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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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@ -116,7 +116,7 @@ namespace HeavenStudio.Games.Scripts_FanClub
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}
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if (PlayerInput.GetIsAction(FanClub.InputAction_BasicPressing))
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{
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if (clappingStartTime != double.MinValue && cond.songPositionInBeatsAsDouble > clappingStartTime + 2f && !stopCharge)
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if (clappingStartTime != double.MinValue && cond.unswungSongPositionInBeatsAsDouble > clappingStartTime + 2f && !stopCharge)
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{
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animator.speed = 1f;
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animator.Play("FanClapCharge", -1, 0);
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@ -131,7 +131,7 @@ namespace HeavenStudio.Games.Scripts_FanClub
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nonTouchDelay = 0f;
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stopCharge = true;
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}
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if (clappingStartTime != double.MinValue && cond.songPositionInBeatsAsDouble > clappingStartTime + nonTouchDelay && stopCharge
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if (clappingStartTime != double.MinValue && cond.unswungSongPositionInBeatsAsDouble > clappingStartTime + nonTouchDelay && stopCharge
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&& !FanClub.instance.IsExpectingInputNow(FanClub.InputAction_FlickRelease.inputLockCategory))
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{
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if (FanClub.instance.JudgementPaused)
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@ -163,14 +163,14 @@ namespace HeavenStudio.Games.Scripts_FanClub
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}
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float jumpPos = cond.GetPositionFromBeat(jumpStartTime, 1f);
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if (cond.songPositionInBeatsAsDouble >= jumpStartTime && cond.songPositionInBeatsAsDouble < jumpStartTime + 1f)
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if (cond.unswungSongPositionInBeatsAsDouble >= jumpStartTime && cond.unswungSongPositionInBeatsAsDouble < jumpStartTime + 1f)
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{
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hasJumped = true;
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float yMul = jumpPos * 2f - 1f;
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float yWeight = -(yMul*yMul) + 1f;
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motionRoot.transform.localPosition = new Vector3(0, 3f * yWeight);
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shadow.transform.localScale = new Vector3((1f-yWeight*0.8f) * 1.4f, (1f-yWeight*0.8f) * 1.4f, 1f);
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animator.DoScaledAnimation("FanJump", jumpStartTime);
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animator.DoScaledAnimation("FanJump", jumpStartTime, ignoreSwing: true);
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}
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else
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{
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@ -205,12 +205,12 @@ namespace HeavenStudio.Games.Scripts_FanClub
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var cond = Conductor.instance;
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hasJumped = false;
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stopBeat = true;
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jumpStartTime = -99f;
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jumpStartTime = double.MinValue;
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animator.speed = 1f;
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animator.Play("FanClap", -1, 0);
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SoundByte.PlayOneShotGame("fanClub/play_clap");
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SoundByte.PlayOneShotGame("fanClub/crap_impact");
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clappingStartTime = cond.songPositionInBeatsAsDouble;
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clappingStartTime = cond.unswungSongPositionInBeatsAsDouble;
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if (doCharge)
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BeatAction.New(this, new List<BeatAction.Action>()
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@ -247,7 +247,7 @@ namespace HeavenStudio.Games.Scripts_FanClub
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var cond = Conductor.instance;
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animator.Play("FanJump", -1, 0);
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SoundByte.PlayOneShotGame("fanClub/play_jump");
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jumpStartTime = cond.songPositionInBeatsAsDouble;
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jumpStartTime = cond.unswungSongPositionInBeatsAsDouble;
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clappingStartTime = double.MinValue;
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stopCharge = false;
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}
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@ -255,7 +255,7 @@ namespace HeavenStudio.Games.Scripts_FanClub
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public bool IsJumping()
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{
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var cond = Conductor.instance;
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return (cond.songPositionInBeatsAsDouble >= jumpStartTime && cond.songPositionInBeatsAsDouble < jumpStartTime + 1f);
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return (cond.unswungSongPositionInBeatsAsDouble >= jumpStartTime && cond.unswungSongPositionInBeatsAsDouble < jumpStartTime + 1f);
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}
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public void Bop()
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