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