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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
This commit is contained in:
@ -153,7 +153,7 @@ namespace HeavenStudio.Games
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static List<QueuedDumpling> queuedThrees = new List<QueuedDumpling>();
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struct QueuedDumpling
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{
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public float beat;
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public double beat;
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public Color color1;
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public Color color2;
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public Color color3;
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@ -189,7 +189,7 @@ namespace HeavenStudio.Games
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[Header("Variables")]
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[SerializeField] Sprite[] dumplingSprites;
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public float lastReportedBeat = 0f;
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public double lastReportedBeat = 0f;
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public bool needBlush;
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public bool isStaring;
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bool monkBop = true;
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@ -203,7 +203,7 @@ namespace HeavenStudio.Games
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// the variables for scroll
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bool scrollRampUp;
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float scrollBeat;
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double scrollBeat;
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float scrollLength;
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float scrollMod;
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static float scrollModCurrent = 0;
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@ -211,7 +211,7 @@ namespace HeavenStudio.Games
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// the variables for the monk moving
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bool isMoving;
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float movingStartBeat;
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double movingStartBeat;
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float movingLength;
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string moveAnim;
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EasingFunction.Ease lastEase;
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@ -256,7 +256,7 @@ namespace HeavenStudio.Games
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// input stuff
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if (PlayerInput.Pressed(true) && (!IsExpectingInputNow(InputType.STANDARD_DOWN) || !IsExpectingInputNow(InputType.DIRECTION_DOWN))) {
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MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f);
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Jukebox.PlayOneShotGame(sfxName+"slap");
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SoundByte.PlayOneShotGame(sfxName+"slap");
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isStaring = false;
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// early input stuff
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if (dumplings.Count != 0) InputFunctions(3);
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@ -338,7 +338,7 @@ namespace HeavenStudio.Games
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}
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}
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public void Bop(float beat, bool bop, bool autoBop)
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public void Bop(double beat, bool bop, bool autoBop)
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{
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monkBop = autoBop;
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if (bop) {
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@ -378,7 +378,7 @@ namespace HeavenStudio.Games
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public void Early(PlayerActionEvent caller) { }
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public static void PreOneGoCue(float beat, Color firstColor)
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public static void PreOneGoCue(double beat, Color firstColor)
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{
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PlaySoundSequence("munchyMonk", "one_go", beat);
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@ -386,7 +386,7 @@ namespace HeavenStudio.Games
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{ beat = beat, color1 = firstColor, });
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}
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public void OneGoCue(float beat, Color firstColor)
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public void OneGoCue(double beat, Color firstColor)
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{
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BeatAction.New(gameObject, new List<BeatAction.Action>() {
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new BeatAction.Action(beat, delegate {
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@ -405,7 +405,7 @@ namespace HeavenStudio.Games
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});
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}
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public static void PreTwoTwoCue(float beat, Color firstColor, Color secondColor)
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public static void PreTwoTwoCue(double beat, Color firstColor, Color secondColor)
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{
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PlaySoundSequence("munchyMonk", "two_go", beat);
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@ -416,7 +416,7 @@ namespace HeavenStudio.Games
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});
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}
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public void TwoTwoCue(float beat, Color firstColor, Color secondColor)
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public void TwoTwoCue(double beat, Color firstColor, Color secondColor)
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{
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BeatAction.New(gameObject, new List<BeatAction.Action>() {
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new BeatAction.Action(beat-0.5f, delegate {
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@ -443,7 +443,7 @@ namespace HeavenStudio.Games
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});
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}
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public static void PreThreeGoCue(float beat, Color firstColor, Color secondColor, Color thirdColor)
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public static void PreThreeGoCue(double beat, Color firstColor, Color secondColor, Color thirdColor)
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{
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PlaySoundSequence("munchyMonk", "three_go", beat);
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@ -455,7 +455,7 @@ namespace HeavenStudio.Games
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});
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}
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public void ThreeGoCue(float beat, Color firstColor, Color secondColor, Color thirdColor)
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public void ThreeGoCue(double beat, Color firstColor, Color secondColor, Color thirdColor)
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{
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
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new BeatAction.Action(beat, delegate {
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@ -505,7 +505,7 @@ namespace HeavenStudio.Games
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});
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}
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public void PlayMonkAnim(float beat, int whichAnim, bool vineBoom)
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public void PlayMonkAnim(double beat, int whichAnim, bool vineBoom)
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{
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switch (whichAnim)
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{
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@ -520,15 +520,15 @@ namespace HeavenStudio.Games
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}
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// it's in zeo's video; no reason not to include it :)
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if (vineBoom) Jukebox.PlayOneShotGame("fanClub/arisa_dab", forcePlay: true);
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if (vineBoom) SoundByte.PlayOneShotGame("fanClub/arisa_dab", forcePlay: true);
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}
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public void PlayMonkAnimInactive(bool vineBoom)
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{
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if (vineBoom) Jukebox.PlayOneShotGame("fanClub/arisa_dab", forcePlay: true);
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if (vineBoom) SoundByte.PlayOneShotGame("fanClub/arisa_dab", forcePlay: true);
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}
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public void MonkMove(float beat, float length, int goToSide, int ease)
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public void MonkMove(double beat, float length, int goToSide, int ease)
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{
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movingStartBeat = beat;
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movingLength = length;
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@ -537,7 +537,7 @@ namespace HeavenStudio.Games
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lastEase = (EasingFunction.Ease)ease;
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}
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public static void Modifiers(float beat, int inputsTilGrow, bool resetLevel, int setLevel, bool disableBaby, bool shouldBlush)
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public static void Modifiers(double beat, int inputsTilGrow, bool resetLevel, int setLevel, bool disableBaby, bool shouldBlush)
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{
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if (MunchyMonk.inputsTilGrow != inputsTilGrow) MunchyMonk.howManyGulps = inputsTilGrow * MunchyMonk.growLevel;
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if (setLevel != 0) MunchyMonk.growLevel = setLevel;
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@ -555,7 +555,7 @@ namespace HeavenStudio.Games
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MunchyMonk.instance.Baby.SetActive(!disableBaby);
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}
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public void ScrollBG(float beat, float length, float scrollSpeed, int ease)
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public void ScrollBG(double beat, float length, float scrollSpeed, int ease)
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{
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scrollBeat = beat;
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scrollLength = length;
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