Merge pull request #726 from RHeavenStudio/cherry-pick-release_1_patches-476712e47ddbd3accf996055b8801abb488b730b

Fix Anim Block, Fine Semitones in SFX Block
This commit is contained in:
minenice55 2024-02-26 18:07:40 +00:00 committed by GitHub
commit 30f47ea764
2 changed files with 13 additions and 16 deletions

View File

@ -1171,16 +1171,16 @@ namespace HeavenStudio
var gm = GameManager.instance;
Minigame game = gm.GetGameInfo(gm.currentGame);
if (game != null) {
var animators = gm.minigameObj.transform.GetComponentsInChildren<Animator>();
Animator[] animators = gm.minigameObj.transform.GetComponentsInChildren<Animator>();
// not in an update loop so it's fine :3
((EntityTypes.DropdownObj)e["animator"]).SetValues(animators.Select(anim => {
var obj = anim.gameObject;
Transform obj = anim.transform;
List<string> path = new() { obj.name };
for (int i = 0; i < 10; i++)
for (int i = 0; i < 10; i++) // not a while loop because i don't trust myself
{
if (obj.transform.parent == null || obj.transform.parent.name == game.name) break;
obj = obj.transform.parent.gameObject;
path.Add(obj.name);
if (obj.parent.name == game.name || obj.parent == null) break;
obj = obj.parent;
path.Insert(0, obj.name);
}
return string.Join('/', path);
}).ToList());
@ -1244,10 +1244,11 @@ namespace HeavenStudio
}), "Get SFX", "Get all the sfx in the selected minigame."),
new Param("sfxName", new EntityTypes.Dropdown(), "SFX Name", "The name of the sfx to play."),
new Param("useSemitones", false, "Use Semitones", "Toggle to use semitones instead of straight pitch.", new() {
new((x, e) => (bool)x, "semitones"),
new((x, e) => (bool)x, "semitones", "cents"),
new((x, e) => !(bool)x, "pitch"),
}),
new Param("semitones", new EntityTypes.Integer(-24, 24, 0), "Semitones", "The semitones of the sfx."),
new Param("cents", new EntityTypes.Integer(-100, 100, 0), "Cents", "The cents of the sfx."),
new Param("pitch", new EntityTypes.Float(0, 5, 1), "Pitch", "The pitch of the sfx."),
new Param("volume", new EntityTypes.Float(0, 2, 1), "Volume", "The volume of the sfx."),
new Param("offset", new EntityTypes.Integer(-500, 500), "Offset (ms)", "The offset of the sfx in milliseconds."),
@ -1255,7 +1256,8 @@ namespace HeavenStudio
},
preFunction : delegate {
var e = eventCaller.currentEntity;
float pitch = e["useSemitones"] ? SoundByte.GetPitchFromSemiTones(e["semitones"], true) : e["pitch"];
float pitch = e["pitch"];
if (e["useSemitones"]) pitch = SoundByte.GetPitchFromCents((e["semitones"] * 100) + e["cents"], false);
GameManager.PlaySFXArbitrary(e.beat, e.length, e["game"].CurrentValue, e["sfxName"].CurrentValue, pitch, e["volume"], e["loop"], e["offset"]);
}
),

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@ -460,14 +460,9 @@ namespace HeavenStudio.Util
/// </summary>
public static float GetPitchFromSemiTones(int semiTones, bool pitchToMusic)
{
if (pitchToMusic)
{
return Mathf.Pow(2f, (1f / 12f) * semiTones) * Conductor.instance.musicSource.pitch;
}
else
{
return Mathf.Pow(2f, (1f / 12f) * semiTones);
}
var newSemitones = Mathf.Pow(2f, (1f / 12f) * semiTones);
if (pitchToMusic) newSemitones *= Conductor.instance.musicSource.pitch;
return newSemitones;
}
/// <summary>
/// Returns the semitones from a pitch.