Change Discord stuff to only windows
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@ -40,7 +40,7 @@ import openfl.display.BlendMode;
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import openfl.display.StageQuality;
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import openfl.filters.ShaderFilter;
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#if desktop
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#if windows
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import Discord.DiscordClient;
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#end
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@ -72,7 +72,7 @@ class PlayState extends MusicBeatState
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var songLength:Float = 0;
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#if desktop
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#if windows
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// Discord RPC variables
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var storyDifficultyText:String = "";
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var iconRPC:String = "";
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@ -197,7 +197,7 @@ class PlayState extends MusicBeatState
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repPresses = 0;
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repReleases = 0;
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#if desktop
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#if windows
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// Making difficulty text for Discord Rich Presence.
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switch (storyDifficulty)
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{
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@ -1192,7 +1192,7 @@ class PlayState extends MusicBeatState
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default: allowedToHeadbang = false;
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}
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#if desktop
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#if windows
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// Updating Discord Rich Presence (with Time Left)
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DiscordClient.changePresence(detailsText + " " + SONG.song + " (" + storyDifficultyText + ") " + generateRanking(), "\nAcc: " + truncateFloat(accuracy, 2) + "% | Score: " + songScore + " | Misses: " + misses , iconRPC);
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#end
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@ -1421,7 +1421,7 @@ class PlayState extends MusicBeatState
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vocals.pause();
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}
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#if desktop
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#if windows
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DiscordClient.changePresence("PAUSED on " + SONG.song + " (" + storyDifficultyText + ") " + generateRanking(), "Acc: " + truncateFloat(accuracy, 2) + "% | Score: " + songScore + " | Misses: " + misses , iconRPC);
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#end
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if (!startTimer.finished)
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@ -1444,7 +1444,7 @@ class PlayState extends MusicBeatState
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startTimer.active = true;
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paused = false;
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#if desktop
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#if windows
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if (startTimer.finished)
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{
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DiscordClient.changePresence(detailsText + " " + SONG.song + " (" + storyDifficultyText + ") " + generateRanking(), "\nAcc: " + truncateFloat(accuracy, 2) + "% | Score: " + songScore + " | Misses: " + misses, iconRPC, true, songLength - Conductor.songPosition);
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@ -1469,7 +1469,7 @@ class PlayState extends MusicBeatState
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vocals.time = Conductor.songPosition;
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vocals.play();
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#if desktop
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#if windows
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DiscordClient.changePresence(detailsText + " " + SONG.song + " (" + storyDifficultyText + ") " + generateRanking(), "\nAcc: " + truncateFloat(accuracy, 2) + "% | Score: " + songScore + " | Misses: " + misses , iconRPC);
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#end
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}
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@ -1655,7 +1655,7 @@ class PlayState extends MusicBeatState
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if (FlxG.keys.justPressed.SEVEN)
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{
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#if desktop
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#if windows
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DiscordClient.changePresence("Chart Editor", null, null, true);
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#end
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FlxG.switchState(new ChartingState());
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@ -1940,7 +1940,7 @@ class PlayState extends MusicBeatState
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openSubState(new GameOverSubstate(boyfriend.getScreenPosition().x, boyfriend.getScreenPosition().y));
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#if desktop
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#if windows
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// Game Over doesn't get his own variable because it's only used here
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DiscordClient.changePresence("GAME OVER -- " + SONG.song + " (" + storyDifficultyText + ") " + generateRanking(),"\nAcc: " + truncateFloat(accuracy, 2) + "% | Score: " + songScore + " | Misses: " + misses , iconRPC);
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#end
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@ -3111,7 +3111,7 @@ class PlayState extends MusicBeatState
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// yes this updates every step.
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// yes this is bad
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// but i'm doing it to update misses and accuracy
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#if desktop
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#if windows
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// Song duration in a float, useful for the time left feature
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songLength = FlxG.sound.music.length;
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