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* 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
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@ -11,13 +11,13 @@ namespace HeavenStudio.Games.Scripts_CatchyTune
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{
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public bool isPineapple;
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public float startBeat;
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public double startBeat;
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public Animator anim;
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public bool side;
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public float barelyStart = 0f;
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public double barelyStart = 0f;
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public bool smile;
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@ -87,7 +87,7 @@ namespace HeavenStudio.Games.Scripts_CatchyTune
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}
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}
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public static void PlaySound(float startBeat, bool side, bool isPineapple)
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public static void PlaySound(double startBeat, bool side, bool isPineapple)
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{
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string soundText = "catchyTune/";
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@ -141,7 +141,7 @@ namespace HeavenStudio.Games.Scripts_CatchyTune
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if (state <= -1f || state >= 1f)
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{
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//near miss (barely)
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barelyStart = Conductor.instance.songPositionInBeats;
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barelyStart = Conductor.instance.songPositionInBeatsAsDouble;
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game.catchBarely(side);
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@ -156,7 +156,7 @@ namespace HeavenStudio.Games.Scripts_CatchyTune
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}
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else
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{
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Jukebox.PlayOneShotGame(soundText + "Catch");
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SoundByte.PlayOneShotGame(soundText + "Catch");
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game.catchSuccess(side, isPineapple, smile, startBeat + beatLength, endSmile);
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Destroy(this.gameObject);
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}
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