mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 19:55:09 +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
59 lines
1.9 KiB
C#
59 lines
1.9 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using NaughtyBezierCurves;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_WorkingDough
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{
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public class BGBall : MonoBehaviour
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{
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public double startBeat;
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public float firstBeatsToTravel = 3f;
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public float secondBeatsToTravel = 1f;
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public float thirdBeatsToTravel = 3f;
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public enum CurveStage
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{
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Conveyer = 0,
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StartFall = 1,
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Fall = 2
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}
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public CurveStage currentCurveStage;
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[NonSerialized] public BezierCurve3D firstCurve;
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[NonSerialized] public BezierCurve3D secondCurve;
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[NonSerialized] public BezierCurve3D thirdCurve;
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private void Update()
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{
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var cond = Conductor.instance;
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float flyPos = 0f;
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switch (currentCurveStage)
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{
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case CurveStage.Conveyer:
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flyPos = cond.GetPositionFromBeat(startBeat, firstBeatsToTravel);
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transform.position = firstCurve.GetPoint(flyPos);
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if (flyPos > 1f)
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{
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currentCurveStage = CurveStage.StartFall;
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}
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break;
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case CurveStage.StartFall:
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flyPos = cond.GetPositionFromBeat(startBeat + firstBeatsToTravel, secondBeatsToTravel);
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transform.position = secondCurve.GetPoint(flyPos);
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if (flyPos > 1f) currentCurveStage = CurveStage.Fall;
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break;
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case CurveStage.Fall:
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flyPos = cond.GetPositionFromBeat(startBeat + secondBeatsToTravel + firstBeatsToTravel, thirdBeatsToTravel);
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transform.position = thirdCurve.GetPoint(flyPos);
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if (flyPos > 1f) GameObject.Destroy(gameObject);
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break;
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}
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}
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}
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}
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