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Integration of Jukebox Library (#451)
* 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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@ -3,13 +3,15 @@ using System.Linq;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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using Jukebox;
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using Jukebox.Legacy;
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namespace HeavenStudio
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{
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public class EventCaller : MonoBehaviour
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{
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public Transform GamesHolder;
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public DynamicBeatmap.DynamicEntity currentEntity = new DynamicBeatmap.DynamicEntity();
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public RiqEntity currentEntity = new RiqEntity();
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public string currentSwitchGame;
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public delegate void EventCallback();
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@ -37,15 +39,15 @@ namespace HeavenStudio
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{
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instance = this;
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currentEntity = new DynamicBeatmap.DynamicEntity();
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currentEntity = new RiqEntity();
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Minigames.Init(this);
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List<Minigames.Minigame> minigamesInBeatmap = new List<Minigames.Minigame>();
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for (int i = 0; i < GameManager.instance.Beatmap.entities.Count; i++)
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for (int i = 0; i < GameManager.instance.Beatmap.Entities.Count; i++)
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{
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//go through every entity in the timeline and add the game that they're from to the minigamesInBeatmap list (ignore entities from FX only categories, i.e. Game Manager and Count-Ins)
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Minigames.Minigame game = GetMinigame(GameManager.instance.Beatmap.entities[i].datamodel.Split('/')[0]);
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Minigames.Minigame game = GetMinigame(GameManager.instance.Beatmap.Entities[i].datamodel.Split('/')[0]);
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if (!minigamesInBeatmap.Contains(game) && !FXOnlyGames().Contains(game))
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{
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minigamesInBeatmap.Add(game);
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@ -63,7 +65,7 @@ namespace HeavenStudio
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}
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public void CallEvent(DynamicBeatmap.DynamicEntity entity, bool gameActive)
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public void CallEvent(RiqEntity entity, bool gameActive)
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{
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string[] details = entity.datamodel.Split('/');
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Minigames.Minigame game = minigames.Find(c => c.name == details[0]);
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@ -89,7 +91,7 @@ namespace HeavenStudio
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}
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}
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public void CallPreEvent(DynamicBeatmap.DynamicEntity entity)
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public void CallPreEvent(RiqEntity entity)
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{
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string[] details = entity.datamodel.Split('/');
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Minigames.Minigame game = minigames.Find(c => c.name == details[0]);
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@ -106,10 +108,10 @@ namespace HeavenStudio
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}
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}
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public static List<DynamicBeatmap.DynamicEntity> GetAllInGameManagerList(string gameName, string[] include)
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public static List<RiqEntity> GetAllInGameManagerList(string gameName, string[] include)
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{
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List<DynamicBeatmap.DynamicEntity> temp1 = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
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List<DynamicBeatmap.DynamicEntity> temp2 = new List<DynamicBeatmap.DynamicEntity>();
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List<RiqEntity> temp1 = GameManager.instance.Beatmap.Entities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
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List<RiqEntity> temp2 = new List<RiqEntity>();
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foreach (string s in include)
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{
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temp2.AddRange(temp1.FindAll(c => c.datamodel.Split('/')[1].Equals(s)));
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@ -117,10 +119,10 @@ namespace HeavenStudio
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return temp2;
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}
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public static List<DynamicBeatmap.DynamicEntity> GetAllInGameManagerListExclude(string gameName, string[] exclude)
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public static List<RiqEntity> GetAllInGameManagerListExclude(string gameName, string[] exclude)
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{
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List<DynamicBeatmap.DynamicEntity> temp1 = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
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List<DynamicBeatmap.DynamicEntity> temp2 = new List<DynamicBeatmap.DynamicEntity>();
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List<RiqEntity> temp1 = GameManager.instance.Beatmap.Entities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
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List<RiqEntity> temp2 = new List<RiqEntity>();
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foreach (string s in exclude)
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{
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temp2.AddRange(temp1.FindAll(c => !c.datamodel.Split('/')[1].Equals(s)));
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