Color Persistence for R1 games, also fixed lockstep color bug (#882)

Lockstep and Mr Upbeat now have color persistence between game switches. Also, Lockstep can now change colors on a game switch beat.
This commit is contained in:
wookywok
2024-04-19 14:16:10 -05:00
committed by GitHub
parent 6a3d8de487
commit 973f5f18ee
2 changed files with 39 additions and 3 deletions

View File

@ -291,7 +291,7 @@ namespace HeavenStudio.Games
private void PersistColors(double beat)
{
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "" }).FindAll(x => x.beat < beat);
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "set colours" }).FindAll(x => x.beat < beat);
if (allEventsBeforeBeat.Count > 0)
{
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat));
@ -307,14 +307,15 @@ namespace HeavenStudio.Games
public override void OnGameSwitch(double beat)
{
QueueSwitchBGs(beat);
PersistColors(beat);
}
public override void OnPlay(double beat)
{
queuedInputs.Clear();
QueueSwitchBGs(beat);
PersistColors(beat);
}
private void QueueSwitchBGs(double beat)
@ -346,6 +347,9 @@ namespace HeavenStudio.Games
stepperMaterial.SetColor("_ColorBravo", stepperDark);
stepperMaterial.SetColor("_ColorDelta", stepperLight);
EntityPreCheck(Conductor.instance.songPositionInBeatsAsDouble);
masterSprite = masterStepperSprite.sprite;
stepswitcherLeft.gameObject.SetActive(lessSteppers);
stepswitcherRight.gameObject.SetActive(lessSteppers);
@ -358,6 +362,11 @@ namespace HeavenStudio.Games
cameraDV.Render();
}
void EntityPreCheck(double beat)
{
PersistColors(beat);
}
void UpdateAndRenderSlaves()
{
foreach (var stepper in slaveSteppers)