mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 22:25:07 +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
124 lines
No EOL
3.1 KiB
C#
124 lines
No EOL
3.1 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.Common
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{
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public class GoForAPerfect : MonoBehaviour
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{
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public static GoForAPerfect instance { get; set; }
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[SerializeField] Animator texAnim;
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[SerializeField] Animator pAnim;
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private bool active = false;
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private bool hiddenActive = false;
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public bool perfect;
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Conductor cond;
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double lastReportedBeat = 0f;
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double currentBeat = 0f;
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long currentBlink = 0;
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private void Awake()
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{
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instance = this;
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}
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private void Start()
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{
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perfect = true;
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cond = Conductor.instance;
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}
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private void Update() {
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gameObject.SetActive(hiddenActive);
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if (!active) return;
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if (!OverlaysManager.OverlaysEnabled) return;
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if (cond == null || !cond.isPlaying) return;
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if (cond.ReportBeat(ref lastReportedBeat))
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{
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currentBeat = lastReportedBeat;
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if (currentBlink != 0)
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{
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currentBlink++;
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if (currentBlink % 2 == 0)
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{
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texAnim.Play("GoForAPerfect_Blink", -1, 0);
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}
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else
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{
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texAnim.Play("GoForAPerfect_Blink2", -1, 0);
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}
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}
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else
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{
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currentBlink++;
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}
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}
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else if (cond.songPositionInBeats < lastReportedBeat)
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{
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lastReportedBeat = Mathf.Round(cond.songPositionInBeats);
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}
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}
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public void Hit()
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{
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if (!active) return;
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if (!OverlaysManager.OverlaysEnabled) return;
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pAnim.Play("PerfectIcon_Hit", 0, 0);
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}
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public void Miss()
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{
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perfect = false;
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if (!active) return;
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SetInactive();
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if (!OverlaysManager.OverlaysEnabled)
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{
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hiddenActive = false;
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return;
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}
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texAnim.Play("GoForAPerfect_Miss");
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pAnim.Play("PerfectIcon_Miss", -1, 0);
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SoundByte.PlayOneShot("perfectMiss");
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if (GameProfiler.instance != null)
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GameProfiler.instance.perfect = false;
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}
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public void Enable(double startBeat)
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{
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SetActive();
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gameObject.SetActive(true);
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pAnim.gameObject.SetActive(true);
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texAnim.gameObject.SetActive(true);
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texAnim.Play("GoForAPerfect_Idle");
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currentBlink = 0;
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}
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public void Disable()
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{
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SetInactive();
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gameObject.SetActive(false);
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}
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public void SetActive()
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{
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hiddenActive = true;
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active = true;
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}
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public void SetInactive()
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{
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active = false;
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}
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}
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} |