HeavenStudioPlus/Assets/Scripts/Games/Rockers/RockersInput.cs
minenice55 50a1b7bcdb 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
2023-06-10 15:13:29 -04:00

56 lines
1.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace HeavenStudio.Games.Scripts_Rockers
{
public class RockersInput : MonoBehaviour
{
private List<int> pitches = new List<int>();
private bool gleeClub;
private Rockers.PremadeSamples sample;
private int sampleTones;
private bool jump;
private Rockers game;
public void Init(bool gleeClub, int[] pitches, double beat, double length, Rockers.PremadeSamples sample, int sampleTones, bool jump = false)
{
game = Rockers.instance;
this.gleeClub = gleeClub;
this.pitches = pitches.ToList();
this.sample = sample;
this.sampleTones = sampleTones;
this.jump = jump;
game.ScheduleInput(beat, length, InputType.STANDARD_UP, Just, Miss, Empty);
}
private void Just(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f)
{
game.Soshi.StrumStrings(gleeClub, pitches.ToArray(), sample, sampleTones, false, jump, true);
Destroy(gameObject);
return;
}
game.Soshi.StrumStrings(gleeClub, pitches.ToArray(), sample, sampleTones, false, jump);
Destroy(gameObject);
}
private void Miss(PlayerActionEvent caller)
{
game.JJ.Miss();
Destroy(gameObject);
}
private void Empty(PlayerActionEvent caller)
{
}
}
}