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Misc. Tweaks the tweakquel (#540)
* seesaw fix + stretchable pass turn revival * lockstep fixes * PLEASE FUCKING WORK * fixed it * some * more * quiz show input improvement
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@ -34,7 +34,10 @@ namespace HeavenStudio.Games.Loaders
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preFunction = delegate {var e = eventCaller.currentEntity; Lockstep.Marching(e.beat, e["sound"], e["amount"], e["visual"]);},
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parameters = new List<Param>()
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{
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new Param("sound", false, "Sound", "Hai if onbeat, ho if offbeat."),
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new Param("sound", false, "Sound", "Hai if onbeat, ho if offbeat.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam(x => (bool)x, new string[] { "amount" })
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}),
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new Param("amount", new EntityTypes.Integer(1, 50, 1), "Sound Amount", "How many sounds will play consecutively?"),
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new Param("visual", true, "Background Visual")
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},
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@ -62,6 +65,14 @@ namespace HeavenStudio.Games.Loaders
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new Param("visual", true, "Background Visual")
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}
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},
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new GameAction("hai", "Hai")
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{
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preFunction = delegate { Lockstep.HaiSound(eventCaller.currentEntity.beat); }
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},
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new GameAction("ho", "Ho")
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{
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preFunction = delegate { Lockstep.HoSound(eventCaller.currentEntity.beat); }
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},
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new GameAction("set colours", "Set Colours")
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{
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function = delegate {var e = eventCaller.currentEntity; Lockstep.instance.SetBackgroundColours(e["colorA"], e["colorB"], e["objColA"], e["objColB"], e["objColC"]); },
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@ -93,7 +104,10 @@ namespace HeavenStudio.Games.Loaders
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preFunction = delegate {var e = eventCaller.currentEntity; Lockstep.Marching(e.beat, e["sound"], e["amount"], e["visual"], true, e.length);},
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parameters = new List<Param>()
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{
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new Param("sound", false, "Sound", "Hai if onbeat, ho if offbeat."),
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new Param("sound", false, "Sound", "Hai if onbeat, ho if offbeat.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam(x => (bool)x, new string[] { "amount" })
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}),
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new Param("amount", new EntityTypes.Integer(1, 50, 1), "Sound Amount", "How many sounds will play consecutively?"),
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new Param("visual", true, "Background Visual")
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},
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@ -231,6 +245,11 @@ namespace HeavenStudio.Games
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bachEvents = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "bach" });
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}
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private static bool ForceStepOnBeat(double beat)
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{
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return EventCaller.GetAllInGameManagerList("lockstep", new string[] { "marching" }).Find(x => beat >= x.beat && beat < x.beat + x.length) != null;
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}
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private void PersistColors(double beat)
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{
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var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "" }).FindAll(x => x.beat < beat);
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@ -402,6 +421,16 @@ namespace HeavenStudio.Games
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}
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}
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public static void HaiSound(double beat)
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{
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SoundByte.PlayOneShot("games/lockstep/hai", beat, 1, 1, false, null, 0.02314814814f);
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}
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public static void HoSound(double beat)
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{
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SoundByte.PlayOneShot("games/lockstep/ho", beat, 1, 1, false, null, 0.03086419753);
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}
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public static void OnbeatSwitchSound(double beat, int hais, bool sound)
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{
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if (sound)
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@ -456,7 +485,7 @@ namespace HeavenStudio.Games
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{
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if (visual) ChangeBeatBackGroundColour(true);
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}),
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new BeatAction.Action(beat + 1.75f, delegate { if (!marchRecursing) MarchRecursive(beat + 2f); }),
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new BeatAction.Action(beat + 1.75f, delegate { if (!marchRecursing && !ForceStepOnBeat(beat + 2f)) MarchRecursive(beat + 2f); }),
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new BeatAction.Action(beat + 2f, delegate { if (visual) ChangeBeatBackGroundColour(false); }),
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};
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List<BeatAction.Action> actions = new();
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@ -519,7 +548,7 @@ namespace HeavenStudio.Games
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{
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if (visual) ChangeBeatBackGroundColour(false);
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}),
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new BeatAction.Action(beat + 3.25f, delegate { if (!marchRecursing) MarchRecursive(beat + 3.5f); }),
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new BeatAction.Action(beat + 3.25f, delegate { if (!marchRecursing && !ForceStepOnBeat(beat + 3.5)) MarchRecursive(beat + 3.5f); }),
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new BeatAction.Action(beat + 3.5f, delegate { if (visual) ChangeBeatBackGroundColour(true); }),
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};
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List<BeatAction.Action> actions = new();
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