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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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@ -33,7 +33,7 @@ namespace HeavenStudio.Games.Scripts_TossBoys
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else if (!anim.IsPlayingAnimationName(prefix + "Whiff") && !anim.IsPlayingAnimationName(prefix + "Miss"))
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{
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DoAnimationScaledAsync("Whiff", 0.5f);
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Jukebox.PlayOneShotGame("tossBoys/whiff");
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SoundByte.PlayOneShotGame("tossBoys/whiff");
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}
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}
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@ -72,7 +72,7 @@ namespace HeavenStudio.Games.Scripts_TossBoys
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DoAnimationScaledAsync("Barely", 0.5f);
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}
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public void ShowArrow(float startBeat, float length)
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public void ShowArrow(double startBeat, float length)
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{
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BeatAction.New(game.gameObject, new List<BeatAction.Action>(){
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new BeatAction.Action(startBeat, delegate { arrow.SetActive(true); }),
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