mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-09 19:25:10 +00:00
ignoreSwing parameter for Multisound and BeatAction
Adds a new optional parameter to Multisounds, Soundbytes, and BeatActions, allowing them to ignore swing. Currently the only game to use these new parameters is Launch Party, but whoever codes Donk-Donk in the future will have a small bit of the weight taken off their shoulders.
This commit is contained in:
parent
b177f8551b
commit
44fb502df0
6 changed files with 63 additions and 50 deletions
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@ -73,10 +73,10 @@ namespace HeavenStudio.Games.Scripts_LaunchParty
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{
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new MultiSound.Sound("launchParty/rocket_prepare", beat),
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new MultiSound.Sound("launchParty/popper_note", beat, pitches[0]),
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new MultiSound.Sound("launchParty/popper_note", beat + 0.66f, pitches[1]),
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new MultiSound.Sound("launchParty/popper_note", beat + 1, pitches[2]),
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new MultiSound.Sound("launchParty/popper_note", beat + 1.33f, pitches[3]),
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new MultiSound.Sound("launchParty/popper_note", beat + 1.66f, pitches[4]),
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new MultiSound.Sound("launchParty/popper_note", beat + 0.66f, pitches[1], ignoreSwing: true),
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new MultiSound.Sound("launchParty/popper_note", beat + 1, pitches[2], ignoreSwing: true),
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new MultiSound.Sound("launchParty/popper_note", beat + 1.33f, pitches[3], ignoreSwing: true),
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new MultiSound.Sound("launchParty/popper_note", beat + 1.66f, pitches[4], ignoreSwing: true),
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}, forcePlay: true);
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BeatAction.New(this, new List<BeatAction.Action>()
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@ -86,10 +86,10 @@ namespace HeavenStudio.Games.Scripts_LaunchParty
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number.SetActive(true);
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numberAnim.Play("CountFive", 0, 0);
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}),
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new BeatAction.Action(beat + 0.66f, delegate { numberAnim.Play("CountFour", 0, 0); }),
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new BeatAction.Action(beat + 1, delegate { numberAnim.Play("CountThree", 0, 0); }),
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new BeatAction.Action(beat + 1.33f, delegate { numberAnim.Play("CountTwo", 0, 0); }),
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new BeatAction.Action(beat + 1.66f, delegate { numberAnim.Play("CountOne", 0, 0); }),
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new BeatAction.Action(beat + 0.66f, delegate { numberAnim.Play("CountFour", 0, 0); }, ignoreSwing: true),
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new BeatAction.Action(beat + 1, delegate { numberAnim.Play("CountThree", 0, 0); }, ignoreSwing: true),
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new BeatAction.Action(beat + 1.33f, delegate { numberAnim.Play("CountTwo", 0, 0); }, ignoreSwing: true),
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new BeatAction.Action(beat + 1.66f, delegate { numberAnim.Play("CountOne", 0, 0); }, ignoreSwing: true),
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});
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}
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@ -101,12 +101,12 @@ namespace HeavenStudio.Games.Scripts_LaunchParty
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{
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new MultiSound.Sound("launchParty/rocket_prepare", beat),
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new MultiSound.Sound("launchParty/bell_note", beat, pitches[0]),
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new MultiSound.Sound("launchParty/bell_short", beat + 1f, pitches[1]),
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new MultiSound.Sound("launchParty/bell_short", beat + 1.16f, pitches[2]),
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new MultiSound.Sound("launchParty/bell_short", beat + 1.33f, pitches[3]),
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new MultiSound.Sound("launchParty/bell_short", beat + 1.5f, pitches[4]),
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new MultiSound.Sound("launchParty/bell_short", beat + 1.66f, pitches[5]),
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new MultiSound.Sound("launchParty/bell_short", beat + 1.83f, pitches[6]),
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new MultiSound.Sound("launchParty/bell_short", beat + 1f, pitches[1], ignoreSwing: true),
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new MultiSound.Sound("launchParty/bell_short", beat + 1.16f, pitches[2], ignoreSwing: true),
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new MultiSound.Sound("launchParty/bell_short", beat + 1.33f, pitches[3], ignoreSwing: true),
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new MultiSound.Sound("launchParty/bell_short", beat + 1.5f, pitches[4], ignoreSwing: true),
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new MultiSound.Sound("launchParty/bell_short", beat + 1.66f, pitches[5], ignoreSwing: true),
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new MultiSound.Sound("launchParty/bell_short", beat + 1.83f, pitches[6], ignoreSwing: true),
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}, forcePlay: true);
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BeatAction.New(this, new List<BeatAction.Action>()
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@ -117,11 +117,11 @@ namespace HeavenStudio.Games.Scripts_LaunchParty
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numberAnim.Play("CountSeven", 0, 0);
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}),
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new BeatAction.Action(beat + 1f, delegate { numberAnim.Play("CountSix", 0, 0); }),
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new BeatAction.Action(beat + 1.16f, delegate { numberAnim.Play("CountFive", 0, 0); }),
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new BeatAction.Action(beat + 1.33f, delegate { numberAnim.Play("CountFour", 0, 0); }),
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new BeatAction.Action(beat + 1.5f, delegate { numberAnim.Play("CountThree", 0, 0); }),
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new BeatAction.Action(beat + 1.66f, delegate { numberAnim.Play("CountTwo", 0, 0); }),
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new BeatAction.Action(beat + 1.83f, delegate { numberAnim.Play("CountOne", 0, 0); }),
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new BeatAction.Action(beat + 1.16f, delegate { numberAnim.Play("CountFive", 0, 0); }, ignoreSwing: true),
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new BeatAction.Action(beat + 1.33f, delegate { numberAnim.Play("CountFour", 0, 0); }, ignoreSwing: true),
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new BeatAction.Action(beat + 1.5f, delegate { numberAnim.Play("CountThree", 0, 0); }, ignoreSwing: true),
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new BeatAction.Action(beat + 1.66f, delegate { numberAnim.Play("CountTwo", 0, 0); }, ignoreSwing: true),
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new BeatAction.Action(beat + 1.83f, delegate { numberAnim.Play("CountOne", 0, 0); }, ignoreSwing: true),
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});
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}
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@ -133,18 +133,18 @@ namespace HeavenStudio.Games.Scripts_LaunchParty
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{
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new MultiSound.Sound("launchParty/rocket_pin_prepare", beat),
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new MultiSound.Sound("launchParty/pin", beat, pitches[0]),
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new MultiSound.Sound("launchParty/flute", beat, pitches[1], 0.02f),
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new MultiSound.Sound("launchParty/flute", beat + 0.16f, pitches[2], 0.02f),
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new MultiSound.Sound("launchParty/flute", beat + 0.33f, pitches[3], 0.06f),
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new MultiSound.Sound("launchParty/flute", beat + 0.5f, pitches[4], 0.1f),
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new MultiSound.Sound("launchParty/flute", beat + 0.66f, pitches[5], 0.16f),
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new MultiSound.Sound("launchParty/flute", beat + 0.83f, pitches[6], 0.22f),
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new MultiSound.Sound("launchParty/flute", beat + 1f, pitches[7], 0.3f),
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new MultiSound.Sound("launchParty/flute", beat + 1.16f, pitches[8], 0.4f),
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new MultiSound.Sound("launchParty/flute", beat + 1.33f, pitches[9], 0.6f),
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new MultiSound.Sound("launchParty/flute", beat + 1.5f, pitches[10], 0.75f),
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new MultiSound.Sound("launchParty/flute", beat + 1.66f, pitches[11], 0.89f),
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new MultiSound.Sound("launchParty/flute", beat + 1.83f, pitches[12]),
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new MultiSound.Sound("launchParty/flute", beat, pitches[1], 0.02f, ignoreSwing: true),
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new MultiSound.Sound("launchParty/flute", beat + 0.16f, pitches[2], 0.02f, ignoreSwing: true),
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new MultiSound.Sound("launchParty/flute", beat + 0.33f, pitches[3], 0.06f, ignoreSwing: true),
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new MultiSound.Sound("launchParty/flute", beat + 0.5f, pitches[4], 0.1f, ignoreSwing: true),
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new MultiSound.Sound("launchParty/flute", beat + 0.66f, pitches[5], 0.16f, ignoreSwing: true),
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new MultiSound.Sound("launchParty/flute", beat + 0.83f, pitches[6], 0.22f, ignoreSwing: true),
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new MultiSound.Sound("launchParty/flute", beat + 1f, pitches[7], 0.3f, ignoreSwing: true),
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new MultiSound.Sound("launchParty/flute", beat + 1.16f, pitches[8], 0.4f, ignoreSwing: true),
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new MultiSound.Sound("launchParty/flute", beat + 1.33f, pitches[9], 0.6f, ignoreSwing: true),
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new MultiSound.Sound("launchParty/flute", beat + 1.5f, pitches[10], 0.75f, ignoreSwing: true),
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new MultiSound.Sound("launchParty/flute", beat + 1.66f, pitches[11], 0.89f, ignoreSwing: true),
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new MultiSound.Sound("launchParty/flute", beat + 1.83f, pitches[12], ignoreSwing: true),
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}, forcePlay: true);
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BeatAction.New(this, new List<BeatAction.Action>()
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@ -124,6 +124,7 @@ namespace HeavenStudio.Games
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/// <param name="OnHit">Method to run if the Input has been Hit</param>
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/// <param name="OnMiss">Method to run if the Input has been Missed</param>
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/// <param name="OnBlank">Method to run whenever there's an Input while this is Scheduled (Shouldn't be used too much)</param>
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/// <param name="ignoreSwing">Pretty much what it says on the tin, ignores swing when active. This'll probably end up being used for a whole one game lmao</param>
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/// <returns></returns>
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public PlayerActionEvent ScheduleInput(
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double startBeat,
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@ -132,7 +133,8 @@ namespace HeavenStudio.Games
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PlayerActionEvent.ActionEventCallbackState OnHit,
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PlayerActionEvent.ActionEventCallback OnMiss,
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PlayerActionEvent.ActionEventCallback OnBlank,
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PlayerActionEvent.ActionEventHittableQuery HittableQuery = null
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PlayerActionEvent.ActionEventHittableQuery HittableQuery = null,
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bool ignoreSwing = false
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)
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{
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// List<RiqEntity> gameSwitches = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= startBeat + timer && c.datamodel.Split("/")[0] == "switchGame");
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@ -145,7 +147,8 @@ namespace HeavenStudio.Games
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PlayerActionEvent evt = evtObj.AddComponent<PlayerActionEvent>();
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evt.startBeat = startBeat;
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if (ignoreSwing) evt.startBeat = Conductor.instance.GetSwungBeat(startBeat);
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else evt.startBeat = startBeat;
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evt.timer = timer;
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evt.InputAction = inputAction;
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evt.OnHit = OnHit;
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@ -15,9 +15,10 @@ namespace HeavenStudio.Util
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public double beat { get; set; }
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public EventCallback function { get; set; }
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public Action(double beat, EventCallback function)
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public Action(double beat, EventCallback function, bool ignoreSwing = false)
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{
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this.beat = beat;
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if (ignoreSwing) this.beat = Conductor.instance.GetSwungBeat(beat);
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else this.beat = beat;
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this.function = function;
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}
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}
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@ -23,24 +23,27 @@ namespace HeavenStudio.Util
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public float volume { get; set; }
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public bool looping { get; set; }
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public double offset { get; set; }
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public bool ignoreSwing {get; set; }
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public Sound(string name, double beat, float pitch = 1f, float volume = 1f, bool looping = false, double offset = 0f)
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public Sound(string name, double beat, float pitch = 1f, float volume = 1f, bool looping = false, double offset = 0f, bool ignoreSwing = false)
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{
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this.name = name;
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this.beat = beat;
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this.pitch = pitch;
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this.volume = volume;
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this.looping = looping;
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this.offset = offset;
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if (ignoreSwing) this.beat = Conductor.instance.GetSwungBeat(beat);
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else this.beat = beat;
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}
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}
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public static MultiSound Play(Sound[] sounds, bool game = true, bool forcePlay = false)
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public static MultiSound Play(Sound[] sounds, bool game = true, bool forcePlay = false, bool ignoreSwing = false)
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{
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return Play(sounds.ToList(), game, forcePlay);
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return Play(sounds.ToList(), game, forcePlay, ignoreSwing);
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}
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public static MultiSound Play(List<Sound> sounds, bool game = true, bool forcePlay = false)
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public static MultiSound Play(List<Sound> sounds, bool game = true, bool forcePlay = false, bool ignoreSwing = false)
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{
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if (Conductor.instance == null || sounds.Count < 1) return null;
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@ -48,10 +51,12 @@ namespace HeavenStudio.Util
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MultiSound ms = go.AddComponent<MultiSound>();
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ms.sounds = sounds;
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ms.startBeat = sounds[0].beat;
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ms.game = game;
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ms.forcePlay = forcePlay;
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ms.commited = false;
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if (ignoreSwing) ms.startBeat = Conductor.instance.GetSwungBeat(sounds[0].beat);
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else ms.startBeat = sounds[0].beat;
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if (Conductor.instance.WaitingForDsp)
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{
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@ -285,7 +285,7 @@ namespace HeavenStudio.Util
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/// Unpitched, non-scheduled, non-looping sounds are played using a global One-Shot audio source that doesn't create a Sound object.
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/// Looped sounds return their created Sound object so they can be canceled after creation.
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/// </summary>
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public static Sound PlayOneShot(string name, double beat = -1, float pitch = 1f, float volume = 1f, bool looping = false, string game = null, double offset = 0f, bool ignoreConductorPause = false)
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public static Sound PlayOneShot(string name, double beat = -1, float pitch = 1f, float volume = 1f, bool looping = false, string game = null, double offset = 0f, bool ignoreConductorPause = false, bool ignoreSwing = false)
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{
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AudioClip clip = null;
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string soundName = name.Split('/')[^1];
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@ -330,12 +330,13 @@ namespace HeavenStudio.Util
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Sound snd = GetAvailableScheduledSound();
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snd.clip = clip;
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snd.beat = beat;
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snd.pitch = pitch;
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snd.volume = volume;
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snd.looping = looping;
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snd.offset = offset;
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snd.ignoreConductorPause = ignoreConductorPause;
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if (ignoreSwing) snd.beat = Conductor.instance.GetSwungBeat(beat);
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else snd.beat = beat;
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snd.Play();
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return snd;
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@ -357,7 +358,7 @@ namespace HeavenStudio.Util
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/// <summary>
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/// Schedules a sound to be played at a specific time in seconds.
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/// </summary>
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public static Sound PlayOneShotScheduled(string name, double targetTime, float pitch = 1f, float volume = 1f, bool looping = false, string game = null, bool ignoreConductorPause = false)
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public static Sound PlayOneShotScheduled(string name, double targetTime, float pitch = 1f, float volume = 1f, bool looping = false, string game = null, bool ignoreConductorPause = false, bool ignoreSwing = false)
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{
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Sound snd = GetAvailableScheduledSound();
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AudioClip clip = null;
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@ -406,7 +407,8 @@ namespace HeavenStudio.Util
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snd.looping = looping;
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snd.scheduled = true;
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snd.scheduledTime = targetTime;
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if (ignoreSwing) snd.scheduledTime = Conductor.instance.GetSwungBeat(targetTime);
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else snd.scheduledTime = targetTime;
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snd.ignoreConductorPause = ignoreConductorPause;
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snd.Play();
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@ -418,13 +420,13 @@ namespace HeavenStudio.Util
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/// Unpitched, non-scheduled, non-looping sounds are played using a global One-Shot audio source that doesn't create a Sound object.
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/// Looped sounds return their created Sound object so they can be canceled after creation.
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/// </summary>
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public static Sound PlayOneShotGame(string name, double beat = -1, float pitch = 1f, float volume = 1f, bool looping = false, bool forcePlay = false, double offset = 0f, bool ignoreConductorPause = false)
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public static Sound PlayOneShotGame(string name, double beat = -1, float pitch = 1f, float volume = 1f, bool looping = false, bool forcePlay = false, double offset = 0f, bool ignoreConductorPause = false, bool ignoreSwing = false)
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{
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string gameName = name.Split('/')[0];
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var inf = GameManager.instance.GetGameInfo(gameName);
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if (GameManager.instance.currentGame == gameName || forcePlay)
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{
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return PlayOneShot($"games/{name}", beat, pitch, volume, looping, inf.UsesAssetBundle ? gameName : null, offset, ignoreConductorPause);
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return PlayOneShot($"games/{name}", beat, pitch, volume, looping, inf.UsesAssetBundle ? gameName : null, offset, ignoreConductorPause, ignoreSwing);
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}
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return null;
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@ -434,13 +436,13 @@ namespace HeavenStudio.Util
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/// Schedules a sound to be played at a specific time in seconds.
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/// Audio clip is fetched from minigame resources
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/// </summary>
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public static Sound PlayOneShotScheduledGame(string name, double targetTime, float pitch = 1f, float volume = 1f, bool looping = false, bool forcePlay = false, bool ignoreConductorPause = false)
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public static Sound PlayOneShotScheduledGame(string name, double targetTime, float pitch = 1f, float volume = 1f, bool looping = false, bool forcePlay = false, bool ignoreConductorPause = false, bool ignoreSwing = false)
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{
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string gameName = name.Split('/')[0];
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var inf = GameManager.instance.GetGameInfo(gameName);
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if (GameManager.instance.currentGame == gameName || forcePlay)
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{
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return PlayOneShotScheduled($"games/{name}", targetTime, pitch, volume, looping, inf.UsesAssetBundle ? gameName : null, ignoreConductorPause);
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return PlayOneShotScheduled($"games/{name}", targetTime, pitch, volume, looping, inf.UsesAssetBundle ? gameName : null, ignoreConductorPause, ignoreSwing);
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}
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return null;
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@ -400,5 +400,7 @@ MonoBehaviour:
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- Assets/Scripts/Games/LoveLab/LoveLab.cs
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- Assets/Scripts/Games/LoveLab/LoveLabFlask.cs
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- Assets/Scripts/Games/LoveLab/LoveLabHeartMisc.cs
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- Assets/Scripts/Games/LaunchParty/LaunchPartyRocket.cs
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- Assets/Scripts/Util/BeatAction.cs
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PathsToSkipImportEvent: []
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PathsToIgnoreOverwriteSettingOnAttribute: []
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