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Merge branch 'rewrite/master' into anysad/tutorial-hey-events
This commit is contained in:
commit
f90c2bda99
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@ -503,7 +503,7 @@ class PlayState extends MusicBeatSubState
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public var camGame:FlxCamera;
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public var camGame:FlxCamera;
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/**
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/**
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* The camera which contains, and controls visibility of, a video cutscene.
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* The camera which contains, and controls visibility of, a video cutscene, dialogue, pause menu and sticker transition.
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*/
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*/
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public var camCutscene:FlxCamera;
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public var camCutscene:FlxCamera;
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@ -975,7 +975,7 @@ class PlayState extends MusicBeatSubState
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FlxTransitionableState.skipNextTransIn = true;
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FlxTransitionableState.skipNextTransIn = true;
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FlxTransitionableState.skipNextTransOut = true;
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FlxTransitionableState.skipNextTransOut = true;
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pauseSubState.camera = camHUD;
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pauseSubState.camera = camCutscene;
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openSubState(pauseSubState);
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openSubState(pauseSubState);
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// boyfriendPos.put(); // TODO: Why is this here?
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// boyfriendPos.put(); // TODO: Why is this here?
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}
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}
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@ -1348,64 +1348,13 @@ class PlayState extends MusicBeatSubState
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}
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}
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/**
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/**
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* Removes any references to the current stage, then clears the stage cache,
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* then reloads all the stages.
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*
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* This is useful for when you want to edit a stage without reloading the whole game.
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* Reloading works on both the JSON and the HXC, if applicable.
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*
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* Call this by pressing F5 on a debug build.
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* Call this by pressing F5 on a debug build.
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*/
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*/
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override function debug_refreshModules():Void
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override function reloadAssets():Void
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{
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{
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// Prevent further gameplay updates, which will try to reference dead objects.
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funkin.modding.PolymodHandler.forceReloadAssets();
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criticalFailure = true;
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lastParams.targetSong = SongRegistry.instance.fetchEntry(currentSong.id);
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LoadingState.loadPlayState(lastParams);
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// Remove the current stage. If the stage gets deleted while it's still in use,
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// it'll probably crash the game or something.
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if (this.currentStage != null)
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{
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remove(currentStage);
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var event:ScriptEvent = new ScriptEvent(DESTROY, false);
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ScriptEventDispatcher.callEvent(currentStage, event);
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currentStage = null;
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}
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if (!overrideMusic)
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{
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// Stop the instrumental.
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if (FlxG.sound.music != null)
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{
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FlxG.sound.music.destroy();
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FlxG.sound.music = null;
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}
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// Stop the vocals.
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if (vocals != null && vocals.exists)
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{
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vocals.destroy();
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vocals = null;
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}
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}
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else
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{
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// Stop the instrumental.
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if (FlxG.sound.music != null)
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{
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FlxG.sound.music.stop();
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}
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// Stop the vocals.
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if (vocals != null && vocals.exists)
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{
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vocals.stop();
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}
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}
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super.debug_refreshModules();
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var event:ScriptEvent = new ScriptEvent(CREATE, false);
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ScriptEventDispatcher.callEvent(currentSong, event);
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}
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}
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override function stepHit():Bool
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override function stepHit():Bool
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@ -1911,7 +1860,6 @@ class PlayState extends MusicBeatSubState
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if (!result) return;
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if (!result) return;
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isInCutscene = false;
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isInCutscene = false;
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camCutscene.visible = false;
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// TODO: Maybe tween in the camera after any cutscenes.
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// TODO: Maybe tween in the camera after any cutscenes.
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camHUD.visible = true;
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camHUD.visible = true;
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@ -81,7 +81,6 @@ class VideoCutscene
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// Trigger the cutscene. Don't play the song in the background.
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// Trigger the cutscene. Don't play the song in the background.
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PlayState.instance.isInCutscene = true;
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PlayState.instance.isInCutscene = true;
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PlayState.instance.camHUD.visible = false;
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PlayState.instance.camHUD.visible = false;
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PlayState.instance.camCutscene.visible = true;
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// Display a black screen to hide the game while the video is playing.
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// Display a black screen to hide the game while the video is playing.
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blackScreen = new FlxSprite(-200, -200).makeGraphic(FlxG.width * 2, FlxG.height * 2, FlxColor.BLACK);
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blackScreen = new FlxSprite(-200, -200).makeGraphic(FlxG.width * 2, FlxG.height * 2, FlxColor.BLACK);
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@ -305,7 +304,6 @@ class VideoCutscene
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vid = null;
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vid = null;
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#end
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#end
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PlayState.instance.camCutscene.visible = true;
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PlayState.instance.camHUD.visible = true;
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PlayState.instance.camHUD.visible = true;
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FlxTween.tween(blackScreen, {alpha: 0}, transitionTime,
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FlxTween.tween(blackScreen, {alpha: 0}, transitionTime,
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@ -78,9 +78,6 @@ class MusicBeatState extends FlxTransitionableState implements IEventHandler
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{
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{
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// Emergency exit button.
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// Emergency exit button.
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if (FlxG.keys.justPressed.F4) FlxG.switchState(() -> new MainMenuState());
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if (FlxG.keys.justPressed.F4) FlxG.switchState(() -> new MainMenuState());
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// This can now be used in EVERY STATE YAY!
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if (FlxG.keys.justPressed.F5) debug_refreshModules();
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}
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}
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override function update(elapsed:Float)
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override function update(elapsed:Float)
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@ -114,12 +111,10 @@ class MusicBeatState extends FlxTransitionableState implements IEventHandler
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ModuleHandler.callEvent(event);
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ModuleHandler.callEvent(event);
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}
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}
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function debug_refreshModules()
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function reloadAssets()
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{
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{
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PolymodHandler.forceReloadAssets();
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PolymodHandler.forceReloadAssets();
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this.destroy();
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// Create a new instance of the current state, so old data is cleared.
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// Create a new instance of the current state, so old data is cleared.
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FlxG.resetState();
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FlxG.resetState();
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}
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}
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@ -72,9 +72,6 @@ class MusicBeatSubState extends FlxSubState implements IEventHandler
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// Emergency exit button.
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// Emergency exit button.
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if (FlxG.keys.justPressed.F4) FlxG.switchState(() -> new MainMenuState());
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if (FlxG.keys.justPressed.F4) FlxG.switchState(() -> new MainMenuState());
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// This can now be used in EVERY STATE YAY!
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if (FlxG.keys.justPressed.F5) debug_refreshModules();
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// Display Conductor info in the watch window.
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// Display Conductor info in the watch window.
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FlxG.watch.addQuick("musicTime", FlxG.sound.music?.time ?? 0.0);
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FlxG.watch.addQuick("musicTime", FlxG.sound.music?.time ?? 0.0);
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Conductor.watchQuick(conductorInUse);
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Conductor.watchQuick(conductorInUse);
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@ -82,7 +79,7 @@ class MusicBeatSubState extends FlxSubState implements IEventHandler
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dispatchEvent(new UpdateScriptEvent(elapsed));
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dispatchEvent(new UpdateScriptEvent(elapsed));
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}
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}
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function debug_refreshModules()
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function reloadAssets()
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{
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{
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PolymodHandler.forceReloadAssets();
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PolymodHandler.forceReloadAssets();
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@ -282,6 +282,21 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
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*/
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*/
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public static final WELCOME_MUSIC_FADE_IN_DURATION:Float = 10.0;
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public static final WELCOME_MUSIC_FADE_IN_DURATION:Float = 10.0;
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/**
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* A map of the keys for every live input style.
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*/
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public static final LIVE_INPUT_KEYS:Map<ChartEditorLiveInputStyle, Array<FlxKey>> = [
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NumberKeys => [
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FIVE, SIX, SEVEN, EIGHT,
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ONE, TWO, THREE, FOUR
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],
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WASDKeys => [
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LEFT, DOWN, UP, RIGHT,
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A, S, W, D
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],
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None => []
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];
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/**
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/**
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* INSTANCE DATA
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* INSTANCE DATA
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*/
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*/
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@ -5129,46 +5144,10 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
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function handlePlayhead():Void
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function handlePlayhead():Void
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{
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{
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// Place notes at the playhead with the keyboard.
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// Place notes at the playhead with the keyboard.
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switch (currentLiveInputStyle)
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for (note => key in LIVE_INPUT_KEYS[currentLiveInputStyle])
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{
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{
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case ChartEditorLiveInputStyle.WASDKeys:
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if (FlxG.keys.checkStatus(key, JUST_PRESSED)) placeNoteAtPlayhead(note)
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if (FlxG.keys.justPressed.A) placeNoteAtPlayhead(4);
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else if (FlxG.keys.checkStatus(key, JUST_RELEASED)) finishPlaceNoteAtPlayhead(note);
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if (FlxG.keys.justReleased.A) finishPlaceNoteAtPlayhead(4);
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if (FlxG.keys.justPressed.S) placeNoteAtPlayhead(5);
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if (FlxG.keys.justReleased.S) finishPlaceNoteAtPlayhead(5);
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if (FlxG.keys.justPressed.W) placeNoteAtPlayhead(6);
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if (FlxG.keys.justReleased.W) finishPlaceNoteAtPlayhead(6);
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if (FlxG.keys.justPressed.D) placeNoteAtPlayhead(7);
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if (FlxG.keys.justReleased.D) finishPlaceNoteAtPlayhead(7);
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if (FlxG.keys.justPressed.LEFT) placeNoteAtPlayhead(0);
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if (FlxG.keys.justReleased.LEFT) finishPlaceNoteAtPlayhead(0);
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if (FlxG.keys.justPressed.DOWN) placeNoteAtPlayhead(1);
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if (FlxG.keys.justReleased.DOWN) finishPlaceNoteAtPlayhead(1);
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if (FlxG.keys.justPressed.UP) placeNoteAtPlayhead(2);
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if (FlxG.keys.justReleased.UP) finishPlaceNoteAtPlayhead(2);
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if (FlxG.keys.justPressed.RIGHT) placeNoteAtPlayhead(3);
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if (FlxG.keys.justReleased.RIGHT) finishPlaceNoteAtPlayhead(3);
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case ChartEditorLiveInputStyle.NumberKeys:
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// Flipped because Dad is on the left but represents data 0-3.
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if (FlxG.keys.justPressed.ONE) placeNoteAtPlayhead(4);
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if (FlxG.keys.justReleased.ONE) finishPlaceNoteAtPlayhead(4);
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if (FlxG.keys.justPressed.TWO) placeNoteAtPlayhead(5);
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if (FlxG.keys.justReleased.TWO) finishPlaceNoteAtPlayhead(5);
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if (FlxG.keys.justPressed.THREE) placeNoteAtPlayhead(6);
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if (FlxG.keys.justReleased.THREE) finishPlaceNoteAtPlayhead(6);
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if (FlxG.keys.justPressed.FOUR) placeNoteAtPlayhead(7);
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if (FlxG.keys.justReleased.FOUR) finishPlaceNoteAtPlayhead(7);
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if (FlxG.keys.justPressed.FIVE) placeNoteAtPlayhead(0);
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if (FlxG.keys.justReleased.FIVE) finishPlaceNoteAtPlayhead(0);
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if (FlxG.keys.justPressed.SIX) placeNoteAtPlayhead(1);
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if (FlxG.keys.justPressed.SEVEN) placeNoteAtPlayhead(2);
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if (FlxG.keys.justReleased.SEVEN) finishPlaceNoteAtPlayhead(2);
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if (FlxG.keys.justPressed.EIGHT) placeNoteAtPlayhead(3);
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if (FlxG.keys.justReleased.EIGHT) finishPlaceNoteAtPlayhead(3);
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case ChartEditorLiveInputStyle.None:
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// Do nothing.
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}
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}
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// Place events at playhead.
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// Place events at playhead.
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@ -1,6 +1,9 @@
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package funkin.util.plugins;
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package funkin.util.plugins;
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import flixel.FlxG;
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import flixel.FlxBasic;
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import flixel.FlxBasic;
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import funkin.ui.MusicBeatState;
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import funkin.ui.MusicBeatSubState;
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/**
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/**
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* A plugin which adds functionality to press `F5` to reload all game assets, then reload the current state.
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* A plugin which adds functionality to press `F5` to reload all game assets, then reload the current state.
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@ -27,6 +30,10 @@ class ReloadAssetsDebugPlugin extends FlxBasic
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#else
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#else
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if (FlxG.keys.justPressed.F5)
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if (FlxG.keys.justPressed.F5)
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#end
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#end
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{
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var state:Dynamic = FlxG.state;
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if (state is MusicBeatState || state is MusicBeatSubState) state.reloadAssets();
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else
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{
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{
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funkin.modding.PolymodHandler.forceReloadAssets();
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funkin.modding.PolymodHandler.forceReloadAssets();
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@ -34,6 +41,7 @@ class ReloadAssetsDebugPlugin extends FlxBasic
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FlxG.resetState();
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FlxG.resetState();
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}
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}
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}
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}
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}
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public override function destroy():Void
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public override function destroy():Void
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||||||
{
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{
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Reference in a new issue