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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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@ -5,6 +5,7 @@ using UnityEngine;
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using TMPro;
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using DG.Tweening;
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using Jukebox;
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namespace HeavenStudio.Editor.Track
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{
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@ -15,7 +16,7 @@ namespace HeavenStudio.Editor.Track
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[SerializeField] private GameObject chartLine;
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[SerializeField] private SectionDialog sectionDialog;
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public DynamicBeatmap.ChartSection chartSection;
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public RiqEntity chartSection;
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new private void Update()
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{
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@ -30,7 +31,7 @@ namespace HeavenStudio.Editor.Track
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public void UpdateLabel()
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{
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sectionLabel.text = chartSection.sectionName;
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sectionLabel.text = chartSection["sectionName"];
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}
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public override void Init()
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@ -55,7 +56,7 @@ namespace HeavenStudio.Editor.Track
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public override bool OnMove(float beat)
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{
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foreach (var sectionChange in GameManager.instance.Beatmap.beatmapSections)
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foreach (RiqEntity sectionChange in GameManager.instance.Beatmap.SectionMarkers)
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{
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if (this.chartSection == sectionChange)
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continue;
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