Temp fix for Kusudama blinding players on Training Mode (#669)
* Temp fix for Kusudama blinding players on Training Mode * oops
This commit is contained in:
parent
2de208181f
commit
f4cc6db1b7
@ -692,7 +692,7 @@ namespace OpenTaiko {
|
||||
public CAct演奏ステージ失敗 actStageFailed;
|
||||
protected CAct演奏スクロール速度 act譜面スクロール速度;
|
||||
protected CActImplRoll actRoll;
|
||||
protected CActImplBalloon actBalloon;
|
||||
public CActImplBalloon actBalloon;
|
||||
public CActImplCharacter actChara;
|
||||
protected CActImplRollEffect actRollChara;
|
||||
protected CActImplComboBalloon actComboBalloon;
|
||||
|
@ -48,9 +48,18 @@ namespace OpenTaiko {
|
||||
return base.Draw();
|
||||
}
|
||||
|
||||
public void KusuIn() => KusudamaScript.KusuIn();
|
||||
public void KusuBroke() => KusudamaScript.KusuBroke();
|
||||
public void KusuMiss() => KusudamaScript.KusuMiss();
|
||||
public void KusuIn() {
|
||||
KusudamaScript.KusuIn();
|
||||
KusudamaIsActive = true;
|
||||
}
|
||||
public void KusuBroke() {
|
||||
KusudamaScript.KusuBroke();
|
||||
KusudamaIsActive = false;
|
||||
}
|
||||
public void KusuMiss() {
|
||||
KusudamaScript.KusuMiss();
|
||||
KusudamaIsActive = false;
|
||||
}
|
||||
|
||||
public enum EBalloonType {
|
||||
BALLOON,
|
||||
@ -58,11 +67,15 @@ namespace OpenTaiko {
|
||||
FUSEROLL
|
||||
}
|
||||
|
||||
public bool KusudamaIsActive { get; private set; } = false;
|
||||
|
||||
public void tDrawKusudama() {
|
||||
if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) {
|
||||
KusudamaScript.Update();
|
||||
}
|
||||
KusudamaScript.Draw();
|
||||
if (!(OpenTaiko.stage演奏ドラム画面.bPAUSE && OpenTaiko.ConfigIni.bTokkunMode)) {
|
||||
KusudamaScript.Draw();
|
||||
}
|
||||
}
|
||||
|
||||
public int On進行描画(int n連打ノルマ, int n連打数, int player, EBalloonType btype) {
|
||||
@ -141,7 +154,8 @@ namespace OpenTaiko {
|
||||
if (TJAPlayer3.Tx.Kusudama != null)
|
||||
TJAPlayer3.Tx.Kusudama.t2D描画(0, 0);
|
||||
*/
|
||||
this.tKusudamaNumber(n連打数);
|
||||
if (!(OpenTaiko.stage演奏ドラム画面.bPAUSE && OpenTaiko.ConfigIni.bTokkunMode))
|
||||
this.tKusudamaNumber(n連打数);
|
||||
}
|
||||
|
||||
//CDTXMania.act文字コンソール.tPrint( 0, 0, C文字コンソール.Eフォント種別.白, n連打数.ToString() );
|
||||
|
@ -344,6 +344,7 @@ namespace OpenTaiko {
|
||||
OpenTaiko.stage演奏ドラム画面.bPAUSE = true;
|
||||
OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] = this.nCurrentMeasure;
|
||||
this.bTrainingPAUSE = true;
|
||||
if (OpenTaiko.ConfigIni.bTokkunMode && OpenTaiko.stage演奏ドラム画面.actBalloon.KusudamaIsActive) OpenTaiko.stage演奏ドラム画面.actBalloon.KusuMiss();
|
||||
|
||||
this.tMatchWithTheChartDisplayPosition(false);
|
||||
}
|
||||
@ -364,10 +365,11 @@ namespace OpenTaiko {
|
||||
|
||||
|
||||
int n少し戻ってから演奏開始Chip = OpenTaiko.stage演奏ドラム画面.n現在のトップChip;
|
||||
|
||||
|
||||
OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] = 0;
|
||||
OpenTaiko.stage演奏ドラム画面.t数値の初期化(true, true);
|
||||
OpenTaiko.stage演奏ドラム画面.Activate();
|
||||
if (OpenTaiko.ConfigIni.bTokkunMode && OpenTaiko.stage演奏ドラム画面.actBalloon.KusudamaIsActive) OpenTaiko.stage演奏ドラム画面.actBalloon.KusuMiss();
|
||||
|
||||
for (int i = 0; i < dTX.listChip.Count; i++) {
|
||||
|
||||
@ -461,7 +463,7 @@ namespace OpenTaiko {
|
||||
private long nスクロール後ms;
|
||||
private long n最終演奏位置ms;
|
||||
|
||||
private bool bTrainingPAUSE;
|
||||
public bool bTrainingPAUSE { get; private set; }
|
||||
private bool bCurrentlyScrolling;
|
||||
|
||||
private CCounter ctScrollCounter;
|
||||
|
Loading…
Reference in New Issue
Block a user