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https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 21:47:39 +02:00
start implementation of new format
needs fixes for some types
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@ -245,9 +245,17 @@ namespace HeavenStudio
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return tempoChanges;
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}
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private List<DynamicBeatmap.TempoChange> GetSortedTempoChanges(DynamicBeatmap chart)
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{
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//iterate over all tempo changes, adding to counter
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List<DynamicBeatmap.TempoChange> tempoChanges = chart.tempoChanges;
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tempoChanges.Sort((x, y) => x.beat.CompareTo(y.beat)); //sorts all tempo changes by ascending time (GameManager already does this but juste en cas...)
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return tempoChanges;
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}
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public float GetSongPosFromBeat(float beat)
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{
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Beatmap chart = GameManager.instance.Beatmap;
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var chart = GameManager.instance.Beatmap;
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SetBpm(chart.bpm);
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//initial counter
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@ -257,7 +265,7 @@ namespace HeavenStudio
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float lastTempoChangeBeat = 0f;
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//iterate over all tempo changes, adding to counter
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List<Beatmap.TempoChange> tempoChanges = GetSortedTempoChanges(chart);
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var tempoChanges = GetSortedTempoChanges(chart);
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foreach (var t in tempoChanges)
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{
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if (t.beat > beat)
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@ -297,12 +305,12 @@ namespace HeavenStudio
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public float GetBeatFromSongPos(float seconds)
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{
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// Debug.Log("Getting beat of seconds " + seconds);
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Beatmap chart = GameManager.instance.Beatmap;
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var chart = GameManager.instance.Beatmap;
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float lastTempoChangeBeat = 0f;
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float lastBpm = chart.bpm;
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float counterSeconds = -firstBeatOffset;
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List<Beatmap.TempoChange> tempoChanges = GetSortedTempoChanges(chart);
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var tempoChanges = GetSortedTempoChanges(chart);
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foreach (var t in tempoChanges)
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{
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float beatToNext = t.beat - lastTempoChangeBeat;
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