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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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@ -6,35 +6,37 @@ using UnityEngine.UI;
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using HeavenStudio.Util;
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using System.Linq;
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using Jukebox;
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using Jukebox.Legacy;
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namespace HeavenStudio.Games.Global
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{
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public class Flash : MonoBehaviour
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{
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[NonSerialized] public float startBeat;
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[NonSerialized] public double startBeat;
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[NonSerialized] public float length;
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[NonSerialized] public Color startColor;
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[NonSerialized] public Color endColor;
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[NonSerialized] public EasingFunction.Ease ease;
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[NonSerialized] private EasingFunction.Function func;
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[NonSerialized] public Util.EasingFunction.Ease ease;
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[NonSerialized] private Util.EasingFunction.Function func;
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[NonSerialized] private Image spriteRenderer;
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[SerializeField] private Color currentCol;
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[NonSerialized] private List<DynamicBeatmap.DynamicEntity> allFadeEvents = new List<DynamicBeatmap.DynamicEntity>();
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[NonSerialized] private List<RiqEntity> allFadeEvents = new List<RiqEntity>();
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private void Awake()
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{
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spriteRenderer = GetComponent<Image>();
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spriteRenderer.color = currentCol;
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func = EasingFunction.GetEasingFunction(EasingFunction.Ease.Linear);
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func = Util.EasingFunction.GetEasingFunction(Util.EasingFunction.Ease.Linear);
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GameManager.instance.onBeatChanged += OnBeatChanged;
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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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allFadeEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "flash" });
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// backwards-compatibility baybee
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@ -44,7 +46,7 @@ namespace HeavenStudio.Games.Global
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FindFadeFromBeat(beat);
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}
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private void FindFadeFromBeat(float beat)
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private void FindFadeFromBeat(double beat)
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{
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Color startCol = Color.white;
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Color endCol = Color.white;
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@ -53,7 +55,7 @@ namespace HeavenStudio.Games.Global
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if (allFadeEvents.Count > 0)
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{
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DynamicBeatmap.DynamicEntity startEntity = null;
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RiqEntity startEntity = default(RiqEntity);
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for (int i = 0; i < allFadeEvents.Count; i++)
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{
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@ -70,7 +72,7 @@ namespace HeavenStudio.Games.Global
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}
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}
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if (startEntity != null)
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if (!string.IsNullOrEmpty(startEntity.datamodel))
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{
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if (!override_)
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{
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@ -81,24 +83,24 @@ namespace HeavenStudio.Games.Global
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endCol = new Color(colB.r, colB.g, colB.b, startEntity["valB"]);
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}
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SetFade(startEntity.beat, startEntity.length, startCol, endCol, (EasingFunction.Ease) startEntity["ease"]);
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SetFade(startEntity.beat, startEntity.length, startCol, endCol, (Util.EasingFunction.Ease) startEntity["ease"]);
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}
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}
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}
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public void SetFade(float beat, float length, Color startCol, Color endCol, EasingFunction.Ease ease)
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public void SetFade(double beat, float length, Color startCol, Color endCol, Util.EasingFunction.Ease ease)
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{
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this.startBeat = beat;
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this.length = length;
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this.startColor = startCol;
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this.endColor = endCol;
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this.ease = ease;
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func = EasingFunction.GetEasingFunction(ease);
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func = Util.EasingFunction.GetEasingFunction(ease);
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}
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private void Update()
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{
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FindFadeFromBeat(Conductor.instance.songPositionInBeats);
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FindFadeFromBeat(Conductor.instance.songPositionInBeatsAsDouble);
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, length);
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// normalizedBeat = Mathf.Clamp01(normalizedBeat);
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