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Fix Anim Block, Fine Semitones in SFX Block (#724)
* Fix Anim Block, Fine Semitones in SFX Block * i was recursively getting the anim object path BACKWARDS. oops * added fine semitones in the sfx block, thanks Vincells * GetPitchFromSemitones uses a float instead of an int now * revert the semitones thing * okay that's better use cents correctly
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2 changed files with 13 additions and 16 deletions
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@ -1171,16 +1171,16 @@ namespace HeavenStudio
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var gm = GameManager.instance;
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Minigame game = gm.GetGameInfo(gm.currentGame);
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if (game != null) {
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var animators = gm.minigameObj.transform.GetComponentsInChildren<Animator>();
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Animator[] animators = gm.minigameObj.transform.GetComponentsInChildren<Animator>();
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// not in an update loop so it's fine :3
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((EntityTypes.DropdownObj)e["animator"]).SetValues(animators.Select(anim => {
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var obj = anim.gameObject;
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Transform obj = anim.transform;
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List<string> path = new() { obj.name };
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for (int i = 0; i < 10; i++)
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for (int i = 0; i < 10; i++) // not a while loop because i don't trust myself
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{
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if (obj.transform.parent == null || obj.transform.parent.name == game.name) break;
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obj = obj.transform.parent.gameObject;
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path.Add(obj.name);
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if (obj.parent.name == game.name || obj.parent == null) break;
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obj = obj.parent;
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path.Insert(0, obj.name);
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}
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return string.Join('/', path);
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}).ToList());
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@ -1244,10 +1244,11 @@ namespace HeavenStudio
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}), "Get SFX", "Get all the sfx in the selected minigame."),
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new Param("sfxName", new EntityTypes.Dropdown(), "SFX Name", "The name of the sfx to play."),
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new Param("useSemitones", false, "Use Semitones", "Toggle to use semitones instead of straight pitch.", new() {
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new((x, e) => (bool)x, "semitones"),
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new((x, e) => (bool)x, "semitones", "cents"),
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new((x, e) => !(bool)x, "pitch"),
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}),
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new Param("semitones", new EntityTypes.Integer(-24, 24, 0), "Semitones", "The semitones of the sfx."),
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new Param("cents", new EntityTypes.Integer(-100, 100, 0), "Cents", "The cents of the sfx."),
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new Param("pitch", new EntityTypes.Float(0, 5, 1), "Pitch", "The pitch of the sfx."),
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new Param("volume", new EntityTypes.Float(0, 2, 1), "Volume", "The volume of the sfx."),
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new Param("offset", new EntityTypes.Integer(-500, 500), "Offset (ms)", "The offset of the sfx in milliseconds."),
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@ -1255,7 +1256,8 @@ namespace HeavenStudio
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},
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preFunction : delegate {
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var e = eventCaller.currentEntity;
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float pitch = e["useSemitones"] ? SoundByte.GetPitchFromSemiTones(e["semitones"], true) : e["pitch"];
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float pitch = e["pitch"];
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if (e["useSemitones"]) pitch = SoundByte.GetPitchFromCents((e["semitones"] * 100) + e["cents"], false);
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GameManager.PlaySFXArbitrary(e.beat, e.length, e["game"].CurrentValue, e["sfxName"].CurrentValue, pitch, e["volume"], e["loop"], e["offset"]);
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}
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),
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@ -460,14 +460,9 @@ namespace HeavenStudio.Util
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/// </summary>
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public static float GetPitchFromSemiTones(int semiTones, bool pitchToMusic)
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{
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if (pitchToMusic)
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{
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return Mathf.Pow(2f, (1f / 12f) * semiTones) * Conductor.instance.musicSource.pitch;
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}
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else
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{
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return Mathf.Pow(2f, (1f / 12f) * semiTones);
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}
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var newSemitones = Mathf.Pow(2f, (1f / 12f) * semiTones);
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if (pitchToMusic) newSemitones *= Conductor.instance.musicSource.pitch;
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return newSemitones;
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}
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/// <summary>
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/// Returns the semitones from a pitch.
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