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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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@ -16,8 +16,8 @@ namespace HeavenStudio.Games.Scripts_OctopusMachine
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public bool isSqueezed;
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public bool isPreparing;
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public bool queuePrepare;
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public float lastReportedBeat = 0f;
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float lastSqueezeBeat;
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public double lastReportedBeat = 0f;
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double lastSqueezeBeat;
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bool isActive = true;
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private OctopusMachine game;
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@ -42,13 +42,13 @@ namespace HeavenStudio.Games.Scripts_OctopusMachine
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{
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if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN)) {
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OctoAction("Squeeze");
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Jukebox.PlayOneShotGame("nearMiss");
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SoundByte.PlayOneShotGame("nearMiss");
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game.hasMissed = true;
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}
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if (PlayerInput.PressedUp() && !game.IsExpectingInputNow(InputType.STANDARD_UP)) {
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OctoAction(PlayerInput.Pressing(true) ? "Pop" : "Release");
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Jukebox.PlayOneShotGame("nearMiss");
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SoundByte.PlayOneShotGame("nearMiss");
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game.hasMissed = true;
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}
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}
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@ -79,6 +79,7 @@ namespace HeavenStudio.Games.Scripts_OctopusMachine
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1 => "Happy",
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2 => "Angry",
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3 => "Oops",
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_ => "Bop"
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}, 0.5f);
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isPreparing =
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isSqueezed = false;
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@ -99,8 +100,8 @@ namespace HeavenStudio.Games.Scripts_OctopusMachine
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public void OctoAction(string action)
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{
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if (action != "Release" || (Conductor.instance.songPositionInBeats - lastSqueezeBeat) > 0.15f) Jukebox.PlayOneShotGame($"octopusMachine/{action.ToLower()}");
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if (action == "Squeeze") lastSqueezeBeat = Conductor.instance.songPositionInBeats;
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if (action != "Release" || (Conductor.instance.songPositionInBeatsAsDouble - lastSqueezeBeat) > 0.15f) SoundByte.PlayOneShotGame($"octopusMachine/{action.ToLower()}");
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if (action == "Squeeze") lastSqueezeBeat = Conductor.instance.songPositionInBeatsAsDouble;
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anim.DoScaledAnimationAsync(action, 0.5f);
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isSqueezed = (action == "Squeeze");
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