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Fix F5 chart not reloading

This commit is contained in:
gamerbross 2024-07-10 00:23:06 +02:00 committed by EliteMasterEric
parent 3f63bc35a4
commit 7b9e4a0542
4 changed files with 17 additions and 68 deletions

View file

@ -1347,64 +1347,13 @@ class PlayState extends MusicBeatSubState
}
/**
* Removes any references to the current stage, then clears the stage cache,
* then reloads all the stages.
*
* This is useful for when you want to edit a stage without reloading the whole game.
* Reloading works on both the JSON and the HXC, if applicable.
*
* Call this by pressing F5 on a debug build.
*/
override function debug_refreshModules():Void
override function reloadAssets():Void
{
// Prevent further gameplay updates, which will try to reference dead objects.
criticalFailure = true;
// Remove the current stage. If the stage gets deleted while it's still in use,
// it'll probably crash the game or something.
if (this.currentStage != null)
{
remove(currentStage);
var event:ScriptEvent = new ScriptEvent(DESTROY, false);
ScriptEventDispatcher.callEvent(currentStage, event);
currentStage = null;
}
if (!overrideMusic)
{
// Stop the instrumental.
if (FlxG.sound.music != null)
{
FlxG.sound.music.destroy();
FlxG.sound.music = null;
}
// Stop the vocals.
if (vocals != null && vocals.exists)
{
vocals.destroy();
vocals = null;
}
}
else
{
// Stop the instrumental.
if (FlxG.sound.music != null)
{
FlxG.sound.music.stop();
}
// Stop the vocals.
if (vocals != null && vocals.exists)
{
vocals.stop();
}
}
super.debug_refreshModules();
var event:ScriptEvent = new ScriptEvent(CREATE, false);
ScriptEventDispatcher.callEvent(currentSong, event);
funkin.modding.PolymodHandler.forceReloadAssets();
lastParams.targetSong = SongRegistry.instance.fetchEntry(currentSong.id);
LoadingState.loadPlayState(lastParams);
}
override function stepHit():Bool

View file

@ -78,9 +78,6 @@ class MusicBeatState extends FlxTransitionableState implements IEventHandler
{
// Emergency exit button.
if (FlxG.keys.justPressed.F4) FlxG.switchState(() -> new MainMenuState());
// This can now be used in EVERY STATE YAY!
if (FlxG.keys.justPressed.F5) debug_refreshModules();
}
override function update(elapsed:Float)
@ -114,12 +111,10 @@ class MusicBeatState extends FlxTransitionableState implements IEventHandler
ModuleHandler.callEvent(event);
}
function debug_refreshModules()
function reloadAssets()
{
PolymodHandler.forceReloadAssets();
this.destroy();
// Create a new instance of the current state, so old data is cleared.
FlxG.resetState();
}

View file

@ -72,9 +72,6 @@ class MusicBeatSubState extends FlxSubState implements IEventHandler
// Emergency exit button.
if (FlxG.keys.justPressed.F4) FlxG.switchState(() -> new MainMenuState());
// This can now be used in EVERY STATE YAY!
if (FlxG.keys.justPressed.F5) debug_refreshModules();
// Display Conductor info in the watch window.
FlxG.watch.addQuick("musicTime", FlxG.sound.music?.time ?? 0.0);
Conductor.watchQuick(conductorInUse);
@ -82,7 +79,7 @@ class MusicBeatSubState extends FlxSubState implements IEventHandler
dispatchEvent(new UpdateScriptEvent(elapsed));
}
function debug_refreshModules()
function reloadAssets()
{
PolymodHandler.forceReloadAssets();

View file

@ -1,6 +1,9 @@
package funkin.util.plugins;
import flixel.FlxG;
import flixel.FlxBasic;
import funkin.ui.MusicBeatState;
import funkin.ui.MusicBeatSubState;
/**
* A plugin which adds functionality to press `F5` to reload all game assets, then reload the current state.
@ -28,10 +31,15 @@ class ReloadAssetsDebugPlugin extends FlxBasic
if (FlxG.keys.justPressed.F5)
#end
{
funkin.modding.PolymodHandler.forceReloadAssets();
var state:Dynamic = FlxG.state;
if (state is MusicBeatState || state is MusicBeatSubState) state.reloadAssets();
else
{
funkin.modding.PolymodHandler.forceReloadAssets();
// Create a new instance of the current state, so old data is cleared.
FlxG.resetState();
// Create a new instance of the current state, so old data is cleared.
FlxG.resetState();
}
}
}