Integration of Jukebox Library (#451) (#457)

* 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
This commit is contained in:
minenice55
2023-06-10 15:17:06 -04:00
committed by GitHub
parent b7afd697ce
commit b1fab52ad9
176 changed files with 4868 additions and 3013 deletions

View File

@ -25,11 +25,11 @@ namespace HeavenStudio.Games.Scripts_FanClub
public Material coreMat;
Animator anim;
float startStepBeat = float.MaxValue;
double startStepBeat = double.MaxValue;
float stepLength = 16f;
bool exiting = false;
int currentAnim = 0;
float startJumpTime = float.MinValue;
double startJumpTime = double.MinValue;
bool hasJumped = false;
const int StepCount = 8;
@ -41,14 +41,14 @@ namespace HeavenStudio.Games.Scripts_FanClub
if (cond.songPositionInBeatsAsDouble >= startStepBeat + stepLength)
{
FinishEntrance(exiting);
startStepBeat = float.MaxValue;
startStepBeat = double.MaxValue;
currentAnim = 0;
}
else if (cond.songPositionInBeatsAsDouble >= startStepBeat)
{
currentAnim = (int)((cond.songPositionInBeatsAsDouble - startStepBeat) / (stepLength / AnimCount));
float startAnimBeat = startStepBeat + (stepLength / AnimCount) * currentAnim;
float endAnimBeat = startAnimBeat + (stepLength / AnimCount);
double startAnimBeat = startStepBeat + (stepLength / AnimCount) * currentAnim;
double endAnimBeat = startAnimBeat + (stepLength / AnimCount);
float prog = (float)((cond.songPositionInBeatsAsDouble - startAnimBeat - 0.75) / (endAnimBeat - startAnimBeat));
prog = Mathf.Clamp01(prog * 4);
if (exiting)
@ -64,12 +64,12 @@ namespace HeavenStudio.Games.Scripts_FanClub
rootTransform.transform.localPosition = new Vector3(startPostion + stepDistance * currentAnim + stepDistance * prog, rootYPos);
}
if (startStepBeat == float.MaxValue)
if (startStepBeat == double.MaxValue)
{
//idol jumping physics
float jumpPos = cond.GetPositionFromBeat(startJumpTime, 1f);
float IDOL_SHADOW_SCALE = 1.18f;
if (cond.songPositionInBeats >= startJumpTime && cond.songPositionInBeats < startJumpTime + 1f)
if (cond.songPositionInBeatsAsDouble >= startJumpTime && cond.songPositionInBeatsAsDouble < startJumpTime + 1f)
{
hasJumped = true;
float yMul = jumpPos * 2f - 1f;
@ -111,7 +111,7 @@ namespace HeavenStudio.Games.Scripts_FanClub
anim = GetComponent<Animator>();
}
public void StartEntrance(float beat, float length, bool exit) {
public void StartEntrance(double beat, float length, bool exit) {
gameObject.SetActive(true);
rootTransform.SetActive(true);
shadow.SetActive(true);
@ -156,9 +156,9 @@ namespace HeavenStudio.Games.Scripts_FanClub
coreMat.SetColor("_Color", new Color(117/255f, 177/255f, 209/255f, 1));
}
public void DoIdolJump(float beat)
public void DoIdolJump(double beat)
{
if (startStepBeat != float.MaxValue) return;
if (startStepBeat != double.MaxValue) return;
if (!gameObject.activeInHierarchy) return;
startJumpTime = beat;
@ -170,11 +170,11 @@ namespace HeavenStudio.Games.Scripts_FanClub
});
}
public void PlayAnim(float beat, float length, int type)
public void PlayAnim(double beat, float length, int type)
{
if (startStepBeat != float.MaxValue) return;
if (startStepBeat != double.MaxValue) return;
if (!gameObject.activeInHierarchy) return;
startJumpTime = float.MinValue;
startJumpTime = double.MinValue;
// DisableResponse(beat, length + 0.5f);
// DisableBop(beat, length + 0.5f);
// DisableCall(beat, length + 0.5f);
@ -223,7 +223,7 @@ namespace HeavenStudio.Games.Scripts_FanClub
public void PlayAnimState(string state)
{
if (startStepBeat != float.MaxValue) return;
if (startStepBeat != double.MaxValue) return;
if (!gameObject.activeInHierarchy) return;
anim.Play(state, -1, 0);
}