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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 +5,8 @@ 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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using Jukebox.Legacy;
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namespace HeavenStudio.Editor.Track
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{
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@ -14,7 +16,7 @@ namespace HeavenStudio.Editor.Track
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[SerializeField] private TMP_Text volumeTXT;
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[SerializeField] private GameObject volumeLine;
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public DynamicBeatmap.VolumeChange volumeChange;
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public RiqEntity volumeChange;
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new private void Update()
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{
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@ -31,19 +33,21 @@ namespace HeavenStudio.Editor.Track
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if (Input.GetKey(KeyCode.LeftControl))
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newVolume /= 100f;
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volumeChange.volume += newVolume;
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volumeChange["volume"] += newVolume;
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//make sure volume is positive
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volumeChange.volume = Mathf.Clamp(volumeChange.volume, 0, 100);
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volumeChange["volume"] = Mathf.Clamp(volumeChange["volume"], 0, 100);
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if (first && newVolume != 0)
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Timeline.instance.UpdateStartingVolText();
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}
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}
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UpdateVolume();
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}
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private void UpdateVolume()
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{
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volumeTXT.text = $"{volumeChange.volume}%";
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volumeTXT.text = $"{volumeChange["volume"]}%";
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}
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public override void Init()
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@ -59,16 +63,17 @@ namespace HeavenStudio.Editor.Track
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public override void OnRightClick()
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{
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if (first) return;
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if (Timeline.instance.timelineState.currentState == Timeline.CurrentTimelineState.State.MusicVolume)
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{
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GameManager.instance.Beatmap.volumeChanges.Remove(volumeChange);
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GameManager.instance.Beatmap.VolumeChanges.Remove(volumeChange);
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DeleteObj();
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}
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}
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public override bool OnMove(float beat)
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{
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foreach (var volumeChange in GameManager.instance.Beatmap.volumeChanges)
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foreach (var volumeChange in GameManager.instance.Beatmap.VolumeChanges)
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{
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if (this.volumeChange == volumeChange)
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continue;
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