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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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@ -7,55 +7,33 @@ using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_WorkingDough
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{
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public enum FlyingStage
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public class NPCDoughBall : SuperCurveObject
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{
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EnteringUp = 0,
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EnteringDown = 1,
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ExitingUp = 2,
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ExitingDown = 3
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}
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public class NPCDoughBall : MonoBehaviour
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{
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public double startBeat;
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private double startBeat = double.MinValue;
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private Path path;
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[SerializeField] private GameObject gandw;
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public FlyingStage currentFlyingStage = FlyingStage.EnteringUp;
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[NonSerialized] public BezierCurve3D enterUpCurve;
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[NonSerialized] public BezierCurve3D enterDownCurve;
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[NonSerialized] public BezierCurve3D exitUpCurve;
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[NonSerialized] public BezierCurve3D exitDownCurve;
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public void Init(double beat, bool hasGandw)
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{
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startBeat = beat;
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path = WorkingDough.instance.GetPath("NPCBall");
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if (gandw != null) gandw.SetActive(hasGandw);
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Update();
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}
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private void Update()
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{
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var cond = Conductor.instance;
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float flyPos = 0f;
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switch (currentFlyingStage) {
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case FlyingStage.EnteringUp:
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flyPos = cond.GetPositionFromBeat(startBeat, 0.5f);
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transform.position = enterUpCurve.GetPoint(flyPos);
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if (flyPos > 1f) currentFlyingStage = FlyingStage.EnteringDown;
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break;
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case FlyingStage.EnteringDown:
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flyPos = cond.GetPositionFromBeat(startBeat + 0.5f, 0.5f);
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transform.position = enterDownCurve.GetPoint(flyPos);
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if (flyPos > 1f) currentFlyingStage = FlyingStage.ExitingUp;
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break;
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case FlyingStage.ExitingUp:
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flyPos = cond.GetPositionFromBeat(startBeat + 1f, 0.5f);
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transform.position = exitUpCurve.GetPoint(flyPos);
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if (flyPos > 1f) currentFlyingStage = FlyingStage.ExitingDown;
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break;
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case FlyingStage.ExitingDown:
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flyPos = cond.GetPositionFromBeat(startBeat + 1.5f, 0.5f);
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transform.position = exitDownCurve.GetPoint(flyPos);
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if (flyPos > 1f) GameObject.Destroy(gameObject);
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break;
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if (cond.isPlaying && !cond.isPaused)
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{
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double beat = cond.songPositionInBeats;
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if (startBeat > double.MinValue)
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{
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Vector3 pos = GetPathPositionFromBeat(path, Math.Max(beat, startBeat), startBeat);
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transform.position = pos;
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if (beat >= startBeat + 2) Destroy(gameObject);
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}
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}
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}
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}
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