mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 22:25:07 +00:00
b1fab52ad9
* 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
69 lines
1.7 KiB
C#
69 lines
1.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_GleeClub
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{
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public class GleeClubSingInput : MonoBehaviour
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{
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public float pitch = 1f;
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bool shouldClose = true;
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bool shouldOpen = true;
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private GleeClub game;
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void Awake()
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{
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game = GleeClub.instance;
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}
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public void Init(double beat, float length, int close)
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{
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shouldClose = close != (int)GleeClub.MouthOpenClose.OnlyOpen;
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shouldOpen = close != (int)GleeClub.MouthOpenClose.OnlyClose;
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if (shouldOpen) game.ScheduleInput(beat - 1, 1, InputType.STANDARD_UP, Just, Miss, Out);
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if (shouldClose) game.ScheduleInput(beat, length, InputType.STANDARD_DOWN, JustClose, MissClose, Out);
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}
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public void Just(PlayerActionEvent caller, float state)
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{
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if (!game.playerChorusKid.singing)
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{
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game.playerChorusKid.currentPitch = pitch;
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game.playerChorusKid.StartSinging();
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}
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if (!shouldClose) CleanUp();
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}
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public void JustClose(PlayerActionEvent caller, float state)
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{
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game.playerChorusKid.StopSinging();
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CleanUp();
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}
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public void MissClose(PlayerActionEvent caller)
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{
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game.missed = true;
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CleanUp();
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}
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public void Miss(PlayerActionEvent caller)
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{
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game.missed = true;
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if (!shouldClose) CleanUp();
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}
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public void Out(PlayerActionEvent caller)
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{
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}
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void CleanUp()
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{
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Destroy(gameObject);
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}
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}
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}
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