Tunnel tunnels (#577)

* tunnel tunnel

tunnel

* tunnel messes with the volume

* tempo finder can now be reset by waiting

now uses the conductor's time source if it exists and is playing

* wip anims

* Animations Finished

* add tunnel sound

* tunnel shader

fix the left sound

* add pre-sliced BG assets

---------

Co-authored-by: Seanski2 <seanbenedit@gmail.com>
This commit is contained in:
minenice55
2023-11-24 17:59:34 -05:00
committed by GitHub
parent 0b6ad7bdca
commit 13db943ab5
62 changed files with 7323 additions and 1270 deletions

View File

@ -2,41 +2,76 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Editor
namespace HeavenStudio.Editor
{
public class TempoFinder : Dialog
{
private bool pressed;
private float timePressed;
[SerializeField] private BPMText bpmText;
private void Awake()
private bool pressed;
private double timePressed;
private double lastTimePressed = double.MinValue;
private void Awake()
{
pressed = false;
timePressed = 0f;
lastTimePressed = double.MinValue;
}
public void SwitchTempoDialog()
{
if(dialog.activeSelf) {
if (dialog.activeSelf)
{
dialog.SetActive(false);
timePressed = 0;
lastTimePressed = double.MinValue;
bpmText.ResetText();
} else {
}
else
{
ResetAllDialogs();
dialog.SetActive(true);
}
}
public void TapBPM()
{
pressed = true;
}
private void Update()
{
bool conductorTimeSource = Conductor.instance != null && Conductor.instance.NotStopped();
timePressed += Time.deltaTime;
if(pressed)
if (timePressed > 2)
{
pressed = false;
bpmText.ChangeText(timePressed);
timePressed = 0;
lastTimePressed = double.MinValue;
bpmText.ClearSamples();
pressed = false;
}
if (pressed)
{
if (!conductorTimeSource)
{
bpmText.ChangeText(timePressed);
lastTimePressed = double.MinValue;
}
else
{
if (lastTimePressed == double.MinValue)
{
bpmText.ChangeText(timePressed);
}
else
{
bpmText.ChangeText(Conductor.instance.songPositionAsDouble - lastTimePressed);
}
lastTimePressed = Conductor.instance.songPositionAsDouble;
}
timePressed = 0;
pressed = false;
}
}
}