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https://github.com/RHeavenStudio/HeavenStudio.git
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Play Mode Features Part 1 (#413)
* add pause menu assets * layout and animation for pause * make play mode prefab function re-assign unused class inheritance * remove filepath * don't init medals twice * remove PlayerActionObject * initial attempt at anti-note lock TODO: circumvent inputs clearing themselves making the functionality not work * properly implement input lock prevention * fix error on editor open * functional pause menu * bugfix * make unpausing not reset current play statistics * serialize initializer components in inspector instead of procedurally generating * sanity check * note for fade * make flashes in the camera prefabs instead of in world space remove / reorganize script files address issue #411 * fix bug with perfect campaign make minigame transitions hide the game canvas adjust animation of the song credits textbox * fully functional intro scene (placeholder for future title screen) refactored entire game loading procedure re-organized some files * add interaction query to disclaimer text * reword legal * anchor section medals to section display more tempo change placement controls * operation order bugfix * prep for future ratings and stats * loading text * autoload opening scene * splash screen adjustments added setting to force enable splash screen * adjust setting entry
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@ -110,12 +110,9 @@ namespace HeavenStudio
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{
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List<DynamicBeatmap.DynamicEntity> temp1 = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
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List<DynamicBeatmap.DynamicEntity> temp2 = new List<DynamicBeatmap.DynamicEntity>();
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for (int i = 0; i < temp1.Count; i++)
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foreach (string s in include)
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{
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if (include.Any(temp1[i].datamodel.Split('/')[1].Contains))
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{
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temp2.Add(temp1[i]);
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}
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temp2.AddRange(temp1.FindAll(c => c.datamodel.Split('/')[1].Equals(s)));
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}
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return temp2;
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}
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@ -124,32 +121,13 @@ namespace HeavenStudio
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{
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List<DynamicBeatmap.DynamicEntity> temp1 = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
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List<DynamicBeatmap.DynamicEntity> temp2 = new List<DynamicBeatmap.DynamicEntity>();
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for (int i = 0; i < temp1.Count; i++)
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foreach (string s in exclude)
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{
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if (!exclude.Any(temp1[i].datamodel.Split('/')[1].Contains))
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{
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temp2.Add(temp1[i]);
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}
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temp2.AddRange(temp1.FindAll(c => !c.datamodel.Split('/')[1].Equals(s)));
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}
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return temp2;
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}
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public static List<DynamicBeatmap.DynamicEntity> GetAllPlayerEntities(string gameName)
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{
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return GameManager.instance.playerEntities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
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}
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public static List<DynamicBeatmap.DynamicEntity> GetAllPlayerEntitiesExcept(string gameName)
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{
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return GameManager.instance.playerEntities.FindAll(c => c.datamodel.Split('/')[0] != gameName);
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}
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// elaborate as fuck, boy
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public static List<DynamicBeatmap.DynamicEntity> GetAllPlayerEntitiesExceptBeforeBeat(string gameName, float beat)
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{
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return GameManager.instance.playerEntities.FindAll(c => c.datamodel.Split('/')[0] != gameName && c.beat < beat);
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}
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public static List<Minigames.Minigame> FXOnlyGames()
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{
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return instance.minigames.FindAll(c => c.fxOnly == true).ToList();
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