forked from nikita/muzika-gromche
				
			organize code into functions, add some comments, add a null check
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				|  | @ -55,6 +55,54 @@ namespace MuzikaGromche | ||||||
| 		public static Coroutine JesterLightSwitching; | 		public static Coroutine JesterLightSwitching; | ||||||
| 		public static Track CurrentTrack; | 		public static Track CurrentTrack; | ||||||
| 
 | 
 | ||||||
|  | 		public static void StartLightSwitching(MonoBehaviour __instance) | ||||||
|  | 		{ | ||||||
|  | 			StopLightSwitching(__instance); | ||||||
|  | 			JesterLightSwitching = __instance.StartCoroutine(rotateColors()); | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		public static void StopLightSwitching(MonoBehaviour __instance) | ||||||
|  | 		{ | ||||||
|  | 			if (JesterLightSwitching != null) { | ||||||
|  | 				__instance.StopCoroutine(JesterLightSwitching); | ||||||
|  | 				JesterLightSwitching = null; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		public static void SetLightColor(Color color) | ||||||
|  | 		{ | ||||||
|  | 			foreach (var light in RoundManager.Instance.allPoweredLights) | ||||||
|  | 			{ | ||||||
|  | 				light.color = color; | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		public static void ResetLightColor() | ||||||
|  | 		{ | ||||||
|  | 			SetLightColor(Color.white); | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
|  | 		// TODO: Move to Track class to make them customizable per-song | ||||||
|  | 		static List<Color> colors = [Color.magenta, Color.cyan, Color.green, Color.yellow]; | ||||||
|  | 
 | ||||||
|  | 		public static IEnumerator rotateColors() | ||||||
|  | 		{ | ||||||
|  | 			Debug.Log("Starting color rotation"); | ||||||
|  | 			var i = 0; | ||||||
|  | 			while (true) | ||||||
|  | 			{ | ||||||
|  | 				var color = colors[i]; | ||||||
|  | 				Debug.Log("Chose color " + color); | ||||||
|  | 				SetLightColor(color); | ||||||
|  | 				i = (i + 1) % colors.Count; | ||||||
|  | 				if (CurrentTrack != null) { | ||||||
|  | 					yield return new WaitForSeconds(60f / CurrentTrack.Bpm); | ||||||
|  | 				} else { | ||||||
|  | 					yield break; | ||||||
|  | 				} | ||||||
|  | 			} | ||||||
|  | 		} | ||||||
|  | 
 | ||||||
| 		private void Awake() | 		private void Awake() | ||||||
| 		{ | 		{ | ||||||
| 			string text = Info.Location.TrimEnd((PluginInfo.PLUGIN_NAME + ".dll").ToCharArray()); | 			string text = Info.Location.TrimEnd((PluginInfo.PLUGIN_NAME + ".dll").ToCharArray()); | ||||||
|  | @ -71,8 +119,9 @@ namespace MuzikaGromche | ||||||
| 
 | 
 | ||||||
| 			if (requests.All(request => request.result == UnityWebRequest.Result.Success)) { | 			if (requests.All(request => request.result == UnityWebRequest.Result.Success)) { | ||||||
| 				for (int i = 0; i < Tracks.Length; i++) { | 				for (int i = 0; i < Tracks.Length; i++) { | ||||||
| 					Tracks[i].LoadedStart = DownloadHandlerAudioClip.GetContent(requests[i * 2]); | 					Track track = Tracks[i]; | ||||||
| 					Tracks[i].LoadedLoop = DownloadHandlerAudioClip.GetContent(requests[i * 2 + 1]); | 					track.LoadedStart = DownloadHandlerAudioClip.GetContent(requests[i * 2]); | ||||||
|  | 					track.LoadedLoop = DownloadHandlerAudioClip.GetContent(requests[i * 2 + 1]); | ||||||
| 				} | 				} | ||||||
| 				new Harmony(PluginInfo.PLUGIN_NAME).PatchAll(typeof(JesterPatch)); | 				new Harmony(PluginInfo.PLUGIN_NAME).PatchAll(typeof(JesterPatch)); | ||||||
| 			} else { | 			} else { | ||||||
|  | @ -84,8 +133,14 @@ namespace MuzikaGromche | ||||||
| 	public class Track | 	public class Track | ||||||
| 	{ | 	{ | ||||||
| 		public string Name; | 		public string Name; | ||||||
|  | 		// Wind-up time can be shorter than the Start audio track, so that | ||||||
|  | 		// the "pop" effect can be baked in the Start audio and kept away | ||||||
|  | 		// from the looped part. | ||||||
| 		public float WindUpTimer; | 		public float WindUpTimer; | ||||||
|  | 		// BPM for light switching in sync with the music. There is no offset, | ||||||
|  | 		// so the Loop track should start precisely on a beat. | ||||||
| 		public float Bpm; | 		public float Bpm; | ||||||
|  | 
 | ||||||
| 		public AudioClip LoadedStart; | 		public AudioClip LoadedStart; | ||||||
| 		public AudioClip LoadedLoop; | 		public AudioClip LoadedLoop; | ||||||
| 	} | 	} | ||||||
|  | @ -107,27 +162,6 @@ namespace MuzikaGromche | ||||||
| 			} | 			} | ||||||
| 		} | 		} | ||||||
| 
 | 
 | ||||||
| 		static List<Color> colors = [Color.magenta, Color.cyan, Color.green, Color.yellow]; |  | ||||||
| 
 |  | ||||||
| 		public static IEnumerator rotateColors() |  | ||||||
| 		{ |  | ||||||
| 			Debug.Log("Starting color rotation"); |  | ||||||
| 			var i = 0; |  | ||||||
| 			while (true) |  | ||||||
| 			{ |  | ||||||
| 				var color = colors[i]; |  | ||||||
| 				Debug.Log("Chose color " + color); |  | ||||||
| 				foreach (var light in RoundManager.Instance.allPoweredLights) |  | ||||||
| 				{ |  | ||||||
| 					light.color = color; |  | ||||||
| 				} |  | ||||||
| 
 |  | ||||||
| 				i += 1; |  | ||||||
| 				if (i >= colors.Count) i = 0; |  | ||||||
| 				yield return new WaitForSeconds(60f / Plugin.CurrentTrack.Bpm); |  | ||||||
| 			} |  | ||||||
| 		} |  | ||||||
| 
 |  | ||||||
| 		[HarmonyPatch("Update")] | 		[HarmonyPatch("Update")] | ||||||
| 		[HarmonyPostfix] | 		[HarmonyPostfix] | ||||||
| 		public static void DoNotStopTheMusic(JesterAI __instance, State __state) | 		public static void DoNotStopTheMusic(JesterAI __instance, State __state) | ||||||
|  | @ -170,24 +204,13 @@ namespace MuzikaGromche | ||||||
| 			if (__instance.currentBehaviourStateIndex is 2 && __state.prevStateindex != 2) | 			if (__instance.currentBehaviourStateIndex is 2 && __state.prevStateindex != 2) | ||||||
| 			{ | 			{ | ||||||
| 				__instance.creatureVoice.Stop(); | 				__instance.creatureVoice.Stop(); | ||||||
| 
 | 				Plugin.StartLightSwitching(__instance); | ||||||
| 				if (Plugin.JesterLightSwitching != null) { |  | ||||||
| 					__instance.StopCoroutine(Plugin.JesterLightSwitching); |  | ||||||
| 					Plugin.JesterLightSwitching = null; |  | ||||||
| 				} |  | ||||||
| 				Plugin.JesterLightSwitching = __instance.StartCoroutine(rotateColors()); |  | ||||||
| 			} | 			} | ||||||
| 
 | 
 | ||||||
| 			if (__instance.currentBehaviourStateIndex != 2 && __state.prevStateindex == 2) | 			if (__instance.currentBehaviourStateIndex != 2 && __state.prevStateindex == 2) | ||||||
| 			{ | 			{ | ||||||
| 				if (Plugin.JesterLightSwitching != null) { | 				Plugin.StopLightSwitching(__instance); | ||||||
| 					__instance.StopCoroutine(Plugin.JesterLightSwitching); | 				Plugin.ResetLightColor(); | ||||||
| 					Plugin.JesterLightSwitching = null; |  | ||||||
| 				} |  | ||||||
| 				foreach (var light in RoundManager.Instance.allPoweredLights) |  | ||||||
| 				{ |  | ||||||
| 					light.color = Color.white; |  | ||||||
| 				} |  | ||||||
| 			} | 			} | ||||||
| 
 | 
 | ||||||
| 			if (__instance.currentBehaviourStateIndex is 2 && !__instance.creatureVoice.isPlaying) | 			if (__instance.currentBehaviourStateIndex is 2 && !__instance.creatureVoice.isPlaying) | ||||||
|  |  | ||||||
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