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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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@ -35,7 +35,7 @@ namespace HeavenStudio.Games.Loaders
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new GameAction("sigh", "Sigh")
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{
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function = delegate { Jukebox.PlayOneShot("games/forkLifter/sigh"); }
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function = delegate { SoundByte.PlayOneShot("games/forkLifter/sigh"); }
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},
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new GameAction("color", "Background Color")
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{
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@ -137,15 +137,15 @@ namespace HeavenStudio.Games
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instance = this;
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}
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public override void OnGameSwitch(float beat)
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public override void OnGameSwitch(double beat)
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{
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base.OnGameSwitch(beat);
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ForkLifterHand.CheckNextFlick();
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}
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public void Flick(float beat, int type)
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public void Flick(double beat, int type)
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{
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Jukebox.PlayOneShotGame("forkLifter/flick");
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SoundByte.PlayOneShotGame("forkLifter/flick");
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handAnim.Play("Hand_Flick", 0, 0);
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ForkLifterHand.currentFlickIndex++;
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GameObject fo = Instantiate(flickedObject);
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