mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 14:15:07 +00:00
bb2ae74339
* 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
53 lines
No EOL
1.2 KiB
C#
53 lines
No EOL
1.2 KiB
C#
using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_TapTrial
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{
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public class TapTrialPlayer : MonoBehaviour
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{
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[Header("References")]
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[System.NonSerialized] public Animator anim;
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public int tripleOffset = 0;
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private void Awake()
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{
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anim = GetComponent<Animator>();
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}
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private void Update()
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{
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if (PlayerInput.Pressed())
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{
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Tap(false, 0);
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}
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}
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public void Tap(bool hit, int type)
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{
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if (hit)
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SoundByte.PlayOneShotGame("tapTrial/tap");
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else
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SoundByte.PlayOneShotGame("tapTrial/tonk");
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switch (type)
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{
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case 0:
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anim.Play("Tap", 0, 0);
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break;
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case 1:
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anim.Play("DoubleTap", 0, 0);
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break;
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case 2:
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if(tripleOffset % 2 == 0)
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anim.Play("DoubleTap", 0, 0);
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else
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anim.Play("Tap", 0, 0);
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tripleOffset++;
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break;
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}
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}
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}
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} |