Integration of Jukebox Library (#451) (#457)

* 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
This commit is contained in:
minenice55
2023-06-10 15:17:06 -04:00
committed by GitHub
parent b7afd697ce
commit b1fab52ad9
176 changed files with 4868 additions and 3013 deletions

View File

@ -6,6 +6,8 @@ using UnityEngine.UI;
using TMPro;
using HeavenStudio.Editor;
using Jukebox;
using Jukebox.Legacy;
namespace HeavenStudio.Common
{
@ -25,26 +27,26 @@ namespace HeavenStudio.Common
// Update is called once per frame
void Update()
{
SectionProgress.value = GameManager.instance.sectionProgress;
SectionProgress.value = (float) GameManager.instance.sectionProgress;
}
public void OnBeatChanged(float beat)
public void OnBeatChanged(double beat)
{
gameObject.SetActive(GameManager.instance.currentSection != null);
SectionProgress.value = GameManager.instance.sectionProgress;
SectionProgress.value = (float) GameManager.instance.sectionProgress;
}
public void OnSectionChange(DynamicBeatmap.ChartSection section)
public void OnSectionChange(RiqEntity section)
{
if (section != null)
{
gameObject.SetActive(true);
SectionText.text = section.sectionName;
SectionProgress.value = GameManager.instance.sectionProgress;
SectionText.text = section["sectionName"];
SectionProgress.value = (float) GameManager.instance.sectionProgress;
if (PersistentDataManager.gameSettings.perfectChallengeType == PersistentDataManager.PerfectChallengeType.Off) return;
if (!OverlaysManager.OverlaysEnabled) return;
if (section.startPerfect && GoForAPerfect.instance != null && GoForAPerfect.instance.perfect && !GoForAPerfect.instance.gameObject.activeSelf)
if (section["startPerfect"] && GoForAPerfect.instance != null && GoForAPerfect.instance.perfect && !GoForAPerfect.instance.gameObject.activeSelf)
{
GoForAPerfect.instance.Enable(section.beat);
}

View File

@ -19,8 +19,8 @@ namespace HeavenStudio.Common
public bool perfect;
Conductor cond;
float lastReportedBeat = 0f;
float currentBeat = 0f;
double lastReportedBeat = 0f;
double currentBeat = 0f;
long currentBlink = 0;
@ -87,7 +87,7 @@ namespace HeavenStudio.Common
texAnim.Play("GoForAPerfect_Miss");
pAnim.Play("PerfectIcon_Miss", -1, 0);
Jukebox.PlayOneShot("perfectMiss");
SoundByte.PlayOneShot("perfectMiss");
if (GameProfiler.instance != null)
GameProfiler.instance.perfect = false;

View File

@ -4,6 +4,8 @@ using UnityEngine;
using HeavenStudio.Util;
using HeavenStudio.Games;
using Jukebox;
using Jukebox.Legacy;
namespace HeavenStudio.Common
{
@ -59,7 +61,7 @@ namespace HeavenStudio.Common
}
}
public void OnSectionChange(DynamicBeatmap.ChartSection section)
public void OnSectionChange(RiqEntity section)
{
if (section == null) return;
if (!PersistentDataManager.gameSettings.isMedalOn) return;

View File

@ -20,11 +20,11 @@ namespace HeavenStudio.Common
[SerializeField] private Animator starAnim;
[SerializeField] private ParticleSystem starParticle;
public float StarTargetTime { get { return starStart + starLength; } }
public double StarTargetTime { get { return starStart + starLength; } }
public bool IsEligible { get; private set; }
public bool IsCollected { get { return state == StarState.Collected; } }
float starStart = float.MaxValue;
double starStart = double.MaxValue;
float starLength = float.MaxValue;
StarState state = StarState.None;
Conductor cond;
@ -74,11 +74,11 @@ namespace HeavenStudio.Common
state = StarState.None;
starAnim.Play("NoPose", -1, 0f);
starAnim.speed = 1f;
starStart = float.MaxValue;
starStart = double.MaxValue;
starLength = float.MaxValue;
}
public void DoStarIn(float beat, float length)
public void DoStarIn(double beat, float length)
{
if (!OverlaysManager.OverlaysEnabled) return;
IsEligible = true;
@ -101,7 +101,7 @@ namespace HeavenStudio.Common
state = StarState.Collected;
starAnim.Play("StarJust", -1, 0f);
starParticle.Play();
Jukebox.PlayOneShot("skillStar");
SoundByte.PlayOneShot("skillStar");
TimingAccuracyDisplay.instance.StopStarFlash();
return true;