Auto-Swing (#827)

* BurstLinq

make BGM resync when changing pitch (to test)

* autoswing

some game implementations, most games already work fine

* more game tweaks

* 16th note swing

more game fixes
make pitch change resync optional in the API

* suppress some common warnings

* Update Credits.txt
This commit is contained in:
minenice55
2024-04-07 00:54:06 -04:00
committed by GitHub
parent ff4b3523af
commit d32f5591d2
49 changed files with 2363 additions and 245 deletions

View File

@ -390,7 +390,7 @@ namespace HeavenStudio.Games
//idol jumping physics
float jumpPos = conductor.GetPositionFromBeat(idolJumpStartTime, 1f);
float IDOL_SHADOW_SCALE = 1.18f;
if (conductor.songPositionInBeatsAsDouble >= idolJumpStartTime && conductor.songPositionInBeatsAsDouble < idolJumpStartTime + 1f)
if (conductor.unswungSongPositionInBeatsAsDouble >= idolJumpStartTime && conductor.unswungSongPositionInBeatsAsDouble < idolJumpStartTime + 1f)
{
hasJumped = true;
float yMul = jumpPos * 2f - 1f;
@ -580,7 +580,7 @@ namespace HeavenStudio.Games
{
DisableBop(beat, length);
DisableResponse(beat, length);
idolJumpStartTime = beat;
idolJumpStartTime = conductor.GetUnSwungBeat(beat);
//play anim
BeatAction.New(instance, new List<BeatAction.Action>()