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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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@ -91,7 +91,7 @@ namespace HeavenStudio.Games
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}
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public struct QueuedFirework
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{
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public float beat;
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public double beat;
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public bool isSparkler;
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public int whereToSpawn;
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public bool practice;
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@ -166,7 +166,7 @@ namespace HeavenStudio.Games
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stars.SetActive(!doIt);
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}
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public static void CountIn(float beat, int count)
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public static void CountIn(double beat, int count)
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{
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switch (count)
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{
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@ -197,7 +197,7 @@ namespace HeavenStudio.Games
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}
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}
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public static void PreSpawnFirework(float beat, bool isSparkler, int whereToSpawn, bool practice, int explosionType, bool applause, float verticalOffset)
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public static void PreSpawnFirework(double beat, bool isSparkler, int whereToSpawn, bool practice, int explosionType, bool applause, float verticalOffset)
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{
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if (isSparkler)
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{
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@ -230,7 +230,7 @@ namespace HeavenStudio.Games
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}
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void SpawnFirework(float beat, bool isSparkler, int whereToSpawn, bool practice, int explosionType, bool applause, float verticalOffset)
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void SpawnFirework(double beat, bool isSparkler, int whereToSpawn, bool practice, int explosionType, bool applause, float verticalOffset)
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{
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if (isSparkler && practice)
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{
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@ -270,9 +270,9 @@ namespace HeavenStudio.Games
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spawnedRocket.Init(beat, explosionType);
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}
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public void SpawnBomb(float beat, bool practice, bool applause)
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public void SpawnBomb(double beat, bool practice, bool applause)
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{
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Jukebox.PlayOneShotGame("fireworks/tamaya_4");
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SoundByte.PlayOneShotGame("fireworks/tamaya_4");
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if (practice)
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{
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MultiSound.Play(new MultiSound.Sound[]
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