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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:
@ -75,10 +75,10 @@ namespace HeavenStudio.Games
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CtrPillowMonkey[,] monkeys;
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//cues while unoaded
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static float WantThreeJump = Single.MinValue;
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static float WantFiveJump = Single.MinValue;
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static float WantThrowSequence = Single.MinValue;
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static float WantSleepSequence = Single.MinValue;
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static double WantThreeJump = double.MinValue;
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static double WantFiveJump = double.MinValue;
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static double WantThrowSequence = double.MinValue;
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static double WantSleepSequence = double.MinValue;
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static bool WantSleepType = false;
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static int WantSleepAction = (int) PajamaParty.SleepType.Normal;
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@ -129,31 +129,31 @@ namespace HeavenStudio.Games
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}
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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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if (WantThreeJump != Single.MinValue)
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if (WantThreeJump != double.MinValue)
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{
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DoThreeJump(WantThreeJump, false);
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WantThreeJump = Single.MinValue;
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WantThreeJump = double.MinValue;
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}
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if (WantFiveJump != Single.MinValue)
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if (WantFiveJump != double.MinValue)
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{
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DoFiveJump(WantFiveJump, false);
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WantFiveJump = Single.MinValue;
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WantFiveJump = double.MinValue;
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}
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if (WantThrowSequence != Single.MinValue)
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if (WantThrowSequence != double.MinValue)
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{
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DoThrowSequence(WantThrowSequence, false);
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WantThrowSequence = Single.MinValue;
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WantThrowSequence = double.MinValue;
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}
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if (WantSleepSequence != Single.MinValue)
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if (WantSleepSequence != double.MinValue)
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{
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DoSleepSequence(WantSleepSequence, WantSleepType, WantSleepAction, false);
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WantSleepSequence = Single.MinValue;
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WantSleepSequence = double.MinValue;
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}
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}
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public void DoThreeJump(float beat, bool doSound = true)
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public void DoThreeJump(double beat, bool doSound = true)
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{
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Mako.ScheduleJump(beat);
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if (doSound)
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@ -188,7 +188,7 @@ namespace HeavenStudio.Games
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});
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}
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public static void WarnThreeJump(float beat)
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public static void WarnThreeJump(double beat)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("pajamaParty/three1", beat),
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@ -198,7 +198,7 @@ namespace HeavenStudio.Games
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WantThreeJump = beat;
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}
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public void DoFiveJump(float beat, bool doSound = true)
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public void DoFiveJump(double beat, bool doSound = true)
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{
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Mako.ScheduleJump(beat);
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if (doSound)
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@ -220,7 +220,7 @@ namespace HeavenStudio.Games
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});
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}
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public static void WarnFiveJump(float beat)
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public static void WarnFiveJump(double beat)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("pajamaParty/five1", beat),
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@ -232,7 +232,7 @@ namespace HeavenStudio.Games
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WantFiveJump = beat;
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}
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public void DoThrowSequence(float beat, bool doSound = true)
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public void DoThrowSequence(double beat, bool doSound = true)
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{
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Mako.ScheduleThrow(beat);
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if (doSound)
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@ -245,13 +245,13 @@ namespace HeavenStudio.Games
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});
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}
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public static void WarnThrowSequence(float beat)
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public static void WarnThrowSequence(double beat)
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{
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PlayThrowSequenceSound(beat, true);
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WantThrowSequence = beat;
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}
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public static void PlayThrowSequenceSound(float beat, bool force = false)
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public static void PlayThrowSequenceSound(double beat, bool force = false)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("pajamaParty/throw1", beat),
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@ -265,7 +265,7 @@ namespace HeavenStudio.Games
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}, forcePlay: force);
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}
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public void DoSleepSequence(float beat, bool alt = false, int action = (int) PajamaParty.SleepType.Normal, bool doSound = true)
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public void DoSleepSequence(double beat, bool alt = false, int action = (int) PajamaParty.SleepType.Normal, bool doSound = true)
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{
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var cond = Conductor.instance;
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Mako.StartSleepSequence(beat, alt, action);
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@ -280,7 +280,7 @@ namespace HeavenStudio.Games
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});
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}
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public static void WarnSleepSequence(float beat, bool alt = false, int action = (int) PajamaParty.SleepType.Normal)
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public static void WarnSleepSequence(double beat, bool alt = false, int action = (int) PajamaParty.SleepType.Normal)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("pajamaParty/siesta1", beat),
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@ -299,7 +299,7 @@ namespace HeavenStudio.Games
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Bed.GetComponent<Animator>().Play("BedImpact", -1, 0);
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}
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public void JumpRow(int row, float beat, int alt = 1)
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public void JumpRow(int row, double beat, int alt = 1)
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{
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if (row > 4 || row < 0)
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{
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@ -314,7 +314,7 @@ namespace HeavenStudio.Games
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}
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}
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public void JumpCol(int col, float beat, int alt = 1)
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public void JumpCol(int col, double beat, int alt = 1)
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{
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if (col > 4 || col < 0)
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{
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@ -329,7 +329,7 @@ namespace HeavenStudio.Games
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}
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}
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public void MonkeyCharge(float beat)
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public void MonkeyCharge(double beat)
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{
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foreach (CtrPillowMonkey monkey in monkeys)
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{
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@ -340,7 +340,7 @@ namespace HeavenStudio.Games
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}
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}
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public void MonkeyThrow(float beat)
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public void MonkeyThrow(double beat)
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{
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foreach (CtrPillowMonkey monkey in monkeys)
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{
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@ -351,7 +351,7 @@ namespace HeavenStudio.Games
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}
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}
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public void MonkeySleep(float beat, int action)
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public void MonkeySleep(double beat, int action)
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{
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foreach (CtrPillowMonkey monkey in monkeys)
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{
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