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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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@ -38,7 +38,7 @@ namespace HeavenStudio.Games.Scripts_RhythmRally
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{
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game.served = false;
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var hitBeat = cond.songPositionInBeats;
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var hitBeat = cond.songPositionInBeatsAsDouble;
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var bounceBeat = game.serveBeat + game.targetBeat + 1f;
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@ -60,12 +60,12 @@ namespace HeavenStudio.Games.Scripts_RhythmRally
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void NearMiss(float state)
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{
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MissBall();
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Jukebox.PlayOneShot("miss");
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SoundByte.PlayOneShot("miss");
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playerAnim.DoScaledAnimationAsync("Swing", 0.5f); ;
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game.missCurve.KeyPoints[0].Position = game.ball.transform.position;
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game.missCurve.transform.localScale = new Vector3(-state, 1f, 1f);
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game.missBeat = cond.songPositionInBeats;
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game.missBeat = cond.songPositionInBeatsAsDouble;
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game.ball.SetActive(true);
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}
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@ -88,7 +88,7 @@ namespace HeavenStudio.Games.Scripts_RhythmRally
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MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("rhythmRally/Whistle", whistleBeat) });
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}
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public void BounceFX(float bounceBeat)
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public void BounceFX(double bounceBeat)
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{
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BeatAction.New(this.gameObject, new List<BeatAction.Action>()
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{
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