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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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@ -13,7 +13,7 @@ namespace HeavenStudio.Games.Scripts_Spaceball
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{
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#region Public
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public float startBeat;
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public double startBeat;
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public bool high;
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public bool isTacobell;
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@ -31,7 +31,7 @@ namespace HeavenStudio.Games.Scripts_Spaceball
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[SerializeField] private BezierCurve3D pitchHighCurve;
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private bool hit;
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private float hitBeat;
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private double hitBeat;
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private Vector3 hitPos;
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private float hitRot;
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private float randomEndPosX;
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@ -84,20 +84,20 @@ namespace HeavenStudio.Games.Scripts_Spaceball
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private void Hit()
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{
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hit = true;
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hitBeat = Conductor.instance.songPositionInBeats;
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hitBeat = Conductor.instance.songPositionInBeatsAsDouble;
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hitPos = Holder.localPosition;
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hitRot = Holder.eulerAngles.z;
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if (isTacobell)
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{
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Jukebox.PlayOneShotGame("spaceball/tacobell");
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SoundByte.PlayOneShotGame("spaceball/tacobell");
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}
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Jukebox.PlayOneShotGame("spaceball/hit");
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SoundByte.PlayOneShotGame("spaceball/hit");
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// jank fix for a bug with autoplay - freeform
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if (GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput)
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{
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Jukebox.PlayOneShotGame("spaceball/swing");
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SoundByte.PlayOneShotGame("spaceball/swing");
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}
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randomEndPosX = Random.Range(4f, 16f);
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@ -119,7 +119,7 @@ namespace HeavenStudio.Games.Scripts_Spaceball
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rb.AddForce(transform.right * 400);
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rb.gravityScale = 9;
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Jukebox.PlayOneShot("miss");
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SoundByte.PlayOneShot("miss");
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Destroy(gameObject, 5f);
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@ -138,7 +138,7 @@ namespace HeavenStudio.Games.Scripts_Spaceball
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private void Miss(PlayerActionEvent caller)
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{
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Jukebox.PlayOneShotGame("spaceball/fall");
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SoundByte.PlayOneShotGame("spaceball/fall");
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Instantiate(Spaceball.instance.Dust, Spaceball.instance.Dust.transform.parent).SetActive(true);
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Destroy(this.gameObject);
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