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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
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@ -43,7 +43,7 @@ namespace HeavenStudio.Games.Scripts_RhythmTweezers
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var hairDirection = new Vector3(tst.x + 0.173f, tst.y) - holder.transform.position;
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holder.transform.rotation = Quaternion.FromToRotation(Vector3.down, hairDirection);
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(inputBeat, 0.5f);
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(inputBeat, 0.5f, ignoreSwing: false);
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anim.Play("LoopPull", 0, normalizedBeat);
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tweezers.anim.Play("Tweezers_LongPluck", 0, normalizedBeat);
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if (!game.IsExpectingInputNow(RhythmTweezers.InputAction_Release) && PlayerInput.GetIsAction(RhythmTweezers.InputAction_Release) && normalizedBeat < 1f)
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@ -73,7 +73,7 @@ namespace HeavenStudio.Games.Scripts_RhythmTweezers
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public void EndEarly()
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{
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var normalized = Conductor.instance.GetPositionFromBeat(inputBeat, 0.5f);
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var normalized = Conductor.instance.GetPositionFromBeat(inputBeat, 0.5f, ignoreSwing: false);
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anim.Play("LoopPullReverse", 0, normalized);
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tweezers.anim.Play("Tweezers_Idle", 0, 0);
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