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Update from release 1 branch (#472)
* Integration of Jukebox Library (#451) * add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing * a lot * munchy monk input + mustache fixes * fork lifter and pajama party bopping * meat grinder miss bop fix * cloud monkey Real * marching orders Go! was broken * force march doesn't break when it's too early from a game switch * you can use the March! block without the marching now * convert float to double and all that * editor fixes (#459) * ditch loading dialog doesn't show up when it's supposed to * format song offset in editor * remove VorbisPlugin * Update Editor.cs * add updater for marching orders turn * make base datamodels for special entity reading (#463) * make base datamodels for special entity reading * fix crop stomp breaking when no game switch or remix end is set * fix save shortcut fix loading charts with no music * don't infer track when importing a v0 riq from another program * You can now place inputs on top of pass turn for rhythm tweezers * Rockers can do it too now * Some new curves * Converted everything to new curves and made playerballs handle themselves input-wise * working dough converted, need to fix eveerything though * ball transporter anims for pass turn * update Jukebox to latest version fixes for inferred entity loading * new sounds * OnSpawnBall reimplemented * Proper inactive handling now * gandw on balls has been added * Rhythm tweezers pass turn now works like working dough * modernised rockers pass turn * Fixed small balls not working in working dough * Fixed weird curve stuff on game switch in working dough * let play mode start if no song file is loaded fix issue with loading large audio files * add "updater" for the old marching entity --------- Co-authored-by: AstrlJelly <bdlawson115@gmail.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
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@ -6,8 +6,7 @@ using UnityEngine;
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using Starpelly;
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using Jukebox;
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using Jukebox.Legacy;
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using Newtonsoft.Json;
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using HeavenStudio.Util;
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using HeavenStudio.Games;
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using HeavenStudio.Common;
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@ -47,6 +46,9 @@ namespace HeavenStudio
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[NonSerialized] public RiqEntity currentSection, nextSection;
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public double sectionProgress { get; private set; }
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bool AudioLoadDone;
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bool ChartLoadError;
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public event Action<double> onBeatChanged;
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public event Action<RiqEntity> onSectionChange;
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@ -105,6 +107,8 @@ namespace HeavenStudio
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public void Init(bool preLoaded = false)
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{
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AudioLoadDone = false;
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ChartLoadError = false;
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currentPreEvent= 0;
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currentPreSwitch = 0;
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currentPreSequence = 0;
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@ -142,6 +146,7 @@ namespace HeavenStudio
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}
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else
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{
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RiqFileHandler.ClearCache();
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NewRemix();
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}
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@ -164,7 +169,8 @@ namespace HeavenStudio
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}
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public void NewRemix()
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{
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{
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AudioLoadDone = false;
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Beatmap = new("1", "HeavenStudio");
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Beatmap.data.properties = Minigames.propertiesModel;
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Beatmap.AddNewTempoChange(0, 120f);
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@ -172,10 +178,12 @@ namespace HeavenStudio
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Beatmap.data.offset = 0f;
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Conductor.instance.musicSource.clip = null;
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RiqFileHandler.WriteRiq(Beatmap);
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AudioLoadDone = true;
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}
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public IEnumerator LoadMusic()
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{
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ChartLoadError = false;
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IEnumerator load = RiqFileHandler.LoadSong();
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while (true)
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{
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@ -192,20 +200,27 @@ namespace HeavenStudio
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{
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Debug.LogWarning("chart has no music: " + f.Message);
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Conductor.instance.musicSource.clip = null;
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AudioLoadDone = true;
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yield break;
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}
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catch (Exception e)
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{
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Debug.LogError($"Failed to load music: {e.Message}");
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GlobalGameManager.ShowErrorMessage("Error Loading Music", e.Message + "\n\n" + e.StackTrace);
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AudioLoadDone = true;
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ChartLoadError = true;
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yield break;
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}
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yield return current;
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}
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Conductor.instance.musicSource.clip = RiqFileHandler.StreamedAudioClip;
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AudioLoadDone = true;
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}
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public void LoadRemix(bool editor = false)
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{
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AudioLoadDone = false;
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ChartLoadError = false;
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try
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{
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Beatmap = RiqFileHandler.ReadRiq();
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@ -214,6 +229,7 @@ namespace HeavenStudio
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{
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Debug.LogError($"Failed to load remix: {e.Message}");
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GlobalGameManager.ShowErrorMessage("Error Loading RIQ", e.Message + "\n\n" + e.StackTrace);
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ChartLoadError = true;
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return;
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}
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if (!editor)
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@ -237,6 +253,15 @@ namespace HeavenStudio
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{
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SetGame("noGame");
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}
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if (editor)
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{
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Debug.Log(Beatmap.data.riqOrigin);
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if (Beatmap.data.riqOrigin != "HeavenStudio")
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{
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GlobalGameManager.ShowErrorMessage("Warning", "This chart was made for another game,\nand thus may not be playable in Heaven Studio.\n<color=\"yellow\">You may be able to edit this chart in Heaven Studio to be used in its original game.</color>\n\n<alpha=#AA>Chart Origin: " + Beatmap.data.riqOrigin.DisplayName());
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}
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}
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}
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public void ScoreInputAccuracy(double accuracy, bool late, double time, double weight = 1, bool doDisplay = true)
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@ -551,7 +576,7 @@ namespace HeavenStudio
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// wait for first game to be loaded
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yield return new WaitUntil(() => Beatmap != null && Beatmap.Entities.Count > 0);
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//wait for audio clip to be loaded
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yield return new WaitUntil(() => Conductor.instance.musicSource.clip != null);
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yield return new WaitUntil(() => AudioLoadDone || (ChartLoadError && !GlobalGameManager.IsShowingDialog));
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SkillStarManager.instance.KillStar();
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TimingAccuracyDisplay.instance.StopStarFlash();
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