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Beatmap Sections & Latency Reduction (#170)
* prep UI for chart section
* all special layers now on one area
todo: have buttons toggle between special layers (selection mode shows all?), use the tabs system for this
* swapping between special timelines - prelim
* special entities can be placed
* spec. timeline base functions complete
music volume changes should work now
* attempt at input lag reduction
needs testing
* fix dsp issues
* smaller DSP buffer?
* Revert "smaller DSP buffer?"
This reverts commit 9d36db5ff9
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* make conductor clock use real time (double)
change order of execution of input-related scripts to further attempt a reduction in input latency
* start values can be changed
make the old special entity bar visible when the corresponding type is selected
* creation of Chart Sections (TODO: GO REFERENCE)
* added GO references
* section edit dialog
* disable wrapping on chart section obj
* backspace can now delete entities
* entities don't shift when duplicated
* fix PlayerActionEvent order of operations
- fixed remix loading trying to clear special timeline while it's writing to itself
* make oop check match parity
* more operation order fix
* fix Karate Man BG initialization
* show section progress in editor
todo: section progress in-game
* more fix for entity duping
This commit is contained in:
@ -6,7 +6,7 @@ namespace HeavenStudio.Games
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{
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public class Minigame : MonoBehaviour
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{
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public static float earlyTime = 0.1f, perfectTime = 0.08f, aceEarlyTime = 0.02f, aceLateTime = 0.02f, lateTime = 0.08f, endTime = 0.1f;
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public static float earlyTime = 0.1f, perfectTime = 0.08f, aceEarlyTime = 0.025f, aceLateTime = 0.025f, lateTime = 0.08f, endTime = 0.1f;
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public List<Minigame.Eligible> EligibleHits = new List<Minigame.Eligible>();
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[System.Serializable]
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@ -132,7 +132,6 @@ namespace HeavenStudio.Games
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{
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PlayerActionEvent input = GetClosestScheduledInput();
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if (input == null) return false;
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return input.IsExpectingInputNow();
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}
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@ -190,6 +189,11 @@ namespace HeavenStudio.Games
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}
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public virtual void OnPlay(float beat)
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{
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}
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public int MultipleEventsAtOnce()
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{
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int sameTime = 0;
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