mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-13 05:57:38 +02:00
Asset Loading Fix (#843)
* (hopefullyt) fix asset loading issue * let mis-packed games load from res timing display tweak * fix initial pre-load not actually preloading needed games fix mr upbeat metronome * let's try this resyncing again
This commit is contained in:
@ -10,7 +10,8 @@ namespace HeavenStudio.Games.Loaders
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using static Minigames;
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public static class AgbUpbeatLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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public static Minigame AddGame(EventCaller eventCaller)
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{
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RiqEntity BackgroundUpdater(string datamodel, RiqEntity e)
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{
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if (datamodel == "mrUpbeat/changeBG" && e.dynamicData.ContainsKey("toggle") && !e.dynamicData.ContainsKey("ease"))
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@ -133,9 +134,10 @@ namespace HeavenStudio.Games.Loaders
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resizable = true,
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},
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},
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new List<string>() {"agb", "keep"},
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new List<string>() { "agb", "keep" },
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"agboffbeat", "en",
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new List<string>() {}
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new List<string>() { },
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chronologicalSortKey: 101
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);
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}
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}
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@ -196,7 +198,8 @@ namespace HeavenStudio.Games
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{
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List<RiqEntity> prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == "mrUpbeat");
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if (beat >= startBlippingBeat) {
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if (beat >= startBlippingBeat)
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{
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double tempBeat = ((beat % 1 == 0.5) ? Mathf.Floor((float)beat) : Mathf.Round((float)beat)) + (startBlippingBeat % 1);
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BeatAction.New(instance, new List<BeatAction.Action>() {
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new BeatAction.Action(tempBeat, delegate { man.RecursiveBlipping(tempBeat); })
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@ -208,17 +211,22 @@ namespace HeavenStudio.Games
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var bgColorEntity = prevEntities.FindLast(x => x.datamodel.Split(1) == "changeBG" && x.beat <= beat);
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var upbeatColorEntity = prevEntities.FindLast(x => x.datamodel.Split(1) == "upbeatColors" && x.beat <= beat);
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if (bgColorEntity != null) {
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if (bgColorEntity != null)
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{
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bg.color = bgColorEntity["end"];
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}
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if (upbeatColorEntity != null) {
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if (upbeatColorEntity != null)
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{
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blipMaterial.SetColor("_ColorBravo", upbeatColorEntity["blipColor"]);
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Color shadowColor = upbeatColorEntity["shadowColor"];
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if (upbeatColorEntity["setShadow"]) foreach (var shadow in shadowSr) {
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shadow.color = new Color(shadowColor.r, shadowColor.g, shadowColor.b, 1);
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}
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} else {
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if (upbeatColorEntity["setShadow"]) foreach (var shadow in shadowSr)
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{
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shadow.color = new Color(shadowColor.r, shadowColor.g, shadowColor.b, 1);
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}
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}
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else
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{
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blipMaterial.SetColor("_ColorBravo", new Color(0, 1f, 0));
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}
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}
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@ -226,31 +234,33 @@ namespace HeavenStudio.Games
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public void Update()
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{
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bg.color = bgColorEase.GetColor();
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if (conductor.isPlaying && !conductor.isPaused) {
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var songPos = conductor.songPositionInBeatsAsDouble;
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if (conductor.isPlaying && !conductor.isPaused)
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{
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double songPos = conductor.songPositionInBeatsAsDouble;
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if (songPos >= startSteppingBeat - 2) {
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if (songPos >= startSteppingBeat - 2)
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{
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man.canStep = true;
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}
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if (songPos >= startSteppingBeat) {
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if (songPos >= startSteppingBeat)
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{
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RecursiveStepping(startSteppingBeat);
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startSteppingBeat = double.MaxValue;
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}
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if (songPos >= startBlippingBeat) {
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if (songPos >= startBlippingBeat)
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{
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man.RecursiveBlipping(startBlippingBeat);
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startBlippingBeat = double.MaxValue;
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}
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if (songPos > metronomeBeat + 1)
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if (metronomeBeat != double.MaxValue)
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{
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metronomeAnim.Play("MetronomeGo" + currentMetronomeDir, -1, 1);
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metronomeAnim.speed = 0;
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}
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else if (songPos >= metronomeBeat)
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{
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metronomeAnim.DoScaledAnimation("MetronomeGo" + currentMetronomeDir, metronomeBeat, 1, ignoreSwing: false);
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currentMetronomeDir = songPos >= metronomeBeat && songPos <= metronomeBeat + 1
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? (stepIterate % 2 == 0) ? "Right" : "Left"
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: (stepIterate % 2 == 1) ? "Right" : "Left";
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metronomeAnim.DoScaledAnimation("MetronomeGo" + currentMetronomeDir, metronomeBeat, 1, clamp: true, ignoreSwing: false);
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}
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}
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}
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@ -281,7 +291,8 @@ namespace HeavenStudio.Games
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public static void PrePrepare(double beat, float length, bool mrDownbeat)
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{
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bool isGame = GameManager.instance.currentGame == "mrUpbeat";
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if (!mrDownbeat) {
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if (!mrDownbeat)
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{
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beat = Mathf.Floor((float)beat) + 0.5;
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length = Mathf.Round(length);
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}
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@ -298,12 +309,12 @@ namespace HeavenStudio.Games
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private void RecursiveStepping(double beat)
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{
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if (stopStepping) {
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if (stopStepping)
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{
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stopStepping = false;
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return;
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}
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currentMetronomeDir = (stepIterate % 2 == 1) ? "Right" : "Left";
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SoundByte.PlayOneShotGame($"mrUpbeat/metronome{currentMetronomeDir}");
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SoundByte.PlayOneShotGame($"mrUpbeat/metronome{((stepIterate % 2 == 1) ? "Right" : "Left")}");
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metronomeBeat = beat;
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ScheduleStep(beat);
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BeatAction.New(this, new List<BeatAction.Action>() {
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@ -318,9 +329,9 @@ namespace HeavenStudio.Games
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for (int i = 0; i < length; i++)
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{
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ScheduleStep(beat + i);
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actions.Add(new BeatAction.Action(beat + i, delegate {
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currentMetronomeDir = (stepIterate % 2 == 1) ? "Right" : "Left";
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SoundByte.PlayOneShotGame($"mrUpbeat/metronome{currentMetronomeDir}");
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actions.Add(new BeatAction.Action(beat + i, delegate
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{
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SoundByte.PlayOneShotGame($"mrUpbeat/metronome{((stepIterate % 2 == 1) ? "Right" : "Left")}");
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metronomeBeat = beat + i;
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stepIterate++;
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}));
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@ -334,7 +345,8 @@ namespace HeavenStudio.Games
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if (gameSwitch.beat <= beat || gameSwitch.beat >= beat + length + 1) return;
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List<MultiSound.Sound> inactiveBlips = new();
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for (int i = 0; i < gameSwitch.beat - beat; i++) {
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for (int i = 0; i < gameSwitch.beat - beat; i++)
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{
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inactiveBlips.Add(new MultiSound.Sound("mrUpbeat/blip", beat + i));
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}
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@ -361,9 +373,10 @@ namespace HeavenStudio.Games
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{
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blipMaterial.SetColor("_ColorBravo", blipColor);
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if (setShadow) foreach (var shadow in shadowSr) {
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shadow.color = new Color(shadowColor.r, shadowColor.g, shadowColor.b, 1);
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}
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if (setShadow) foreach (var shadow in shadowSr)
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{
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shadow.color = new Color(shadowColor.r, shadowColor.g, shadowColor.b, 1);
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}
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}
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public void BlipEvents(string inputLetter, bool shouldGrow, bool resetBlip, bool shouldBlip, int blipLength)
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@ -383,11 +396,12 @@ namespace HeavenStudio.Games
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public static void CountIn(double beat, float length, bool a)
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{
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var sound = new List<MultiSound.Sound>();
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if (a) sound.Add(new MultiSound.Sound("mrUpbeat/a", beat - (0.5f * (length/4))));
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for (int i = 0; i < 4; i++) {
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if (a) sound.Add(new MultiSound.Sound("mrUpbeat/a", beat - (0.5f * (length / 4))));
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for (int i = 0; i < 4; i++)
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{
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sound.Add(new MultiSound.Sound("mrUpbeat/" + (i + 1), beat + (i * (length / 4)), offset: (i == 3) ? 0.05 : 0));
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}
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MultiSound.Play(sound.ToArray(), forcePlay: true);
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}
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