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

@ -194,8 +194,15 @@ namespace HeavenStudio.Games
}
}
public override void OnPlay(double beat)
{
PersistColor(beat);
}
public override void OnGameSwitch(double beat)
{
PersistColor(beat);
List<RiqEntity> prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == "mrUpbeat");
if (beat >= startBlippingBeat)
@ -410,5 +417,25 @@ namespace HeavenStudio.Games
}
public void Nothing(PlayerActionEvent caller) { }
private void PersistColor(double beat)
{
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("mrUpbeat", new string[] { "changeBG" }).FindAll(x => x.beat < beat);
if (allEventsBeforeBeat.Count > 0)
{
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
var lastEvent = allEventsBeforeBeat[^1];
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["start"], lastEvent["end"], lastEvent["ease"]);
}
var allEventsBeforeBeatObj = EventCaller.GetAllInGameManagerList("mrUpbeat", new string[] { "upbeatColors" }).FindAll(x => x.beat < beat);
if (allEventsBeforeBeatObj.Count > 0)
{
allEventsBeforeBeatObj.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
var lastEventObj = allEventsBeforeBeatObj[^1];
UpbeatColors(lastEventObj["blipColor"], lastEventObj["setShadow"], lastEventObj["shadowColor"]);
}
}
}
}