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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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@ -251,10 +251,10 @@ namespace HeavenStudio.Editor
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index = 0;
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}
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eventObj = Timeline.instance.AddEventObject(mg.name + "/" + mg.actions[index].actionName, true, new Vector3(0, 0), null, true, Timeline.RandomID());
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eventObj = Timeline.instance.AddEventObject(mg.name + "/" + mg.actions[index].actionName, true, new Vector3(0, 0), null, true);
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}
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else
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eventObj = Timeline.instance.AddEventObject($"gameManager/switchGame/{mg.name}", true, new Vector3(0, 0), null, true, Timeline.RandomID());
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eventObj = Timeline.instance.AddEventObject($"gameManager/switchGame/{mg.name}", true, new Vector3(0, 0), null, true);
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}
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else
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{
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@ -268,7 +268,7 @@ namespace HeavenStudio.Editor
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index = currentEventIndex;
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}
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eventObj = Timeline.instance.AddEventObject(mg.name + "/" + mg.actions[index].actionName, true, new Vector3(0, 0), null, true, Timeline.RandomID());
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eventObj = Timeline.instance.AddEventObject(mg.name + "/" + mg.actions[index].actionName, true, new Vector3(0, 0), null, true);
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}
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eventObj.isCreating = true;
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