[fix] Fixed an issue that sjplayer.Context wasn't destroyed after end of the game.
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2345cfb22a
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@ -42,15 +42,16 @@ class PlayScene : SceneInterface {
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music_.PlayForGame();
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music_.PlayForGame();
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}
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}
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override SceneInterface Update(KeyInput input) {
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override SceneInterface Update(KeyInput input) {
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const beat = music_.beat;
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beat_ = music_.beat;
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if (beat >= context_.length) {
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if (beat_ >= context_.length) {
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music_.StopPlaying();
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music_.StopPlaying();
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result_scene_.Initialize(music_, score_);
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result_scene_.Initialize(music_, score_);
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return result_scene_;
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return result_scene_;
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}
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}
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context_.OperateScheduledControllers(beat);
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context_.OperateScheduledControllers(beat_);
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context_.actor.Accelarate(GetAccelarationFromKeyInput(input));
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context_.actor.Accelarate(GetAccelarationFromKeyInput(input));
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@ -78,6 +79,10 @@ class PlayScene : SceneInterface {
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context_.DrawActor();
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context_.DrawActor();
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context_.EndDrawing();
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context_.EndDrawing();
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if (beat_ >= context_.length) {
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context_.destroy();
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}
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}
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}
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private:
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private:
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@ -95,5 +100,6 @@ class PlayScene : SceneInterface {
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Music music_;
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Music music_;
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sjplayer.Context context_;
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sjplayer.Context context_;
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float beat_;
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int score_;
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int score_;
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}
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}
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@ -65,7 +65,7 @@ class TitleScene : SceneInterface {
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lobby_.cube_interval = cube_interval_ease_.Calculate(ratio);
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lobby_.cube_interval = cube_interval_ease_.Calculate(ratio);
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if (input.down) {
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if (anime_.isFinished && input.down) {
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select_scene_.Initialize();
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select_scene_.Initialize();
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return select_scene_;
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return select_scene_;
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}
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}
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