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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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@ -154,7 +154,7 @@ namespace HeavenStudio.Games
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DoSlice();
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}
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public void Bop(float beat, float length, int whoBops, int whoBopsAuto)
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public void Bop(double beat, float length, int whoBops, int whoBopsAuto)
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{
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goBopSamurai = whoBopsAuto == (int)WhoBops.Samurai || whoBopsAuto == (int)WhoBops.Both;
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goBopChild = whoBopsAuto == (int)WhoBops.Children || whoBopsAuto == (int)WhoBops.Both;
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@ -188,7 +188,7 @@ namespace HeavenStudio.Games
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public void DoStep()
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{
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Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_launchThrough");
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SoundByte.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_launchThrough");
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player.Step(false);
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launcher.GetComponent<Animator>().Play("Launch", -1, 0);
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}
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@ -205,17 +205,17 @@ namespace HeavenStudio.Games
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{
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launcher.GetComponent<Animator>().Play("UnStep", -1, 0);
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}
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Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_through");
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SoundByte.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_through");
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player.Slash();
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}
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public void Bop(float beat, float length)
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public void Bop(double beat, float length)
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{
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bop.length = length;
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bop.startBeat = beat;
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}
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public void ObjectIn(float beat, int type = (int) ObjectType.Melon, int value = 1, bool funnyMinecraft = false)
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public void ObjectIn(double beat, int type = (int) ObjectType.Melon, int value = 1, bool funnyMinecraft = false)
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{
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var mobj = GameObject.Instantiate(objectPrefab, objectHolder);
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var mobjDat = mobj.GetComponent<NtrSamuraiObject>();
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@ -225,10 +225,10 @@ namespace HeavenStudio.Games
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mobj.SetActive(true);
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Jukebox.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_in00");
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SoundByte.PlayOneShotGame("samuraiSliceNtr/ntrSamurai_in00");
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}
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public NtrSamuraiChild CreateChild(float beat)
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public NtrSamuraiChild CreateChild(double beat)
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{
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var mobj = GameObject.Instantiate(childParent, objectHolder);
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var mobjDat = mobj.GetComponent<NtrSamuraiChild>();
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