use NoteDataUtil::LoadTransformedLightsFromTwo
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@@ -1097,20 +1097,50 @@ void ScreenGameplay::LoadLights()
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m_CabinetLightsNoteData.Init();
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ASSERT( GAMESTATE->m_pCurSong );
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const Steps *pSteps = GAMESTATE->m_pCurSong->GetClosestNotes( STEPS_TYPE_LIGHTS_CABINET, StringToDifficulty(PREFSMAN->m_sLightsStepsDifficulty) );
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const Steps *pSteps = GAMESTATE->m_pCurSong->GetClosestNotes( STEPS_TYPE_LIGHTS_CABINET, DIFFICULTY_MEDIUM );
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if( pSteps != NULL )
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{
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pSteps->GetNoteData( m_CabinetLightsNoteData );
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return;
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}
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pSteps = GAMESTATE->m_pCurSong->GetClosestNotes( GAMESTATE->GetCurrentStyle()->m_StepsType, StringToDifficulty(PREFSMAN->m_sLightsStepsDifficulty) );
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if( pSteps )
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{
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NoteData TapNoteData;
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pSteps->GetNoteData( TapNoteData );
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NoteDataUtil::LoadTransformedLights( TapNoteData, m_CabinetLightsNoteData, GameManager::StepsTypeToNumTracks(STEPS_TYPE_LIGHTS_CABINET) );
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}
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CString sDifficulty = PREFSMAN->m_sLightsStepsDifficulty;
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vector<CString> asDifficulties;
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split( sDifficulty, ",", asDifficulties );
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LOG->Trace( "xxx %i", asDifficulties.size() );
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Difficulty d1 = DIFFICULTY_INVALID;
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if( asDifficulties.size() > 0 )
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{
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d1 = StringToDifficulty( asDifficulties[0] );
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LOG->Trace( "d1 %i", d1 );
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}
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pSteps = GAMESTATE->m_pCurSong->GetClosestNotes( GAMESTATE->GetCurrentStyle()->m_StepsType, d1 );
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// If we can't find anything at all, stop.
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if( pSteps == NULL )
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return;
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NoteData TapNoteData1;
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pSteps->GetNoteData( TapNoteData1 );
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if( asDifficulties.size() > 1 )
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{
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Difficulty d2 = StringToDifficulty( asDifficulties[1] );
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LOG->Trace( "d2 %i", d2 );
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const Steps *pSteps2 = GAMESTATE->m_pCurSong->GetClosestNotes( GAMESTATE->GetCurrentStyle()->m_StepsType, d2 );
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if( pSteps != NULL && pSteps2 != NULL && pSteps != pSteps2 )
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{
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NoteData TapNoteData2;
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pSteps2->GetNoteData( TapNoteData2 );
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NoteDataUtil::LoadTransformedLightsFromTwo( TapNoteData1, TapNoteData2, m_CabinetLightsNoteData );
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return;
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}
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/* fall through */
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}
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NoteDataUtil::LoadTransformedLights( TapNoteData1, m_CabinetLightsNoteData, GameManager::StepsTypeToNumTracks(STEPS_TYPE_LIGHTS_CABINET) );
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}
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float ScreenGameplay::StartPlayingSong(float MinTimeToNotes, float MinTimeToMusic)
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