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https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 22:27:38 +02:00
* 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:
@ -36,7 +36,7 @@ namespace HeavenStudio.Games.Scripts_Kitties
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if (PlayerInput.Pressed() && canClap && !Kitties.instance.IsExpectingInputNow(InputType.STANDARD_DOWN))
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{
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Jukebox.PlayOneShot("miss");
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SoundByte.PlayOneShot("miss");
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if (spawnType != 3)
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anim.Play("ClapFail", 0, 0);
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else
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@ -50,26 +50,26 @@ namespace HeavenStudio.Games.Scripts_Kitties
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}
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}
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public void ScheduleClap(float beat, int type)
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public void ScheduleClap(double beat, int type)
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{
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spawnType = type;
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Kitties.instance.ScheduleInput(beat, 2.5f, InputType.STANDARD_DOWN, ClapSuccessOne, ClapMissOne, ClapEmpty);
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Kitties.instance.ScheduleInput(beat, 3f, InputType.STANDARD_DOWN, ClapSuccessTwo, ClapMissTwo, ClapEmpty);
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}
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public void ScheduleRoll(float beat)
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public void ScheduleRoll(double beat)
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{
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Kitties.instance.ScheduleInput(beat, 2f, InputType.STANDARD_ALT_DOWN, SpinSuccessOne, SpinMissOne, SpinEmpty);
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}
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public void ScheduleRollFinish(float beat)
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public void ScheduleRollFinish(double beat)
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{
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Debug.Log(hasSpun);
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if (hasSpun)
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Kitties.instance.ScheduleInput(beat, 2.75f, InputType.STANDARD_ALT_UP, SpinSuccessTwo, SpinMissTwo, SpinEmpty);
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}
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public void ScheduleFish(float beat)
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public void ScheduleFish(double beat)
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{
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Kitties.instance.ScheduleInput(beat, 2.75f, InputType.STANDARD_DOWN, FishSuccess, FishMiss, FishEmpty);
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}
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@ -80,13 +80,13 @@ namespace HeavenStudio.Games.Scripts_Kitties
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{
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if (state >= 1f || state <= -1f)
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{ //todo: proper near miss feedback
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Jukebox.PlayOneShotGame("kitties/ClapMiss1");
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Jukebox.PlayOneShotGame("kitties/tink");
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SoundByte.PlayOneShotGame("kitties/ClapMiss1");
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SoundByte.PlayOneShotGame("kitties/tink");
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anim.Play("ClapMiss", 0, 0);
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}
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else
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{
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Jukebox.PlayOneShotGame("kitties/clap1");
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SoundByte.PlayOneShotGame("kitties/clap1");
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anim.Play("Clap1", 0, 0);
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}
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}
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@ -94,18 +94,18 @@ namespace HeavenStudio.Games.Scripts_Kitties
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{
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if (state >= 1f || state <= -1f)
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{ //todo: proper near miss feedback
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Jukebox.PlayOneShotGame("kitties/ClapMiss1");
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Jukebox.PlayOneShotGame("kitties/tink");
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SoundByte.PlayOneShotGame("kitties/ClapMiss1");
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SoundByte.PlayOneShotGame("kitties/tink");
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anim.Play("FaceClapFail", 0, 0);
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}
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Jukebox.PlayOneShotGame("kitties/clap1");
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SoundByte.PlayOneShotGame("kitties/clap1");
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anim.Play("FaceClap", 0, 0);
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}
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}
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public void ClapMissOne(PlayerActionEvent Caller)
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{
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Jukebox.PlayOneShotGame("kitties/ClapMiss1");
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SoundByte.PlayOneShotGame("kitties/ClapMiss1");
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}
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public void ClapEmpty(PlayerActionEvent Caller)
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{
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@ -118,13 +118,13 @@ namespace HeavenStudio.Games.Scripts_Kitties
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{
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if (state >= 1f || state <= -1f)
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{ //todo: proper near miss feedback
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Jukebox.PlayOneShotGame("kitties/ClapMiss2");
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Jukebox.PlayOneShotGame("kitties/tink");
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SoundByte.PlayOneShotGame("kitties/ClapMiss2");
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SoundByte.PlayOneShotGame("kitties/tink");
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anim.Play("ClapMiss", 0, 0);
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}
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else
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{
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Jukebox.PlayOneShotGame("kitties/clap2");
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SoundByte.PlayOneShotGame("kitties/clap2");
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anim.Play("Clap2", 0, 0);
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}
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}
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@ -132,31 +132,31 @@ namespace HeavenStudio.Games.Scripts_Kitties
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{
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if (state >= 1f || state <= -1f)
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{ //todo: proper near miss feedback
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Jukebox.PlayOneShotGame("kitties/ClapMiss2");
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Jukebox.PlayOneShotGame("kitties/tink");
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SoundByte.PlayOneShotGame("kitties/ClapMiss2");
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SoundByte.PlayOneShotGame("kitties/tink");
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anim.Play("FaceClapFail", 0, 0);
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}
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Jukebox.PlayOneShotGame("kitties/clap2");
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SoundByte.PlayOneShotGame("kitties/clap2");
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anim.Play("FaceClap", 0, 0);
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}
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}
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public void ClapMissTwo(PlayerActionEvent Caller)
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{
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Jukebox.PlayOneShotGame("kitties/ClapMiss2");
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SoundByte.PlayOneShotGame("kitties/ClapMiss2");
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}
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public void SpinSuccessOne(PlayerActionEvent caller, float beat)
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{
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hasSpun = true;
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Jukebox.PlayOneShotGame("kitties/roll5");
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SoundByte.PlayOneShotGame("kitties/roll5");
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anim.Play("Rolling", 0, 0);
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}
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public void SpinSuccessTwo(PlayerActionEvent caller, float beat)
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{
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Jukebox.PlayOneShotGame("kitties/roll6");
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SoundByte.PlayOneShotGame("kitties/roll6");
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anim.Play("RollEnd", 0, 0);
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}
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@ -164,8 +164,8 @@ namespace HeavenStudio.Games.Scripts_Kitties
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{
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hasSpun = false;
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var cond = Conductor.instance;
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Jukebox.PlayOneShotGame("kitties/roll5", -1f, 1, .1f);
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Jukebox.PlayOneShotGame("kitties/roll6", cond.songPositionInBeats + .75f, 1, .1f);
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SoundByte.PlayOneShotGame("kitties/roll5", -1f, 1, .1f);
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SoundByte.PlayOneShotGame("kitties/roll6", cond.songPositionInBeatsAsDouble + .75f, 1, .1f);
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}
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public void SpinMissTwo(PlayerActionEvent caller)
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@ -174,7 +174,7 @@ namespace HeavenStudio.Games.Scripts_Kitties
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{
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RollFail();
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}
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Jukebox.PlayOneShotGame("kitties/roll6", -1f, 1, .3f);
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SoundByte.PlayOneShotGame("kitties/roll6", -1f, 1, .3f);
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}
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public void SpinEmpty(PlayerActionEvent caller)
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@ -184,7 +184,7 @@ namespace HeavenStudio.Games.Scripts_Kitties
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public void RollFail()
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{
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Jukebox.PlayOneShot("miss");
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SoundByte.PlayOneShot("miss");
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anim.Play("RollFail", 0, 0);
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hasSpun = false;
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}
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@ -192,14 +192,14 @@ namespace HeavenStudio.Games.Scripts_Kitties
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public void FishSuccess(PlayerActionEvent caller, float beat)
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{
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Kitties.instance.RemoveCats(false);
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Jukebox.PlayOneShotGame("kitties/fish4");
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SoundByte.PlayOneShotGame("kitties/fish4");
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fish.Play("CaughtSuccess", 0, 0);
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}
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public void FishMiss(PlayerActionEvent caller)
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{
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Kitties.instance.RemoveCats(false);
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Jukebox.PlayOneShot("miss");
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SoundByte.PlayOneShot("miss");
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fish.Play("CaughtFail", 0, 0);
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}
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