Rendering Fixes and Other Adjustments (#384)

* fix game view alpha issues

* fix right-clicking on parameter-less entity locking event selection

* reduce ram use of rendertextures

* fix missing sprite references

fix cheer readers sprite masks not working

* fix lockstep rendering discrepancy

* fix section medal toggle not matching described behaviour in UI

* fix game settings masking issue

* dj school "Scratchy Music" toggle on by default

* import new sheets for fan club, mahou tsukai

* make dj school audio FX persist between game change

* make one shot sounds not create extra objects when not needed

* fix potential issue with new one shots

* make string properties apply changes for every keystroke
This commit is contained in:
minenice55
2023-04-03 00:17:55 -04:00
committed by GitHub
parent be78d1567e
commit 3984c8353f
29 changed files with 1913 additions and 173 deletions

View File

@ -56,7 +56,7 @@ namespace HeavenStudio.Games.Loaders
},
new GameAction("dj voice lines", "DJ Yellow Banter")
{
function = delegate { DJSchool.instance.voiceLines(eventCaller.currentEntity.beat, eventCaller.currentEntity["type"]); },
function = delegate { DJSchool.instance.VoiceLines(eventCaller.currentEntity.beat, eventCaller.currentEntity["type"]); },
defaultLength = 2f,
inactiveFunction = delegate { DJSchool.WarnDJVoiceLines(eventCaller.currentEntity.beat, eventCaller.currentEntity["type"]); },
parameters = new List<Param>()
@ -66,11 +66,11 @@ namespace HeavenStudio.Games.Loaders
},
new GameAction("sound FX", "Scratchy Music")
{
function = delegate { DJSchool.instance.soundFX(eventCaller.currentEntity["toggle"]); },
function = delegate { DJSchool.SoundFX(eventCaller.currentEntity["toggle"]); },
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("toggle", false, "Radio FX", "Toggle on and off for Radio Effects")
new Param("toggle", true, "Radio FX", "Toggle on and off for Radio Effects")
}
},
new GameAction("forceHold", "Force Hold")
@ -156,7 +156,7 @@ namespace HeavenStudio.Games
}
else if(wantDJVoiceLines != Single.MinValue)
{
voiceLines(wantDJVoiceLines, 0);
VoiceLines(wantDJVoiceLines, 0);
wantDJVoiceLines = Single.MinValue;
}
}
@ -549,11 +549,11 @@ namespace HeavenStudio.Games
// student.ResetState();
//}
public void soundFX(bool toggle)
public static void SoundFX(bool toggle)
{
student.soundFX = toggle;
Student.soundFX = toggle;
}
public void voiceLines(float beat, int type)
public void VoiceLines(float beat, int type)
{
string[] sounds;
var sound = new MultiSound.Sound[] { };

View File

@ -12,6 +12,7 @@ namespace HeavenStudio.Games.Scripts_DJSchool
public class Student : PlayerActionObject
{
public Animator anim;
public static bool soundFX;
[Header("Properties")]
public float holdBeat;
@ -21,7 +22,6 @@ namespace HeavenStudio.Games.Scripts_DJSchool
public bool eligible;
public bool missed;
public bool swiping;
public bool soundFX;
bool canBoo = true;
[Header("Components")]