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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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@ -63,13 +63,13 @@ namespace HeavenStudio.Games.Scripts_TapTroupe
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bodyAnim.DoScaledAnimationAsync("OkaySign", 0.25f);
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}
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public void PartyPopper(float beat)
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public void PartyPopper(double beat)
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{
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bodyAnim.Play("PartyPopperReady", 0, 0);
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BeatAction.New(game.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { bodyAnim.Play("PartyPopper", 0, 0); }),
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new BeatAction.Action(beat + 1f, delegate { bodyAnim.DoScaledAnimationAsync("PartyPopperPop", 0.25f); Jukebox.PlayOneShotGame("tapTroupe/popper"); popperEffect.Play(); }),
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new BeatAction.Action(beat + 1f, delegate { bodyAnim.DoScaledAnimationAsync("PartyPopperPop", 0.25f); SoundByte.PlayOneShotGame("tapTroupe/popper"); popperEffect.Play(); }),
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new BeatAction.Action(beat + 3f, delegate { bodyAnim.Play("IdleBody", 0, 0); })
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});
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}
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