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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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@ -14,7 +14,7 @@ namespace HeavenStudio.Games.Scripts_Fireworks
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[SerializeField] Animator anim;
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public bool isSparkler;
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private Fireworks game;
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public float startBeat;
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public double startBeat;
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public bool applause;
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private bool exploded;
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private float startY;
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@ -63,7 +63,7 @@ namespace HeavenStudio.Games.Scripts_Fireworks
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}
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}
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public void Init(float beat, int explosionToChoose)
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public void Init(double beat, int explosionToChoose)
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{
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startBeat = beat;
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startY = transform.position.y - offSet;
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@ -89,7 +89,7 @@ namespace HeavenStudio.Games.Scripts_Fireworks
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{
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if (state >= 1f || state <= -1f)
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{
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Jukebox.PlayOneShotGame("fireworks/miss");
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SoundByte.PlayOneShotGame("fireworks/miss");
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particleBarelyEffect.Play();
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anim.gameObject.SetActive(false);
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return;
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@ -99,10 +99,10 @@ namespace HeavenStudio.Games.Scripts_Fireworks
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void Success(PlayerActionEvent caller)
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{
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Jukebox.PlayOneShotGame("fireworks/explode_5");
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SoundByte.PlayOneShotGame("fireworks/explode_5");
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selectedParticleEffect.Play();
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anim.gameObject.SetActive(false);
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if (applause) Jukebox.PlayOneShot("applause", caller.timer + caller.startBeat + 1f);
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if (applause) SoundByte.PlayOneShot("applause", caller.timer + caller.startBeat + 1f);
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}
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void Out(PlayerActionEvent caller) { }
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