mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-13 05:05:08 +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
31 lines
938 B
C#
31 lines
938 B
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using HeavenStudio.Util;
|
|
|
|
namespace HeavenStudio.Games.Scripts_SneakySpirits
|
|
{
|
|
public class SneakySpiritsGhost : MonoBehaviour
|
|
{
|
|
private SneakySpirits game;
|
|
private Animator anim;
|
|
|
|
void Awake()
|
|
{
|
|
anim = GetComponent<Animator>();
|
|
game = SneakySpirits.instance;
|
|
}
|
|
|
|
public void Init(double spawnBeat, float length)
|
|
{
|
|
BeatAction.New(game.gameObject, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(spawnBeat + 0.001f, delegate { anim.DoScaledAnimationAsync("Move", 1f); }),
|
|
new BeatAction.Action(spawnBeat + length - 0.5f, delegate { anim.DoScaledAnimationAsync("MoveDown", 1f); }),
|
|
new BeatAction.Action(spawnBeat + length, delegate { Destroy(gameObject); }),
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
|