Temp fix for Kusudama blinding players on Training Mode (#669)
* Temp fix for Kusudama blinding players on Training Mode * oops
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@ -692,7 +692,7 @@ namespace OpenTaiko {
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public CAct演奏ステージ失敗 actStageFailed;
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public CAct演奏ステージ失敗 actStageFailed;
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protected CAct演奏スクロール速度 act譜面スクロール速度;
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protected CAct演奏スクロール速度 act譜面スクロール速度;
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protected CActImplRoll actRoll;
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protected CActImplRoll actRoll;
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protected CActImplBalloon actBalloon;
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public CActImplBalloon actBalloon;
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public CActImplCharacter actChara;
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public CActImplCharacter actChara;
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protected CActImplRollEffect actRollChara;
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protected CActImplRollEffect actRollChara;
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protected CActImplComboBalloon actComboBalloon;
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protected CActImplComboBalloon actComboBalloon;
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@ -48,9 +48,18 @@ namespace OpenTaiko {
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return base.Draw();
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return base.Draw();
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}
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}
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public void KusuIn() => KusudamaScript.KusuIn();
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public void KusuIn() {
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public void KusuBroke() => KusudamaScript.KusuBroke();
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KusudamaScript.KusuIn();
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public void KusuMiss() => KusudamaScript.KusuMiss();
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KusudamaIsActive = true;
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}
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public void KusuBroke() {
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KusudamaScript.KusuBroke();
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KusudamaIsActive = false;
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}
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public void KusuMiss() {
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KusudamaScript.KusuMiss();
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KusudamaIsActive = false;
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}
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public enum EBalloonType {
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public enum EBalloonType {
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BALLOON,
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BALLOON,
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@ -58,11 +67,15 @@ namespace OpenTaiko {
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FUSEROLL
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FUSEROLL
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}
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}
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public bool KusudamaIsActive { get; private set; } = false;
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public void tDrawKusudama() {
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public void tDrawKusudama() {
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if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) {
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if (!OpenTaiko.stage演奏ドラム画面.bPAUSE) {
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KusudamaScript.Update();
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KusudamaScript.Update();
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}
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}
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KusudamaScript.Draw();
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if (!(OpenTaiko.stage演奏ドラム画面.bPAUSE && OpenTaiko.ConfigIni.bTokkunMode)) {
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KusudamaScript.Draw();
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}
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}
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}
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public int On進行描画(int n連打ノルマ, int n連打数, int player, EBalloonType btype) {
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public int On進行描画(int n連打ノルマ, int n連打数, int player, EBalloonType btype) {
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@ -141,7 +154,8 @@ namespace OpenTaiko {
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if (TJAPlayer3.Tx.Kusudama != null)
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if (TJAPlayer3.Tx.Kusudama != null)
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TJAPlayer3.Tx.Kusudama.t2D描画(0, 0);
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TJAPlayer3.Tx.Kusudama.t2D描画(0, 0);
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*/
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*/
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this.tKusudamaNumber(n連打数);
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if (!(OpenTaiko.stage演奏ドラム画面.bPAUSE && OpenTaiko.ConfigIni.bTokkunMode))
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this.tKusudamaNumber(n連打数);
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}
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}
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//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() );
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//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() );
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@ -344,6 +344,7 @@ namespace OpenTaiko {
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OpenTaiko.stage演奏ドラム画面.bPAUSE = true;
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OpenTaiko.stage演奏ドラム画面.bPAUSE = true;
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OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] = this.nCurrentMeasure;
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OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] = this.nCurrentMeasure;
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this.bTrainingPAUSE = true;
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this.bTrainingPAUSE = true;
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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();
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this.tMatchWithTheChartDisplayPosition(false);
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this.tMatchWithTheChartDisplayPosition(false);
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}
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}
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@ -368,6 +369,7 @@ namespace OpenTaiko {
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OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] = 0;
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OpenTaiko.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] = 0;
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OpenTaiko.stage演奏ドラム画面.t数値の初期化(true, true);
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OpenTaiko.stage演奏ドラム画面.t数値の初期化(true, true);
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OpenTaiko.stage演奏ドラム画面.Activate();
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OpenTaiko.stage演奏ドラム画面.Activate();
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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();
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for (int i = 0; i < dTX.listChip.Count; i++) {
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for (int i = 0; i < dTX.listChip.Count; i++) {
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@ -461,7 +463,7 @@ namespace OpenTaiko {
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private long nスクロール後ms;
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private long nスクロール後ms;
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private long n最終演奏位置ms;
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private long n最終演奏位置ms;
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private bool bTrainingPAUSE;
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public bool bTrainingPAUSE { get; private set; }
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private bool bCurrentlyScrolling;
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private bool bCurrentlyScrolling;
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private CCounter ctScrollCounter;
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private CCounter ctScrollCounter;
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