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
This commit is contained in:
minenice55
2024-04-07 00:54:06 -04:00
committed by minenice55
parent 47905fffc2
commit a3f33e5279
49 changed files with 2372 additions and 242 deletions

View File

@ -69,7 +69,7 @@ namespace HeavenStudio.Games.Scripts_FanClub
//idol jumping physics
float jumpPos = cond.GetPositionFromBeat(startJumpTime, 1f);
float IDOL_SHADOW_SCALE = 1.18f;
if (cond.songPositionInBeatsAsDouble >= startJumpTime && cond.songPositionInBeatsAsDouble < startJumpTime + 1f)
if (cond.unswungSongPositionInBeatsAsDouble >= startJumpTime && cond.unswungSongPositionInBeatsAsDouble < startJumpTime + 1f)
{
hasJumped = true;
float yMul = jumpPos * 2f - 1f;
@ -77,7 +77,7 @@ namespace HeavenStudio.Games.Scripts_FanClub
rootTransform.transform.localPosition = new Vector3(startPostion + stepDistance * AnimCount, rootYPos + (2f * yWeight + 0.25f));
shadow.transform.localScale = new Vector3((1f-yWeight*0.8f) * IDOL_SHADOW_SCALE, (1f-yWeight*0.8f) * IDOL_SHADOW_SCALE, 1f);
anim.DoScaledAnimation("Jump", startJumpTime, 1f);
anim.DoScaledAnimation("Jump", startJumpTime, 1f, ignoreSwing: true);
}
else
{
@ -160,12 +160,11 @@ namespace HeavenStudio.Games.Scripts_FanClub
{
if (startStepBeat != double.MaxValue) return;
if (!gameObject.activeInHierarchy) return;
startJumpTime = beat;
startJumpTime = Conductor.instance.GetUnSwungBeat(beat);
//play anim
BeatAction.New(this, new List<BeatAction.Action>()
{
// new BeatAction.Action(beat, delegate { anim.Play("Jump", -1, 0); }),
new BeatAction.Action(beat + 1f, delegate { anim.Play("Land", -1, 0); }),
});
}