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update from Release 1 (#464)
* Integration of Jukebox Library (#451) * add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing * editor fixes (#459) * ditch loading dialog doesn't show up when it's supposed to * format song offset in editor * remove VorbisPlugin * Update Editor.cs * make base datamodels for special entity reading (#463) * make base datamodels for special entity reading * fix crop stomp breaking when no game switch or remix end is set * fix save shortcut fix loading charts with no music
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4 changed files with 91 additions and 28 deletions
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@ -188,6 +188,11 @@ namespace HeavenStudio
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}
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current = load.Current;
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}
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catch (System.IO.FileNotFoundException f)
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{
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Debug.LogWarning("chart has no music: " + f.Message);
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Conductor.instance.musicSource.clip = null;
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}
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catch (Exception e)
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{
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Debug.LogError($"Failed to load music: {e.Message}");
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@ -160,16 +160,23 @@ namespace HeavenStudio.Games
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// find out when the next game switch (or remix end) happens
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var allEnds = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame", "end" });
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allEnds.Sort((x, y) => x.beat.CompareTo(y.beat));
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//get the beat of the closest end event
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foreach (var end in allEnds)
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if (allEnds.Count == 0)
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{
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if (end.datamodel.Split(2) == "cropStomp") continue;
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if (end.beat > startBeat)
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endBeat = double.MaxValue;
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}
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else
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{
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allEnds.Sort((x, y) => x.beat.CompareTo(y.beat));
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//get the beat of the closest end event
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foreach (var end in allEnds)
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{
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endBeat = end.beat;
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break;
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if (end.datamodel.Split(2) == "cropStomp") continue;
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if (end.beat > startBeat)
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{
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endBeat = end.beat;
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break;
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}
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}
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}
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@ -315,7 +315,7 @@ namespace HeavenStudio.Editor
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}
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else
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{
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if (currentRemixPath == string.Empty)
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if (currentRemixPath == string.Empty || currentRemixPath == null)
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{
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SaveRemixFilePanel();
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}
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@ -370,15 +370,16 @@ namespace HeavenStudio.Editor
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public void LoadRemix(bool create = false)
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{
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if (create)
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{
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GameManager.instance.NewRemix();
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currentRemixPath = string.Empty;
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}
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else
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{
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GameManager.instance.LoadRemix(true);
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}
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Timeline.instance.LoadRemix();
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Timeline.FitToSong();
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currentRemixPath = string.Empty;
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}
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public void OpenRemix()
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@ -73,6 +73,70 @@ namespace HeavenStudio
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{"resultrepeat_ng", "Next time, follow the example better."}, // "Try Again" message for call-and-response games (two-liner)
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};
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static Dictionary<string, object> tempoChangeModel = new()
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{
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{"tempo", 120f},
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{"swing", 0f},
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{"timeSignature", new Vector2(4, 4)},
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};
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static Dictionary<string, object> volumeChangeModel = new()
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{
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{"volume", 1f},
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{"fade", Util.EasingFunction.Ease.Instant},
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};
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static Dictionary<string, object> sectionMarkModel = new()
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{
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{"sectionName", ""},
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{"isCheckpoint", false},
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{"startPerfect", false},
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{"breakSection", false},
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{"extendsPrevious", false},
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{"sectionWeight", 1f},
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};
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static void PreProcessSpecialEntity(RiqEntity e, Dictionary<string, object> model)
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{
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foreach (var t in model)
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{
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string propertyName = t.Key;
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Type type = t.Value.GetType();
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if (!e.dynamicData.ContainsKey(propertyName))
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{
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e.CreateProperty(propertyName, t.Value);
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}
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Type pType = e[propertyName].GetType();
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if (pType != type)
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{
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try
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{
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if (type == typeof(Util.EasingFunction.Ease) && (pType == typeof(string) || pType == typeof(int) || pType == typeof(long)))
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{
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if (pType == typeof(int) || pType == typeof(long) || pType == typeof(Jukebox.EasingFunction.Ease))
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{
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e[propertyName] = (Util.EasingFunction.Ease)e[propertyName];
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}
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else
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e[propertyName] = Enum.Parse(typeof(Util.EasingFunction.Ease), (string)e[propertyName]);
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}
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else if (type.IsEnum)
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e[propertyName] = (int)e[propertyName];
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else if (pType == typeof(Newtonsoft.Json.Linq.JObject))
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e[propertyName] = e[propertyName].ToObject(type);
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else
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e[propertyName] = Convert.ChangeType(e[propertyName], type);
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}
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catch
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{
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Debug.LogWarning($"Could not convert {propertyName} to {type}! Using default value...");
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// use default value
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e.CreateProperty(propertyName, t.Value);
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}
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}
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}
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}
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/// <summary>
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/// processes an riq beatmap after it is loaded
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/// </summary>
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@ -179,31 +243,17 @@ namespace HeavenStudio
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foreach (var tempo in data.tempoChanges)
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{
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tempo["tempo"] = (float)tempo["tempo"];
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tempo["swing"] = (float)tempo["swing"];
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if (tempo.dynamicData.ContainsKey("timeSignature"))
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tempo["timeSignature"] = (Vector2)tempo["timeSignature"];
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else
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tempo.dynamicData.Add("timeSignature", new Vector2(4, 4));
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PreProcessSpecialEntity(tempo, tempoChangeModel);
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}
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foreach (var vol in data.volumeChanges)
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{
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vol["volume"] = (float)vol["volume"];
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if (vol["fade"].GetType() == typeof(string))
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vol["fade"] = Enum.Parse(typeof(Util.EasingFunction.Ease), (string)vol["fade"]);
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else
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vol["fade"] = (Util.EasingFunction.Ease)vol["fade"];
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PreProcessSpecialEntity(vol, volumeChangeModel);
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}
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foreach (var section in data.beatmapSections)
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{
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section["sectionName"] = (string)section["sectionName"];
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section["isCheckpoint"] = (bool)section["isCheckpoint"];
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section["startPerfect"] = (bool)section["startPerfect"];
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section["breakSection"] = (bool)section["breakSection"];
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section["extendsPrevious"] = (bool)section["extendsPrevious"];
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section["sectionWeight"] = (float)section["sectionWeight"];
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PreProcessSpecialEntity(section, sectionMarkModel);
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}
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//go thru each property of the model beatmap and add any missing keyvalue pair
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