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

@ -4,6 +4,8 @@ using System.Linq;
using UnityEngine;
using HeavenStudio.Util;
using Jukebox;
using Jukebox.Legacy;
namespace HeavenStudio.Games.Scripts_ForkLifter
{
@ -13,17 +15,17 @@ namespace HeavenStudio.Games.Scripts_ForkLifter
public Sprite[] fastSprites;
private List<DynamicBeatmap.DynamicEntity> allFlickEntities = new List<DynamicBeatmap.DynamicEntity>();
private List<RiqEntity> allFlickEntities = new List<RiqEntity>();
public int currentFlickIndex;
private void Awake()
{
var flickEntities = EventCaller.GetAllInGameManagerList("forkLifter", new string[] { "flick" });
List<DynamicBeatmap.DynamicEntity> tempEvents = new List<DynamicBeatmap.DynamicEntity>();
List<RiqEntity> tempEvents = new List<RiqEntity>();
for (int i = 0; i < flickEntities.Count; i++)
{
if (flickEntities[i].beat >= Conductor.instance.songPositionInBeats)
if (flickEntities[i].beat >= Conductor.instance.songPositionInBeatsAsDouble)
{
tempEvents.Add(flickEntities[i]);
}
@ -63,7 +65,7 @@ namespace HeavenStudio.Games.Scripts_ForkLifter
public void Prepare()
{
Jukebox.PlayOneShotGame("forkLifter/flickPrepare");
SoundByte.PlayOneShotGame("forkLifter/flickPrepare");
GetComponent<Animator>().Play("Hand_Prepare", 0, 0);
}
}