
|
||||||
preFunction = delegate {
|
preFunction = delegate {
|
||||||
var e = eventCaller.currentEntity;
|
var e = eventCaller.currentEntity;
|
||||||
MrUpbeat.Ding(e.beat, e["toggle"], e["stopBlipping"], e["playDing"]);
|
MrUpbeat.Ding(e.beat, e["toggle"], e["stopBlipping"], e["playDing"]);
|
||||||
},
|
},
|
||||||
defaultLength = 0.5f,
|
defaultLength = 0.5f,
|
||||||
parameters = new List<Param>()
|
parameters = new List<Param>()
|
||||||
|
@ -45,7 +45,7 @@ namespace HeavenStudio.Games.Loaders
|
||||||
{
|
{
|
||||||
function = delegate {
|
function = delegate {
|
||||||
var e = eventCaller.currentEntity;
|
var e = eventCaller.currentEntity;
|
||||||
MrUpbeat.instance.FadeBackgroundColor(e["start"], e["end"], e.length, e["toggle"]);
|
MrUpbeat.instance.FadeBackgroundColor(e["start"], e["end"], e.length, e["toggle"]);
|
||||||
},
|
},
|
||||||
resizable = true,
|
resizable = true,
|
||||||
parameters = new List<Param>()
|
parameters = new List<Param>()
|
||||||
|
@ -58,8 +58,8 @@ namespace HeavenStudio.Games.Loaders
|
||||||
new GameAction("upbeatColors", "Upbeat Colors")
|
new GameAction("upbeatColors", "Upbeat Colors")
|
||||||
{
|
{
|
||||||
function = delegate {
|
function = delegate {
|
||||||
var e = eventCaller.currentEntity;
|
var e = eventCaller.currentEntity;
|
||||||
MrUpbeat.instance.UpbeatColors(e["blipColor"], e["setShadow"], e["shadowColor"]);
|
MrUpbeat.instance.UpbeatColors(e["blipColor"], e["setShadow"], e["shadowColor"]);
|
||||||
},
|
},
|
||||||
defaultLength = 0.5f,
|
defaultLength = 0.5f,
|
||||||
parameters = new List<Param>()
|
parameters = new List<Param>()
|
||||||
|
@ -72,8 +72,8 @@ namespace HeavenStudio.Games.Loaders
|
||||||
new GameAction("blipEvents", "Blip Events")
|
new GameAction("blipEvents", "Blip Events")
|
||||||
{
|
{
|
||||||
function = delegate {
|
function = delegate {
|
||||||
var e = eventCaller.currentEntity;
|
var e = eventCaller.currentEntity;
|
||||||
MrUpbeat.instance.BlipEvents(e["letter"], e["shouldGrow"], e["resetBlip"], e["shouldBlip"]);
|
MrUpbeat.instance.BlipEvents(e["letter"], e["shouldGrow"], e["resetBlip"], e["shouldBlip"]);
|
||||||
},
|
},
|
||||||
defaultLength = 0.5f,
|
defaultLength = 0.5f,
|
||||||
parameters = new List<Param>()
|
parameters = new List<Param>()
|
||||||
|
@ -129,7 +129,7 @@ namespace HeavenStudio.Games
|
||||||
using Jukebox;
|
using Jukebox;
|
||||||
public class MrUpbeat : Minigame
|
public class MrUpbeat : Minigame
|
||||||
{
|
{
|
||||||
public enum Counts
|
public enum Counts
|
||||||
{
|
{
|
||||||
One,
|
One,
|
||||||
Two,
|
Two,
|
||||||
|
@ -219,16 +219,17 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
public static void Ding(double beat, bool applause, bool stopBlipping, bool playDing)
|
public static void Ding(double beat, bool applause, bool stopBlipping, bool playDing)
|
||||||
{
|
{
|
||||||
instance.stopStepping = true;
|
BeatAction.New(instance, new List<BeatAction.Action>() {
|
||||||
if (stopBlipping) instance.stopBlipping = true;
|
new BeatAction.Action(beat - 0.5, delegate {
|
||||||
|
instance.stopStepping = true;
|
||||||
|
if (stopBlipping) instance.stopBlipping = true;
|
||||||
|
}),
|
||||||
|
new BeatAction.Action(beat + 0.5, delegate {
|
||||||
|
instance.stopStepping = false;
|
||||||
|
}),
|
||||||
|
});
|
||||||
if (playDing) SoundByte.PlayOneShotGame("mrUpbeat/ding", beat: beat, forcePlay: true);
|
if (playDing) SoundByte.PlayOneShotGame("mrUpbeat/ding", beat: beat, forcePlay: true);
|
||||||
if (applause) SoundByte.PlayOneShot("applause", beat: beat);
|
if (applause) SoundByte.PlayOneShot("applause", beat: beat);
|
||||||
BeatAction.New(instance, new List<BeatAction.Action>() {
|
|
||||||
new BeatAction.Action(beat + 0.5, delegate {
|
|
||||||
instance.stopStepping = false;
|
|
||||||
instance.stopBlipping = false;
|
|
||||||
})
|
|
||||||
});
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public static void PrePrepare(double beat, float length, bool forceOffbeat)
|
public static void PrePrepare(double beat, float length, bool forceOffbeat)
|
||||||
|
@ -256,7 +257,7 @@ namespace HeavenStudio.Games
|
||||||
SoundByte.PlayOneShotGame("mrUpbeat/metronome" + dir);
|
SoundByte.PlayOneShotGame("mrUpbeat/metronome" + dir);
|
||||||
ScheduleInput(beat, 0.5f, InputType.STANDARD_DOWN, Success, Miss, Nothing);
|
ScheduleInput(beat, 0.5f, InputType.STANDARD_DOWN, Success, Miss, Nothing);
|
||||||
BeatAction.New(this, new List<BeatAction.Action>() {
|
BeatAction.New(this, new List<BeatAction.Action>() {
|
||||||
new BeatAction.Action(beat + 1, delegate { RecursiveStepping(beat + 1); })
|
new(beat + 1, delegate { RecursiveStepping(beat + 1); })
|
||||||
});
|
});
|
||||||
stepIterate++;
|
stepIterate++;
|
||||||
}
|
}
|
||||||
|
@ -341,7 +342,7 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
public static void Count(int number)
|
public static void Count(int number)
|
||||||
{
|
{
|
||||||
SoundByte.PlayOneShotGame("mrUpbeat/"+ (number < 4 ? number + 1 : "a"), forcePlay: true);
|
SoundByte.PlayOneShotGame("mrUpbeat/" + (number < 4 ? number + 1 : "a"), forcePlay: true);
|
||||||
}
|
}
|
||||||
|
|
||||||
public static void CountIn(double beat, float length, bool a)
|
public static void CountIn(double beat, float length, bool a)
|
||||||
|
@ -349,12 +350,12 @@ namespace HeavenStudio.Games
|
||||||
var sound = new List<MultiSound.Sound>();
|
var sound = new List<MultiSound.Sound>();
|
||||||
if (a) sound.Add(new MultiSound.Sound("mrUpbeat/a", beat - (0.5f * (length/4))));
|
if (a) sound.Add(new MultiSound.Sound("mrUpbeat/a", beat - (0.5f * (length/4))));
|
||||||
for (int i = 0; i < 4; i++) {
|
for (int i = 0; i < 4; i++) {
|
||||||
sound.Add(new MultiSound.Sound("mrUpbeat/" + (i + 1), beat + (i * (length/4)), offset: (i == 3 ? 0.05 : 0)));
|
sound.Add(new MultiSound.Sound("mrUpbeat/" + (i + 1), beat + (i * (length / 4)), offset: (i == 3) ? 0.05 : 0));
|
||||||
}
|
}
|
||||||
|
|
||||||
MultiSound.Play(sound.ToArray(), forcePlay: true);
|
MultiSound.Play(sound.ToArray(), forcePlay: true);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Nothing(PlayerActionEvent caller) {}
|
public void Nothing(PlayerActionEvent caller) { }
|
||||||
}
|
}
|
||||||
}
|
}
|
Loading…
Reference in a new issue