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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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@ -6,6 +6,8 @@ using UnityEngine.UI;
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using TMPro;
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using HeavenStudio.Editor;
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using Jukebox;
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using Jukebox.Legacy;
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namespace HeavenStudio.Common
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{
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@ -25,26 +27,26 @@ namespace HeavenStudio.Common
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// Update is called once per frame
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void Update()
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{
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SectionProgress.value = GameManager.instance.sectionProgress;
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SectionProgress.value = (float) GameManager.instance.sectionProgress;
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}
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public void OnBeatChanged(float beat)
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public void OnBeatChanged(double beat)
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{
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gameObject.SetActive(GameManager.instance.currentSection != null);
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SectionProgress.value = GameManager.instance.sectionProgress;
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SectionProgress.value = (float) GameManager.instance.sectionProgress;
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}
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public void OnSectionChange(DynamicBeatmap.ChartSection section)
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public void OnSectionChange(RiqEntity section)
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{
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if (section != null)
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{
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gameObject.SetActive(true);
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SectionText.text = section.sectionName;
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SectionProgress.value = GameManager.instance.sectionProgress;
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SectionText.text = section["sectionName"];
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SectionProgress.value = (float) GameManager.instance.sectionProgress;
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if (PersistentDataManager.gameSettings.perfectChallengeType == PersistentDataManager.PerfectChallengeType.Off) return;
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if (!OverlaysManager.OverlaysEnabled) return;
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if (section.startPerfect && GoForAPerfect.instance != null && GoForAPerfect.instance.perfect && !GoForAPerfect.instance.gameObject.activeSelf)
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if (section["startPerfect"] && GoForAPerfect.instance != null && GoForAPerfect.instance.perfect && !GoForAPerfect.instance.gameObject.activeSelf)
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{
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GoForAPerfect.instance.Enable(section.beat);
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}
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@ -19,8 +19,8 @@ namespace HeavenStudio.Common
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public bool perfect;
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Conductor cond;
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float lastReportedBeat = 0f;
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float currentBeat = 0f;
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double lastReportedBeat = 0f;
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double currentBeat = 0f;
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long currentBlink = 0;
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@ -87,7 +87,7 @@ namespace HeavenStudio.Common
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texAnim.Play("GoForAPerfect_Miss");
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pAnim.Play("PerfectIcon_Miss", -1, 0);
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Jukebox.PlayOneShot("perfectMiss");
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SoundByte.PlayOneShot("perfectMiss");
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if (GameProfiler.instance != null)
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GameProfiler.instance.perfect = false;
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@ -4,6 +4,8 @@ using UnityEngine;
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using HeavenStudio.Util;
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using HeavenStudio.Games;
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using Jukebox;
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using Jukebox.Legacy;
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namespace HeavenStudio.Common
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{
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@ -59,7 +61,7 @@ namespace HeavenStudio.Common
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}
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}
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public void OnSectionChange(DynamicBeatmap.ChartSection section)
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public void OnSectionChange(RiqEntity section)
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{
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if (section == null) return;
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if (!PersistentDataManager.gameSettings.isMedalOn) return;
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@ -20,11 +20,11 @@ namespace HeavenStudio.Common
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[SerializeField] private Animator starAnim;
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[SerializeField] private ParticleSystem starParticle;
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public float StarTargetTime { get { return starStart + starLength; } }
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public double StarTargetTime { get { return starStart + starLength; } }
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public bool IsEligible { get; private set; }
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public bool IsCollected { get { return state == StarState.Collected; } }
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float starStart = float.MaxValue;
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double starStart = double.MaxValue;
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float starLength = float.MaxValue;
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StarState state = StarState.None;
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Conductor cond;
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@ -74,11 +74,11 @@ namespace HeavenStudio.Common
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state = StarState.None;
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starAnim.Play("NoPose", -1, 0f);
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starAnim.speed = 1f;
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starStart = float.MaxValue;
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starStart = double.MaxValue;
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starLength = float.MaxValue;
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}
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public void DoStarIn(float beat, float length)
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public void DoStarIn(double beat, float length)
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{
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if (!OverlaysManager.OverlaysEnabled) return;
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IsEligible = true;
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@ -101,7 +101,7 @@ namespace HeavenStudio.Common
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state = StarState.Collected;
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starAnim.Play("StarJust", -1, 0f);
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starParticle.Play();
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Jukebox.PlayOneShot("skillStar");
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SoundByte.PlayOneShot("skillStar");
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TimingAccuracyDisplay.instance.StopStarFlash();
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return true;
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