fix abnormal song completion animation after retrying during normal song completion animation (#661)
This fix is kind of a workaround because the resetting of song completion status is now done twice, one immediate in CAct演奏PauseMenu.tEnter押下Main() (for CStage演奏ドラム画面.Draw() to detect `CStage演奏画面共通.ifp[]`) and one later in stage演奏ドラム画面.t演奏やりなおし(). * add CStage演奏画面共通.tResetGameplayFinishedStatus() for directly resetting song completion status * CAct演奏PauseMenu.tEnter押下Main(): * make song completion status reset as soon as the retry option is chosen
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@ -75,6 +75,7 @@ namespace TJAPlayer3 {
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case (int)EOrder.Redoing:
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case (int)EOrder.Redoing:
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if (TJAPlayer3.stageSongSelect.nChoosenSongDifficulty[0] != (int)Difficulty.Dan) {
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if (TJAPlayer3.stageSongSelect.nChoosenSongDifficulty[0] != (int)Difficulty.Dan) {
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TJAPlayer3.stage演奏ドラム画面.tResetGameplayFinishedStatus();
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this.bやり直しを選択した = true;
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this.bやり直しを選択した = true;
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CActSelectPopupMenu.b選択した = true;
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CActSelectPopupMenu.b選択した = true;
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} else {
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} else {
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@ -4433,6 +4433,14 @@ namespace TJAPlayer3 {
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this.bPAUSE = false;
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this.bPAUSE = false;
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}
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}
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// Workaround for abnormal song completion animation after retrying during normal song completion animation
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public void tResetGameplayFinishedStatus() {
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for (int i = 0; i < 5; i++) {
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ifp[i] = false;
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isDeniedPlaying[i] = false;
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}
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}
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public void t演奏やりなおし() {
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public void t演奏やりなおし() {
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_AIBattleState = 0;
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_AIBattleState = 0;
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_AIBattleStateBatch = new Queue<float>[] { new Queue<float>(), new Queue<float>() };
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_AIBattleStateBatch = new Queue<float>[] { new Queue<float>(), new Queue<float>() };
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