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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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@ -155,7 +155,7 @@ namespace HeavenStudio.Games
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[SerializeField] Material stepperMaterial;
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[Header("Properties")]
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static List<float> queuedInputs = new List<float>();
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static List<double> queuedInputs = new();
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Sprite masterSprite;
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HowMissed currentMissStage;
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bool lessSteppers = false;
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@ -238,7 +238,7 @@ namespace HeavenStudio.Games
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{
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foreach (var input in queuedInputs)
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{
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ScheduleInput(cond.songPositionInBeats, input - cond.songPositionInBeats, InputType.STANDARD_DOWN, Just, Miss, Nothing);
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ScheduleInput(cond.songPositionInBeatsAsDouble, input - cond.songPositionInBeats, InputType.STANDARD_DOWN, Just, Miss, Nothing);
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(input, delegate { EvaluateMarch(); }),
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@ -258,7 +258,7 @@ namespace HeavenStudio.Games
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{
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stepswitcherPlayer.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
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}
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Jukebox.PlayOneShotGame("lockstep/miss");
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SoundByte.PlayOneShotGame("lockstep/miss");
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ScoreMiss();
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}
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}
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@ -269,7 +269,7 @@ namespace HeavenStudio.Games
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}
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}
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public void Bop(float beat, float length, bool shouldBop, bool autoBop)
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public void Bop(double beat, float length, bool shouldBop, bool autoBop)
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{
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goBop = autoBop;
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if (shouldBop)
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@ -287,17 +287,17 @@ namespace HeavenStudio.Games
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}
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}
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public void Hai(float beat)
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public void Hai(double beat)
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{
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Jukebox.PlayOneShotGame("lockstep/switch1");
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SoundByte.PlayOneShotGame("lockstep/switch1", beat);
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}
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public void Ho(float beat)
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public void Ho(double beat)
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{
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Jukebox.PlayOneShotGame("lockstep/switch4");
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SoundByte.PlayOneShotGame("lockstep/switch4", beat);
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}
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public static void OnbeatSwitch(float beat)
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public static void OnbeatSwitch(double beat)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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@ -317,7 +317,7 @@ namespace HeavenStudio.Games
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});
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}
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public static void OffbeatSwitch(float beat)
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public static void OffbeatSwitch(double beat)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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@ -338,7 +338,7 @@ namespace HeavenStudio.Games
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});
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}
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public static void Marching(float beat, float length)
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public static void Marching(double beat, float length)
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{
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if (GameManager.instance.currentGame == "lockstep")
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{
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@ -362,7 +362,7 @@ namespace HeavenStudio.Games
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public void EvaluateMarch()
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{
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var cond = Conductor.instance;
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var beatAnimCheck = Math.Round(cond.songPositionInBeats * 2);
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var beatAnimCheck = Math.Round(cond.songPositionInBeatsAsDouble * 2);
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if (beatAnimCheck % 2 != 0)
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{
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PlayStepperAnim("OffbeatMarch", false, 0.5f);
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@ -382,12 +382,12 @@ namespace HeavenStudio.Games
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double beatAnimCheck = cond.songPositionInBeatsAsDouble - 0.25;
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if (beatAnimCheck % 1.0 >= 0.5)
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{
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Jukebox.PlayOneShotGame("lockstep/tink");
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SoundByte.PlayOneShotGame("lockstep/tink");
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stepswitcherPlayer.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
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}
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else
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{
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Jukebox.PlayOneShotGame("lockstep/tink");
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SoundByte.PlayOneShotGame("lockstep/tink");
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stepswitcherPlayer.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
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}
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return;
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@ -400,12 +400,12 @@ namespace HeavenStudio.Games
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double beatAnimCheck = beat - 0.25;
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if (beatAnimCheck % 1.0 >= 0.5)
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{
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Jukebox.PlayOneShotGame($"lockstep/marchOnbeat{UnityEngine.Random.Range(1, 3)}");
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SoundByte.PlayOneShotGame($"lockstep/marchOnbeat{UnityEngine.Random.Range(1, 3)}");
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stepswitcherPlayer.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
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}
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else
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{
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Jukebox.PlayOneShotGame($"lockstep/marchOffbeat{UnityEngine.Random.Range(1, 3)}");
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SoundByte.PlayOneShotGame($"lockstep/marchOffbeat{UnityEngine.Random.Range(1, 3)}");
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stepswitcherPlayer.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
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}
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}
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@ -417,13 +417,13 @@ namespace HeavenStudio.Games
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if (beatAnimCheck % 2 != 0 && currentMissStage != HowMissed.MissedOff)
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{
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stepswitcherPlayer.Play("OffbeatMiss", 0, 0);
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Jukebox.PlayOneShotGame("lockstep/wayOff");
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SoundByte.PlayOneShotGame("lockstep/wayOff");
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currentMissStage = HowMissed.MissedOff;
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}
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else if (beatAnimCheck % 2 == 0 && currentMissStage != HowMissed.MissedOn)
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{
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stepswitcherPlayer.Play("OnbeatMiss", 0, 0);
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Jukebox.PlayOneShotGame("lockstep/wayOff");
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SoundByte.PlayOneShotGame("lockstep/wayOff");
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currentMissStage = HowMissed.MissedOn;
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}
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}
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