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Auto-Swing (#827)
* BurstLinq make BGM resync when changing pitch (to test) * autoswing some game implementations, most games already work fine * more game tweaks * 16th note swing more game fixes make pitch change resync optional in the API * suppress some common warnings * Update Credits.txt
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@ -41,6 +41,7 @@ namespace HeavenStudio.Games.Scripts_BlueBear
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path.positions[0].height = pathToCopy.positions[0].height;
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path.positions[1].pos = pathToCopy.positions[1].pos;
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game.ScheduleInput(startBeat, flyBeats, isCake ? BlueBear.InputAction_Left : BlueBear.InputAction_Right, Just, Out, Out);
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startBeat = Conductor.instance.GetUnSwungBeat(startBeat);
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Update();
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}
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@ -52,7 +53,7 @@ namespace HeavenStudio.Games.Scripts_BlueBear
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private void Update()
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{
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var cond = Conductor.instance;
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transform.localPosition = GetPathPositionFromBeat(path, cond.songPositionInBeatsAsDouble, startBeat);
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transform.localPosition = GetPathPositionFromBeat(path, cond.unswungSongPositionInBeatsAsDouble, startBeat);
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float flyPos = cond.GetPositionFromBeat(startBeat, flyBeats);
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if (flyPos > 2f)
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@ -75,7 +76,7 @@ namespace HeavenStudio.Games.Scripts_BlueBear
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SoundByte.PlayOneShotGame("blueBear/chompDonut");
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}
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game.Bite(Conductor.instance.songPositionInBeatsAsDouble, isCake, hold);
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game.Bite(Conductor.instance.unswungSongPositionInBeatsAsDouble, isCake, hold);
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game.EatTreat();
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SpawnCrumbs();
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@ -100,7 +101,7 @@ namespace HeavenStudio.Games.Scripts_BlueBear
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path.positions[0].height = barelyHeight;
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path.positions[0].duration = 1;
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path.positions[1].pos = new Vector3(path.positions[0].pos.x + (isCake ? -barelyDistX : barelyDistX), path.positions[0].pos.y + barelyDistY);
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startBeat = Conductor.instance.songPositionInBeatsAsDouble;
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startBeat = Conductor.instance.unswungSongPositionInBeatsAsDouble;
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Update();
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return;
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}
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