updated my fork to the latest version of the original repo

This commit is contained in:
streitixy 2024-01-26 18:48:21 -03:00
commit 0acbec65cd
60 changed files with 1164 additions and 414 deletions

View file

@ -15,7 +15,7 @@ jobs:
# Upload artifact (Unity_v20XX.X.XXXX.alf)
- name: Expose as artifact
uses: actions/upload-artifact@v2
uses: actions/upload-artifact@v4
with:
name: ${{ steps.getManualLicenseFile.outputs.filePath }}
path: ${{ steps.getManualLicenseFile.outputs.filePath }}

View file

@ -35,12 +35,12 @@ jobs:
swap-storage: false
- name: Checkout repository
uses: actions/checkout@v3
uses: actions/checkout@v4
# with:
# lfs: true
# Cache reused Library files to speed up compilation
- uses: actions/cache@v3
- uses: actions/cache@v4.0.0
with:
path: Library
key: Library-${{ hashFiles('Assets/**', 'Packages/**', 'ProjectSettings/**') }}
@ -56,7 +56,7 @@ jobs:
# githubToken: ${{ secrets.GITHUB_TOKEN }}
- name: Build project
uses: game-ci/unity-builder@v2
uses: game-ci/unity-builder@v4
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}

View file

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applyGammaDecoding: 0
cookieLightType: 1
platformSettings:
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@ -87,6 +89,30 @@ TextureImporter:
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androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
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overridden: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
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@ -100,6 +126,7 @@ TextureImporter:
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spritePackingTag:
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View file

@ -3,7 +3,7 @@ guid: bbf0b563660df5543be9504599afb095
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externalObjects: {}
serializedVersion: 11
serializedVersion: 12
mipmaps:
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@ -24,6 +24,7 @@ TextureImporter:
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streamingMipmapsPriority: 0
vTOnly: 0
ignoreMasterTextureLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
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@ -62,6 +63,7 @@ TextureImporter:
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@ -87,6 +89,30 @@ TextureImporter:
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@ -100,6 +126,7 @@ TextureImporter:
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@ -3,7 +3,7 @@ guid: 52d7d393f99934c43a8ffb32d844c88b
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@ -62,6 +63,7 @@ TextureImporter:
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@ -87,6 +89,30 @@ TextureImporter:
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@ -100,6 +126,7 @@ TextureImporter:
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@ -3,11 +3,11 @@ guid: 8be59c4bde4258c429ac39251f5f681b
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@ -24,6 +24,7 @@ TextureImporter:
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View file

@ -46,7 +46,7 @@ namespace HeavenStudio
// Current time of the song
private double time;
double dspTime;
double absTime, absTimeAdjust, lastAbsTime;
double absTime, absTimeAdjust;
double dspSizeSeconds;
double dspMargin = 128 / 44100.0;
bool deferTimeKeeping = false;
@ -56,7 +56,7 @@ namespace HeavenStudio
private double dspStart;
private float dspStartTime => (float)dspStart;
public double dspStartTimeAsDouble => dspStart;
DateTime startTime, lastMixTime;
DateTime startTime;
//the beat we started at
private double startPos;
@ -88,7 +88,6 @@ namespace HeavenStudio
private float minigamePitch = 1f;
public float SongPitch { get => isPaused ? 0f : (timelinePitch * minigamePitch); }
public float TimelinePitch { get => timelinePitch; }
private float musicScheduledPitch = 1f;
private double musicScheduledTime = 0;
// volume modifier
@ -189,6 +188,7 @@ namespace HeavenStudio
RiqBeatmap chart = GameManager.instance.Beatmap;
double offset = chart.data.offset;
double dspTime = AudioSettings.dspTime;
dspStart = dspTime;
startPos = GetSongPosFromBeat(beat);
firstBeatOffset = offset;
@ -200,23 +200,18 @@ namespace HeavenStudio
double musicStartDelay = -offset - startPos;
if (musicStartDelay > 0)
{
musicScheduledTime = dspTime + (musicStartDelay / timelinePitch) + 2*dspSizeSeconds;
dspStart = dspTime + 2*dspSizeSeconds;
musicScheduledTime = dspTime + (musicStartDelay / timelinePitch) + 2 * dspSizeSeconds;
dspStart = dspTime + 2 * dspSizeSeconds;
}
else
{
musicScheduledTime = dspTime + 2*dspSizeSeconds;
dspStart = dspTime + 2*dspSizeSeconds;
musicScheduledTime = dspTime + 2 * dspSizeSeconds;
dspStart = dspTime + 2 * dspSizeSeconds;
}
musicSource.PlayScheduled(musicScheduledTime);
musicScheduledPitch = timelinePitch;
musicSource.pitch = timelinePitch;
Debug.Log($"playback scheduled for dsptime {dspStart}");
}
if (musicSource.clip == null)
{
dspStart = dspTime;
}
songPosBeat = beat;
startBeat = songPosBeat;
@ -224,7 +219,6 @@ namespace HeavenStudio
startTime = DateTime.Now;
absTimeAdjust = 0;
lastAbsTime = 0;
deferTimeKeeping = musicSource.clip != null;
isPlaying = true;
@ -245,7 +239,6 @@ namespace HeavenStudio
absTimeAdjust = 0;
dspStart = dsp;
}
lastMixTime = DateTime.Now;
}
public void Pause()
@ -404,7 +397,7 @@ namespace HeavenStudio
}
}
double MapTimeToPitchChanges(double time)
public double MapTimeToPitchChanges(double time)
{
double counter = 0;
double lastChangeTime = 0;

View file

@ -8,6 +8,7 @@ namespace HeavenStudio
{
public class EventCaller : MonoBehaviour
{
public GameManager gameManager { get; private set; }
public Transform GamesHolder;
public RiqEntity currentEntity = new RiqEntity();
public string currentSwitchGame;
@ -18,6 +19,7 @@ namespace HeavenStudio
public Dictionary<string, Minigames.Minigame> minigames = new();
public Minigames.Minigame GetMinigame(string gameName)
{
if (!minigames.ContainsKey(gameName))
@ -55,34 +57,14 @@ namespace HeavenStudio
return GetGameAction(gameName, action).parameters.Find(c => c.propertyName == param);
}
public void Init()
public void Init(GameManager mgr)
{
gameManager = mgr;
instance = this;
currentEntity = new RiqEntity();
Minigames.Init(this);
List<Minigames.Minigame> minigamesInBeatmap = new List<Minigames.Minigame>();
for (int i = 0; i < GameManager.instance.Beatmap.Entities.Count; i++)
{
//go through every entity in the timeline and add the game that they're from to the minigamesInBeatmap list (ignore entities from FX only categories, i.e. Game Manager and Count-Ins)
Minigames.Minigame game = GetMinigame(GameManager.instance.Beatmap.Entities[i].datamodel.Split('/')[0]);
if (!minigamesInBeatmap.Contains(game) && !FXOnlyGames().Contains(game))
{
minigamesInBeatmap.Add(game);
}
}
for (int i = 0; i < minigamesInBeatmap.Count; i++)
{
// minigames[minigames.FindIndex(c => c.name == minigamesInBeatmap[i].name)].holder = Resources.Load<GameObject>($"Games/{minigamesInBeatmap[i].name}");
}
}
private void Update()
{
}
public void CallEvent(RiqEntity entity, bool gameActive)
@ -128,30 +110,9 @@ namespace HeavenStudio
}
}
static bool StringStartsWith(string a, string b)
{
int aLen = a.Length;
int bLen = b.Length;
int ap = 0; int bp = 0;
while (ap < aLen && bp < bLen && a [ap] == b [bp])
{
ap++;
bp++;
}
return (bp == bLen);
}
public static bool IsGameSwitch(RiqEntity entity)
{
return StringStartsWith(entity.datamodel, "gameManager/switchGame");
}
public static List<RiqEntity> GetAllInGameManagerList(string gameName, string[] include)
{
List<RiqEntity> temp1 = GameManager.instance.Beatmap.Entities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
List<RiqEntity> temp1 = instance.gameManager.Beatmap.Entities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
List<RiqEntity> temp2 = new List<RiqEntity>();
foreach (string s in include)
{
@ -162,7 +123,7 @@ namespace HeavenStudio
public static List<RiqEntity> GetAllInGameManagerListExclude(string gameName, string[] exclude)
{
List<RiqEntity> temp1 = GameManager.instance.Beatmap.Entities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
List<RiqEntity> temp1 = instance.gameManager.Beatmap.Entities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
List<RiqEntity> temp2 = new List<RiqEntity>();
foreach (string s in exclude)
{

View file

@ -68,7 +68,7 @@ namespace HeavenStudio
GameObject Games = new GameObject();
Games.name = "Games";
gameManager.playMode = playOnStart;
gameManager.TogglePlayMode(playOnStart);
gameManager.GamesHolder = Games;
gameManager.CircleCursor = Cursor.transform.GetChild(0).GetComponent<CircleCursor>();

View file

@ -21,7 +21,7 @@ namespace HeavenStudio
[Header("Lists")]
[NonSerialized] public RiqBeatmap Beatmap = new();
private List<GameObject> preloadedGames = new();
private Dictionary<string, GameObject> cachedGamePrefabs = new();
[NonSerialized] public ObjectPool<Sound> SoundObjects;
[Header("Components")]
@ -32,30 +32,31 @@ namespace HeavenStudio
[NonSerialized] public Games.Global.Filter filter;
[Header("Games")]
[NonSerialized] public string currentGame;
Coroutine currentGameSwitchIE;
[Header("Properties")]
[NonSerialized] public string txt = null;
[NonSerialized] public string ext = null;
[NonSerialized]
public int currentEvent, currentTempoEvent, currentVolumeEvent, currentSectionEvent,
currentPreEvent, currentPreSwitch, currentPreSequence;
[NonSerialized] public double endBeat;
[NonSerialized] public float startOffset;
[NonSerialized] public bool playMode;
[NonSerialized] public double startBeat;
[NonSerialized] public GameObject currentGameO;
private Minigame _currentMinigame;
[NonSerialized] public bool autoplay;
[NonSerialized] public bool canInput = true;
[NonSerialized] public RiqEntity lastSection, currentSection;
[NonSerialized] public double nextSectionBeat;
public string currentGame { get; private set; }
public GameObject minigameObj { get; private set; }
public Minigame minigame { get; private set; }
public RiqEntity lastSection { get; private set; }
public RiqEntity currentSection { get; private set; }
public double endBeat { get; private set; }
public double startBeat { get; private set; }
public double nextSectionBeat { get; private set; }
public double SectionProgress { get; private set; }
public float MarkerWeight { get; private set; }
public int MarkerCategory { get; private set; }
public bool playMode { get; private set; }
public bool autoplay { get; private set; }
public bool canInput { get; private set; }
public bool GameHasSplitColours
{
get
@ -138,7 +139,9 @@ namespace HeavenStudio
eventCaller = this.gameObject.AddComponent<EventCaller>();
eventCaller.GamesHolder = GamesHolder.transform;
eventCaller.Init();
eventCaller.Init(this);
canInput = true;
// note: serialize this shit in the inspector //
GameObject textbox = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Textbox"));
@ -429,9 +432,10 @@ namespace HeavenStudio
{
if (currentPreSequence < Beatmap.Entities.Count && currentPreSequence >= 0)
{
if (start >= preSequenceBeats[currentPreSequence])
List<RiqEntity> entitiesInRange = ListPool<RiqEntity>.Get();
while (currentPreSequence < preSequenceBeats.Count && start >= preSequenceBeats[currentPreSequence])
{
List<RiqEntity> entitiesInRange = ListPool<RiqEntity>.Get();
entitiesInRange.Clear();
foreach (RiqEntity entity in Beatmap.Entities)
{
string[] entityDatamodel = entity.datamodel.Split('/');
@ -449,14 +453,14 @@ namespace HeavenStudio
var inf = GetGameInfo(gameName);
if (inf != null && inf.usesAssetBundle && inf.AssetsLoaded && !inf.SequencesPreloaded)
{
Debug.Log($"Preloading game {gameName}");
Debug.Log($"Preparing game {gameName}");
PreloadGameSequences(gameName);
}
eventCaller.CallPreEvent(entity);
currentPreSequence++;
}
ListPool<RiqEntity>.Release(entitiesInRange);
}
ListPool<RiqEntity>.Release(entitiesInRange);
}
}
@ -533,7 +537,7 @@ namespace HeavenStudio
if (cond.songPositionInBeatsAsDouble >= Math.Ceiling(_playStartBeat) + _pulseTally)
{
if (_currentMinigame != null) _currentMinigame.OnBeatPulse(Math.Ceiling(_playStartBeat) + _pulseTally);
if (minigame != null) minigame.OnBeatPulse(Math.Ceiling(_playStartBeat) + _pulseTally);
onBeatPulse?.Invoke(Math.Ceiling(_playStartBeat) + _pulseTally);
_pulseTally++;
}
@ -545,12 +549,13 @@ namespace HeavenStudio
if (currentEvent < Beatmap.Entities.Count && currentEvent >= 0)
{
if (clampedBeat >= eventBeats[currentEvent])
List<RiqEntity> entitiesInRange = ListPool<RiqEntity>.Get();
List<RiqEntity> fxEntities = ListPool<RiqEntity>.Get();
// allows for multiple events on the same beat to be executed on the same frame, so no more 1-frame delay
while (currentEvent < eventBeats.Count && clampedBeat >= eventBeats[currentEvent] && Conductor.instance.isPlaying)
{
List<RiqEntity> entitiesInRange = ListPool<RiqEntity>.Get();
List<RiqEntity> fxEntities = ListPool<RiqEntity>.Get();
// allows for multiple events on the same beat to be executed on the same frame, so no more 1-frame delay
fxEntities.Clear();
entitiesInRange.Clear();
using (PooledObject<List<RiqEntity>> pool = ListPool<RiqEntity>.Get(out List<RiqEntity> currentBeatEntities))
{
currentBeatEntities = Beatmap.Entities.FindAll(c => c.beat == eventBeats[currentEvent]);
@ -592,10 +597,9 @@ namespace HeavenStudio
// Thank you to @shshwdr for bring this to my attention
currentEvent++;
}
ListPool<RiqEntity>.Release(entitiesInRange);
ListPool<RiqEntity>.Release(fxEntities);
}
ListPool<RiqEntity>.Release(entitiesInRange);
ListPool<RiqEntity>.Release(fxEntities);
}
if (currentSection == null)
@ -619,7 +623,7 @@ namespace HeavenStudio
if (Conductor.instance.songPositionInBeatsAsDouble >= Math.Ceiling(_playStartBeat) + _latePulseTally)
{
if (_currentMinigame != null) _currentMinigame.OnLateBeatPulse(Math.Ceiling(_playStartBeat) + _latePulseTally);
if (minigame != null) minigame.OnLateBeatPulse(Math.Ceiling(_playStartBeat) + _latePulseTally);
onBeatPulse?.Invoke(Math.Ceiling(_playStartBeat) + _latePulseTally);
_latePulseTally++;
}
@ -630,6 +634,16 @@ namespace HeavenStudio
canInput = inputs;
}
public void ToggleAutoplay(bool auto)
{
autoplay = auto;
}
public void TogglePlayMode(bool mode)
{
playMode = mode;
}
#region Play Events
private double _playStartBeat = 0;
@ -701,7 +715,7 @@ namespace HeavenStudio
{
Conductor.instance.PlaySetup(beat);
Minigame miniGame = null;
if (currentGameO != null && currentGameO.TryGetComponent<Minigame>(out miniGame))
if (minigameObj != null && minigameObj.TryGetComponent<Minigame>(out miniGame))
{
if (miniGame != null)
{
@ -761,7 +775,7 @@ namespace HeavenStudio
}
Minigame miniGame;
if (currentGameO != null && currentGameO.TryGetComponent<Minigame>(out miniGame))
if (minigameObj != null && minigameObj.TryGetComponent<Minigame>(out miniGame))
{
if (miniGame != null)
{
@ -1065,7 +1079,7 @@ namespace HeavenStudio
SetGame(game, false);
Minigame miniGame;
if (currentGameO != null && currentGameO.TryGetComponent<Minigame>(out miniGame))
if (minigameObj != null && minigameObj.TryGetComponent<Minigame>(out miniGame))
{
if (miniGame != null)
{
@ -1092,26 +1106,29 @@ namespace HeavenStudio
{
ResetCamera(); // resetting camera before setting new minigame so minigames can set camera values in their awake call - Rasmus
Destroy(currentGameO);
GameObject prefab = GetGame(game);
if (prefab == null) return;
currentGameO = Instantiate(GetGame(game));
if (currentGameO.TryGetComponent<Minigame>(out var minigame))
Destroy(minigameObj);
minigameObj = Instantiate(prefab);
if (minigameObj.TryGetComponent<Minigame>(out var minigame))
{
_currentMinigame = minigame;
this.minigame = minigame;
minigame.minigameName = game;
minigame.gameManager = this;
minigame.conductor = Conductor.instance;
}
Vector3 originalScale = currentGameO.transform.localScale;
currentGameO.transform.parent = eventCaller.GamesHolder.transform;
currentGameO.transform.localScale = originalScale;
currentGameO.name = game;
Vector3 originalScale = minigameObj.transform.localScale;
minigameObj.transform.parent = eventCaller.GamesHolder.transform;
minigameObj.transform.localScale = originalScale;
minigameObj.name = game;
SetCurrentGame(game, useMinigameColor);
}
public void DestroyGame()
{
cachedGamePrefabs.Clear();
SetGame("noGame");
}
@ -1152,29 +1169,40 @@ namespace HeavenStudio
.Select(x => GetGameInfo(x))
.Where(x => x != null)
.Where(x => !x.fxOnly)
.Select(x => x.LoadableName);
name = gameInfos.FirstOrDefault() ?? "noGame";
}
else
{
if (gameInfo.usesAssetBundle)
.Where(x => x.LoadableName is not "noGame" or "" or null);
if (gameInfos.Count() > 0)
{
//game is packed in an assetbundle, load from that instead
if (gameInfo.AssetsLoaded && gameInfo.LoadedPrefab != null) return gameInfo.LoadedPrefab;
try
{
return gameInfo.GetCommonAssetBundle().LoadAsset<GameObject>(name);
}
catch (Exception e)
{
Debug.LogWarning($"Failed to load assetbundle for game {name}, using sync loading: {e.Message}");
return Resources.Load<GameObject>($"Games/{name}");
}
gameInfo = gameInfos.FirstOrDefault();
if (gameInfo == null) return Resources.Load<GameObject>($"Games/noGame");
}
else
{
return Resources.Load<GameObject>($"Games/noGame");
}
}
if (gameInfo.usesAssetBundle)
{
//game is packed in an assetbundle, load from that instead
if (gameInfo.AssetsLoaded && gameInfo.LoadedPrefab != null) return gameInfo.LoadedPrefab;
// couldn't load cached prefab, try loading from assetbundle
try
{
Debug.LogWarning($"Game prefab wasn't cached, loading from assetbundle for game {name}");
return gameInfo.LoadGamePrefab();
}
catch (Exception e)
{
Debug.LogWarning($"Failed to load assetbundle for game {name}, using sync loading: {e.Message}");
return Resources.Load<GameObject>($"Games/{name}");
}
}
return Resources.Load<GameObject>($"Games/{name}");
}
else
{
Debug.LogWarning($"Game {name} not found, using noGame");
return Resources.Load<GameObject>($"Games/noGame");
}
return Resources.Load<GameObject>($"Games/{name}");
}
public Minigames.Minigame GetGameInfo(string name)

View file

@ -166,11 +166,11 @@ namespace HeavenStudio.Games
public override void OnBeatPulse(double beat)
{
if (!BeatIsInBopRegion(beat)) return;
if (student.isHolding)
if (student.isHolding && !student.swiping)
{
student.anim.DoScaledAnimationAsync("HoldBop", 0.5f);
}
else if (!student.swiping && student.anim.IsAnimationNotPlaying())
else if (student.anim.IsAnimationNotPlaying() && !student.swiping)
{
student.anim.DoScaledAnimationAsync("IdleBop", 0.5f);
}
@ -217,16 +217,19 @@ namespace HeavenStudio.Games
{
student.UnHold();
shouldBeHolding = false;
ScoreMiss();
}
else if(PlayerInput.GetIsAction(InputAction_FlickRelease) && !IsExpectingInputNow(InputAction_FlickRelease) && student.isHolding) //Flick during hold
{
student.OnFlickSwipe();
shouldBeHolding = false;
ScoreMiss();
}
else if (!GameManager.instance.autoplay && shouldBeHolding && !PlayerInput.GetIsAction(InputAction_BasicPressing) && !IsExpectingInputNow(InputAction_FlickRelease))
{
student.UnHold();
shouldBeHolding = false;
ScoreMiss();
}
}
@ -249,11 +252,11 @@ namespace HeavenStudio.Games
{
new BeatAction.Action(beat + i, delegate
{
if (student.isHolding)
if (student.isHolding && !student.swiping)
{
student.anim.DoScaledAnimationAsync("HoldBop", 0.5f);
}
else if (!student.swiping && student.anim.IsAnimationNotPlaying())
else if (student.anim.IsAnimationNotPlaying() && !student.swiping)
{
student.anim.DoScaledAnimationAsync("IdleBop", 0.5f);
}
@ -469,27 +472,13 @@ namespace HeavenStudio.Games
ScheduleInput(beat, timing, InputAction_FlickRelease, student.OnHitSwipe, student.OnMissSwipe, student.OnEmpty);
}
andStop = false;
}
//void SetupCue(float beat, bool swipe)
//{
// if (swipe)
// student.swipeBeat = beat;
// else
// student.holdBeat = beat;
// student.eligible = true;
// student.ResetState();
//}
public static void SoundFX(bool toggle)
{
Student.soundFX = toggle;
}
public static void VoiceLines(double beat, int type)
{
string[] sounds;

View file

@ -169,23 +169,21 @@ namespace HeavenStudio.Games.Scripts_DJSchool
public void OnHitSwipe(PlayerActionEvent caller, float beat)
{
game.shouldBeHolding = false;
isHolding = false;
swiping = true;
SoundByte.PlayOneShotGame("djSchool/recordSwipe");
anim.Play("Swipe", 0, 0);
if (beat >= 1f || beat <= -1f) missed = true;
if (!missed)
{
isHolding = false;
missed = false;
shouldBeHolding = false;
SoundByte.PlayOneShotGame("djSchool/recordSwipe");
FlashFX(false);
swiping = true;
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { anim.Play("Swipe", 0, 0); }),
new BeatAction.Action(beat + 4f, delegate { swiping = false; }),
});
//anim.Play("Swipe", 0, 0);
game.djYellowScript.ChangeHeadSprite(DJYellow.DJExpression.UpSecond);
game.djYellowScript.Reverse();
game.smileBeat = caller.timer + caller.startBeat + 1f;
@ -199,13 +197,10 @@ namespace HeavenStudio.Games.Scripts_DJSchool
else
{
OnMissSwipeForPlayerInput(caller.timer + caller.startBeat + 1);
SoundByte.PlayOneShotGame("djSchool/recordSwipe");
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { anim.Play("Swipe", 0, 0); }),
new BeatAction.Action(beat + 4f, delegate { swiping = false; }),
});
//anim.Play("Swipe", 0, 0);
tableAnim.speed = 1;
tableAnim.DoScaledAnimationAsync("Student_Turntable_Swipe", 0.5f);
@ -304,7 +299,6 @@ namespace HeavenStudio.Games.Scripts_DJSchool
}
}
//Not sure but will do?
private void OnDestroy()
{

View file

@ -39,7 +39,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
double lastChargeTime = double.MinValue;
double unPrepareTime = double.MinValue;
double noNuriJabTime = double.MinValue;
bool canEmote = false;
bool canEmote = false, justPunched = false;
public int wantFace = 0;
public bool inSpecial
@ -137,7 +137,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
}
}
if (PlayerInput.GetIsAction(KarateMan.InputAction_Press) && !inSpecial)
if (PlayerInput.GetIsAction(KarateMan.InputAction_Press) && !(inSpecial || justPunched))
{
if (!KarateMan.instance.IsExpectingInputNow(KarateMan.InputAction_Press))
{
@ -204,7 +204,11 @@ namespace HeavenStudio.Games.Scripts_KarateMan
}
}
}
}
void LateUpdate()
{
justPunched = false;
}
public void Bop()
@ -230,19 +234,6 @@ namespace HeavenStudio.Games.Scripts_KarateMan
switch (forceHand)
{
case 0:
if (cond.songPositionInBeatsAsDouble - lastPunchTime < 0.25f + (Minigame.JustLateTime() - 1f))
{
lastPunchTime = double.MinValue;
anim.DoScaledAnimationAsync("Straight", 0.5f);
straight = true;
}
else
{
lastPunchTime = cond.songPositionInBeatsAsDouble;
anim.DoScaledAnimationAsync("Jab", 0.5f);
}
break;
case 1:
anim.DoScaledAnimationAsync("Jab", 0.5f);
break;
@ -255,6 +246,19 @@ namespace HeavenStudio.Games.Scripts_KarateMan
anim.DoNormalizedAnimation("JabNoNuri");
noNuriJabTime = cond.songPositionInBeatsAsDouble;
break;
default:
if (cond.songPositionInBeatsAsDouble <= cond.GetBeatFromSongPos(lastPunchTime + Minigame.NgLateTime() - 1) + 0.25)
{
lastPunchTime = double.MinValue;
anim.DoScaledAnimationAsync("Straight", 0.5f);
straight = true;
}
else
{
lastPunchTime = cond.songPositionAsDouble;
anim.DoScaledAnimationAsync("Jab", 0.5f);
}
break;
}
if (touchCharge)
{
@ -265,6 +269,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
{
bop.startBeat = cond.songPositionInBeatsAsDouble + 0.5f;
}
justPunched = true;
return straight; //returns what hand was used to punch the object
}

View file

@ -190,6 +190,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
case ItemType.ComboPot1:
OnHit = KarateMan.instance.ScheduleInput(startBeat, 1f, KarateMan.InputAction_AltDown, ComboStartJustOrNg, ComboStartThrough, ComboStartOut, CanCombo);
OnHitWrongAction = KarateMan.instance.ScheduleUserInput(startBeat, 1f, KarateMan.InputAction_Press, ComboStartWrongAction, ComboStartOut, ComboStartOut, CanHitWrong);
OnHitWrongAction.weight = 0;
path = 1;
break;
case ItemType.ComboPot2:
@ -216,6 +217,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
case ItemType.KickBarrel:
OnHit = KarateMan.instance.ScheduleInput(startBeat, 1f, KarateMan.InputAction_Press, KickChargeJustOrNg, ItemThrough, ItemOut, CanCombo);
OnHitWrongAction = KarateMan.instance.ScheduleUserInput(startBeat, 1f, KarateMan.InputAction_AltDown, ItemWrongAction, ItemOut, ItemOut, CanComboWrong);
OnHitWrongAction.weight = 0;
path = 1;
comboId = -1;
break;
@ -243,12 +245,14 @@ namespace HeavenStudio.Games.Scripts_KarateMan
case ItemType.Bomb:
OnHit = KarateMan.instance.ScheduleInput(startBeat, 1f, KarateMan.InputAction_Press, ItemJustOrNg, ItemThrough, ItemOut, CanHit);
OnHitWrongAction = KarateMan.instance.ScheduleUserInput(startBeat, 1f, KarateMan.InputAction_AltDown, ItemWrongAction, ItemOut, ItemOut, CanHitWrong);
OnHitWrongAction.weight = 0;
path = 1;
comboId = -1;
break;
default:
OnHit = KarateMan.instance.ScheduleInput(startBeat, 1f, KarateMan.InputAction_Press, ItemJustOrNg, ItemThrough, ItemOut, CanHit);
OnHitWrongAction = KarateMan.instance.ScheduleUserInput(startBeat, 1f, KarateMan.InputAction_AltDown, ItemWrongAction, ItemOut, ItemOut, CanHitWrong);
OnHitWrongAction.weight = 0;
path = 1;
comboId = -1;
break;
@ -832,6 +836,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
}),
});
KarateMan.instance.Nori.DoThrough();
KarateMan.instance.ScoreMiss();
}
public void ItemOut(PlayerActionEvent caller) { }
@ -937,6 +942,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
{
ItemHitEffect(straight);
}
KarateMan.instance.ScoreMiss();
KarateMan.instance.Nori.DoThrough();
}

View file

@ -198,42 +198,6 @@ namespace HeavenStudio.Games
scheduledInputs.Remove(evt);
}
//Get the scheduled input that should happen the **Soonest**
//Can return null if there's no scheduled inputs
// remark: need a check for specific button(s)
[Obsolete("Use GetClosestScheduledInput InputAction or InputAction category instead")]
public PlayerActionEvent GetClosestScheduledInput(InputType input = InputType.ANY)
{
PlayerActionEvent closest = null;
foreach (PlayerActionEvent toCompare in scheduledInputs)
{
// ignore inputs that are for sequencing in autoplay
if (toCompare.autoplayOnly) continue;
if (closest == null)
{
if (input == InputType.ANY || (toCompare.inputType & input) != 0)
closest = toCompare;
}
else
{
double t1 = closest.startBeat + closest.timer;
double t2 = toCompare.startBeat + toCompare.timer;
// Debug.Log("t1=" + t1 + " -- t2=" + t2);
if (t2 < t1)
{
if (input == InputType.ANY || (toCompare.inputType & input) != 0)
closest = toCompare;
}
}
}
return closest;
}
public PlayerActionEvent GetClosestScheduledInput(int[] actionCats)
{
int catIdx = (int)PlayerInput.CurrentControlStyle;
@ -267,22 +231,6 @@ namespace HeavenStudio.Games
return closest;
}
public PlayerActionEvent GetClosestScheduledInput(PlayerInput.InputAction action)
{
return GetClosestScheduledInput(action.inputLockCategory);
}
//Hasn't been tested yet. *Should* work.
//Can be used to detect if the user is expected to input something now or not
//Useful for strict call and responses games like Tambourine
[Obsolete("Use IsExpectingInputNow InputAction or InputAction category instead")]
public bool IsExpectingInputNow(InputType wantInput = InputType.ANY)
{
PlayerActionEvent input = GetClosestScheduledInput(wantInput);
if (input == null) return false;
return input.IsExpectingInputNow();
}
public bool IsExpectingInputNow(int[] wantActionCategory)
{
PlayerActionEvent input = GetClosestScheduledInput(wantActionCategory);
@ -299,43 +247,43 @@ namespace HeavenStudio.Games
public static double NgEarlyTime(float pitch = -1)
{
if (pitch < 0)
return 1f - ngEarlyTime;
return 1f - (ngEarlyTimeBase * pitch);
return 1 - ngEarlyTime;
return 1 - (ngEarlyTimeBase * pitch);
}
public static double JustEarlyTime(float pitch = -1)
{
if (pitch < 0)
return 1f - justEarlyTime;
return 1f - (justEarlyTimeBase * pitch);
return 1 - justEarlyTime;
return 1 - (justEarlyTimeBase * pitch);
}
public static double JustLateTime(float pitch = -1)
{
if (pitch < 0)
return 1f + justLateTime;
return 1f + (justLateTimeBase * pitch);
return 1 + justLateTime;
return 1 + (justLateTimeBase * pitch);
}
public static double NgLateTime(float pitch = -1)
{
if (pitch < 0)
return 1f + ngLateTime;
return 1f + (ngLateTimeBase * pitch);
return 1 + ngLateTime;
return 1 + (ngLateTimeBase * pitch);
}
public static double AceEarlyTime(float pitch = -1)
{
if (pitch < 0)
return 1f - aceEarlyTime;
return 1f - (aceEarlyTimeBase * pitch);
return 1 - aceEarlyTime;
return 1 - (aceEarlyTimeBase * pitch);
}
public static double AceLateTime(float pitch = -1)
{
if (pitch < 0)
return 1f + aceLateTime;
return 1f + (aceLateTimeBase * pitch);
return 1 + aceLateTime;
return 1 + (aceLateTimeBase * pitch);
}
public virtual void OnGameSwitch(double beat)

View file

@ -42,8 +42,6 @@ namespace HeavenStudio.Games
public bool noAutoplay = false; //Indicates if this PlayerActionEvent is recognized by the autoplay. /!\ Overrides autoPlayOnly /!\
public InputType inputType; //The type of input. Check the InputType class to see a list of all of them
public bool perfectOnly = false; //Indicates that the input only recognize perfect inputs.
public bool countsForAccuracy = true; //Indicates if the input counts for the accuracy or not. If set to false, it'll not be counted in the accuracy calculation
@ -160,11 +158,6 @@ namespace HeavenStudio.Games
if (toCompare.InputAction != null
&& toCompare.InputAction.inputLockCategory[catIdx] != InputAction.inputLockCategory[catIdx]) continue;
}
else
{
if ((toCompare.inputType & this.inputType) == 0) continue;
if (!toCompare.IsExpectingInputNow()) continue;
}
double t1 = this.startBeat + this.timer;
double t2 = toCompare.startBeat + toCompare.timer;

View file

@ -4,7 +4,7 @@ MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 5
executionOrder: -30
icon: {instanceID: 0}
userData:
assetBundleName:

View file

@ -177,29 +177,23 @@ namespace HeavenStudio.Games
protected static bool IA_TouchNrm(out double dt)
{
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
&& (instance.currentReceiver is WhichTossKid.Akachan
|| (instance.lastReceiver is WhichTossKid.Akachan or WhichTossKid.None
&& instance.currentReceiver is WhichTossKid.None)
|| (instance.IsExpectingInputNow(InputAction_Aka)
&& !(instance.IsExpectingInputNow(InputAction_Ao) || instance.IsExpectingInputNow(InputAction_Kii))));
&& ((instance.currentReceiver is WhichTossKid.Akachan or WhichTossKid.None)
|| instance.IsExpectingInputNow(InputAction_Aka))
&& !(instance.IsExpectingInputNow(InputAction_Ao) || instance.IsExpectingInputNow(InputAction_Kii));
}
protected static bool IA_TouchDir(out double dt)
{
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
&& (instance.currentReceiver is WhichTossKid.Kiiyan
|| (instance.lastReceiver is WhichTossKid.Kiiyan
&& instance.currentReceiver is WhichTossKid.None)
|| (instance.IsExpectingInputNow(InputAction_Kii)
&& !(instance.IsExpectingInputNow(InputAction_Ao) || instance.IsExpectingInputNow(InputAction_Aka))));
&& ((instance.currentReceiver is WhichTossKid.Kiiyan)
|| instance.IsExpectingInputNow(InputAction_Kii))
&& !(instance.IsExpectingInputNow(InputAction_Ao) || instance.IsExpectingInputNow(InputAction_Aka));
}
protected static bool IA_TouchAlt(out double dt)
{
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
&& (instance.currentReceiver is WhichTossKid.Aokun
|| (instance.lastReceiver is WhichTossKid.Aokun
&& instance.currentReceiver is WhichTossKid.None)
|| (instance.IsExpectingInputNow(InputAction_Ao)
&& !(instance.IsExpectingInputNow(InputAction_Aka) || instance.IsExpectingInputNow(InputAction_Kii))));
&& ((instance.currentReceiver is WhichTossKid.Aokun)
|| instance.IsExpectingInputNow(InputAction_Ao))
&& !(instance.IsExpectingInputNow(InputAction_Aka) || instance.IsExpectingInputNow(InputAction_Kii));
}
protected static bool IA_BatonNrm(out double dt)

View file

@ -29,8 +29,9 @@ namespace HeavenStudio.Games.Loaders
{
preFunction = delegate
{
var e = eventCaller.currentEntity;
TrickClass.PreTossObject(e.beat, (int)e["obj"], e["nx"]);
EventCaller ec = eventCaller;
var e = ec.currentEntity;
TrickClass.PreTossObject(ec.gameManager, e.beat, (int)e["obj"], e["nx"]);
},
defaultLength = 2,
parameters = new List<Param>()
@ -46,7 +47,9 @@ namespace HeavenStudio.Games.Loaders
{
preFunction = delegate
{
TrickClass.PreTossObject(eventCaller.currentEntity.beat, (int)TrickClass.TrickObjType.Plane);
EventCaller ec = eventCaller;
var e = ec.currentEntity;
TrickClass.PreTossObject(ec.gameManager, e.beat, (int)TrickClass.TrickObjType.Plane);
},
defaultLength = 3,
},
@ -62,7 +65,9 @@ namespace HeavenStudio.Games.Loaders
{
preFunction = delegate
{
TrickClass.PreTossObject(eventCaller.currentEntity.beat, (int)TrickClass.TrickObjType.Chair);
EventCaller ec = eventCaller;
var e = ec.currentEntity;
TrickClass.PreTossObject(ec.gameManager, e.beat, (int)TrickClass.TrickObjType.Chair);
},
defaultLength = 2,
hidden = true,
@ -71,7 +76,9 @@ namespace HeavenStudio.Games.Loaders
{
preFunction = delegate
{
TrickClass.PreTossObject(eventCaller.currentEntity.beat, (int)TrickClass.TrickObjType.Phone, eventCaller.currentEntity["nx"]);
EventCaller ec = eventCaller;
var e = ec.currentEntity;
TrickClass.PreTossObject(ec.gameManager, e.beat, (int)TrickClass.TrickObjType.Phone, eventCaller.currentEntity["nx"]);
},
defaultLength = 2,
hidden = true,
@ -84,7 +91,9 @@ namespace HeavenStudio.Games.Loaders
{
preFunction = delegate
{
TrickClass.PreTossObject(eventCaller.currentEntity.beat, (int)TrickClass.TrickObjType.Shock);
EventCaller ec = eventCaller;
var e = ec.currentEntity;
TrickClass.PreTossObject(ec.gameManager, e.beat, (int)TrickClass.TrickObjType.Shock);
},
defaultLength = 2,
hidden = true,
@ -283,23 +292,23 @@ namespace HeavenStudio.Games
instance.showBubble = !instance.showBubble;
}
public static void PreTossObject(double beat, int type, bool variant = false)
public static void PreTossObject(GameManager gm, double beat, int type, bool variant = false)
{
if (GameManager.instance.currentGame == "trickClass")
if (gm.currentGame == "trickClass" && gm.minigameObj.TryGetComponent(out TrickClass tc))
{
BeatAction.New(instance, new List<BeatAction.Action>()
BeatAction.New(tc, new List<BeatAction.Action>()
{
new BeatAction.Action(beat - 1, delegate
{
if (instance.showBubble == true)
if (tc.showBubble == true)
{
instance.warnAnim.Play(variant ? instance.objWarnAnimVariant[type] : instance.objWarnAnim[type], 0, 0);
tc.warnAnim.Play(variant ? tc.objWarnAnimVariant[type] : tc.objWarnAnim[type], 0, 0);
}
}),
new BeatAction.Action(beat, delegate
{
instance.warnAnim.Play("NoPose", 0, 0);
instance.TossObject(beat, type, variant);
tc.warnAnim.Play("NoPose", 0, 0);
tc.TossObject(beat, type, variant);
})
});
}

View file

@ -1,37 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio
{
[System.Flags]
public enum InputType : int {
// Shouldn't be used by minigame scripts
ANY = -1,
//General
//-------
//Down
STANDARD_DOWN = 1<<0,
STANDARD_ALT_DOWN = 1<<1,
DIRECTION_DOWN = 1<<2,
//Up
STANDARD_UP = 1<<3,
STANDARD_ALT_UP = 1<<4,
DIRECTION_UP = 1<<5,
//Specific
//--------
//Down
DIRECTION_DOWN_DOWN = 1<<6,
DIRECTION_UP_DOWN = 1<<7,
DIRECTION_LEFT_DOWN = 1<<8,
DIRECTION_RIGHT_DOWN = 1<<9,
//Up
DIRECTION_DOWN_UP = 1<<10,
DIRECTION_UP_UP = 1<<11,
DIRECTION_LEFT_UP = 1<<12,
DIRECTION_RIGHT_UP = 1<<13
}
}

View file

@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 25e3511c55cd2f540abe014bf39e626b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -522,7 +522,7 @@ namespace HeavenStudio.Editor
public void ToggleDebugCam()
{
var game = GameManager.instance.currentGameO;
var game = GameManager.instance.minigameObj;
if (game != null)
{

View file

@ -353,12 +353,12 @@ namespace HeavenStudio.Editor.Track
if (!GameManager.instance.autoplay)
{
AutoplayBTN.GetComponent<Animator>().Play("Idle", 0, 0);
GameManager.instance.autoplay = true;
GameManager.instance.ToggleAutoplay(true);
}
else
{
AutoplayBTN.GetComponent<Animator>().Play("Disabled", 0, 0);
GameManager.instance.autoplay = false;
GameManager.instance.ToggleAutoplay(false);
}
}

View file

@ -479,9 +479,7 @@ namespace HeavenStudio
{
if (AssetsLoaded || !usesAssetBundle) return;
await UniTask.WhenAll(LoadCommonAssetBundleAsync(), LoadLocalizedAssetBundleAsync());
await UniTask.WhenAll(LoadGamePrefabAsync());
await UniTask.WhenAll(LoadCommonAudioClips());
await UniTask.WhenAll(LoadLocalizedAudioClips());
await UniTask.WhenAll(LoadGamePrefabAsync(), LoadCommonAudioClips(), LoadLocalizedAudioClips());
}
public async UniTask LoadCommonAssetBundleAsync()
@ -499,7 +497,7 @@ namespace HeavenStudio
if (!usesAssetBundle) return;
if (bundleCommon != null) return;
AssetBundle bundle = await AssetBundle.LoadFromFileAsync(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/common")).ToUniTask();
AssetBundle bundle = await AssetBundle.LoadFromFileAsync(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/common")).ToUniTask(timing: PlayerLoopTiming.PreLateUpdate);
bundleCommon = bundle;
commonLoaded = true;
@ -521,7 +519,7 @@ namespace HeavenStudio
if (!usesAssetBundle) return;
if (localeLoaded && bundleLocalized != null && currentLoadedLocale == defaultLocale) return;
AssetBundle bundle = await AssetBundle.LoadFromFileAsync(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/locale." + defaultLocale)).ToUniTask();
AssetBundle bundle = await AssetBundle.LoadFromFileAsync(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/locale." + defaultLocale)).ToUniTask(timing: PlayerLoopTiming.PreLateUpdate);
if (localeLoaded && bundleLocalized != null && currentLoadedLocale == defaultLocale) return;
bundleLocalized = bundle;
@ -535,7 +533,7 @@ namespace HeavenStudio
if (!commonLoaded) return;
if (bundleCommon == null) return;
UnityEngine.Object asset = await bundleCommon.LoadAssetAsync<GameObject>(name).ToUniTask();
UnityEngine.Object asset = await bundleCommon.LoadAssetAsync<GameObject>(name).ToUniTask(timing: PlayerLoopTiming.PreLateUpdate);
loadedPrefab = asset as GameObject;
// load sound sequences here for now
@ -547,6 +545,14 @@ namespace HeavenStudio
}
}
public GameObject LoadGamePrefab()
{
if (!usesAssetBundle) return null;
loadedPrefab = GetCommonAssetBundle().LoadAsset<GameObject>(name);
return loadedPrefab;
}
public async UniTask LoadCommonAudioClips()
{
if (!commonLoaded) return;
@ -556,14 +562,6 @@ namespace HeavenStudio
var assets = bundleCommon.LoadAllAssetsAsync();
await assets;
// await UniTask.SwitchToThreadPool();
// foreach (var asset in assets.allAssets)
// {
// AudioClip clip = asset as AudioClip;
// commonAudioClips.Add(clip.name, clip);
// }
// await UniTask.SwitchToMainThread();
}
public async UniTask LoadLocalizedAudioClips()
@ -575,14 +573,6 @@ namespace HeavenStudio
var assets = bundleLocalized.LoadAllAssetsAsync();
await assets;
// await UniTask.SwitchToThreadPool();
// foreach (var asset in assets.allAssets)
// {
// AudioClip clip = asset as AudioClip;
// localeAudioClips.Add(clip.name, clip);
// }
// await UniTask.SwitchToMainThread();
}
public async UniTask UnloadAllAssets()

View file

@ -58,15 +58,19 @@ namespace HeavenStudio.Util
if (behaviour == null || !(conductor.isPlaying || conductor.isPaused))
return;
try
while (conductor.songPositionInBeatsAsDouble >= actions[idx].beat)
{
actions[idx].function.Invoke();
try
{
actions[idx].function.Invoke();
}
catch (System.Exception e)
{
Debug.LogError($"Exception thrown while executing BeatAction: {e}");
}
idx++;
if (idx >= actions.Count) return;
}
catch (System.Exception e)
{
Debug.LogError($"Exception thrown while executing BeatAction: {e}");
}
idx++;
}
}
}

View file

@ -37,7 +37,7 @@ namespace HeavenStudio.Util
bool queued = false;
public bool available = true;
const double PREBAKE_TIME = 0.5;
const double PREBAKE_TIME = 0.25;
private void Start()
{
@ -70,6 +70,7 @@ namespace HeavenStudio.Util
audioSource = GetComponent<AudioSource>();
cond = Conductor.instance;
double dspTime = AudioSettings.dspTime;
available = false;
audioSource.clip = clip;
@ -85,8 +86,8 @@ namespace HeavenStudio.Util
{
playInstant = true;
played = true;
startTime = AudioSettings.dspTime;
audioSource.PlayScheduled(startTime);
startTime = dspTime;
audioSource.Play();
}
else
{
@ -94,15 +95,17 @@ namespace HeavenStudio.Util
if (cond != null)
{
scheduledPitch = cond.SongPitch;
startTime = (AudioSettings.dspTime + (cond.GetSongPosFromBeat(beat) - cond.songPositionAsDouble) / (double)scheduledPitch) - offset;
startTime = (dspTime + (cond.GetSongPosFromBeat(beat) - cond.songPositionAsDouble) / (double)scheduledPitch) - offset;
}
if (scheduledPitch != 0 && AudioSettings.dspTime >= startTime)
if (scheduledPitch != 0 && dspTime >= startTime)
{
audioSource.PlayScheduled(startTime);
played = true;
queued = true;
}
}
Update();
}
private void Update()
@ -157,7 +160,7 @@ namespace HeavenStudio.Util
audioSource.UnPause();
}
scheduledPitch = cond.SongPitch;
startTime = (dspTime + (cond.GetSongPosFromBeat(beat) - cond.songPositionAsDouble) / (double)scheduledPitch);
startTime = (dspTime + (cond.GetSongPosFromBeat(beat) - cond.songPositionAsDouble) / (double)scheduledPitch) - offset;
if (queued)
audioSource.SetScheduledStartTime(startTime);
}
@ -203,7 +206,7 @@ namespace HeavenStudio.Util
{
if (looping && loopEndBeat != -1) // Looping sounds play forever unless params are set.
{
if (cond.songPositionInBeatsAsDouble > loopEndBeat)
if (cond.songPositionInBeatsAsDouble >= loopEndBeat)
{
KillLoop(fadeTime);
loopDone = true;
@ -257,12 +260,22 @@ namespace HeavenStudio.Util
{
if (!gameObject.activeSelf) return;
this.bendedPitch = bendedPitch;
if (bendTime == 0)
{
audioSource.pitch = bendedPitch;
return;
}
StartCoroutine(BendUpLoop(bendTime));
}
public void BendDown(float bendTime)
{
if (!gameObject.activeSelf) return;
if (bendTime == 0)
{
audioSource.pitch = pitch;
return;
}
StartCoroutine(BendDownLoop(bendTime));
}
@ -301,6 +314,11 @@ namespace HeavenStudio.Util
public void KillLoop(double fadeTime)
{
if (!gameObject.activeSelf) return;
if (fadeTime == 0)
{
GameManager.instance.SoundObjects.Release(this);
return;
}
StartCoroutine(FadeLoop(fadeTime));
}

View file

@ -17,7 +17,51 @@ MonoBehaviour:
DenseViewWidthThreshold: 512
_disableAutoReloadInBackground: 0
ImportedScriptPaths:
<<<<<<< HEAD
- Assets/Scripts/Games/BonOdori/BonOdori.cs
- Assets/Scripts/Games/ClappyTrio/ClappyTrio.cs
=======
- Assets/Scripts/Minigames.cs
- Assets/Editor/CreateAssetBundles.cs
- Assets/Editor/CreateMinigameScriptTemplate.cs
- Assets/Scripts/Games/Minigame.cs
- Assets/Scripts/Games/FanClub/FanClub.cs
- Assets/Scripts/GameManager.cs
- Assets/Editor/SpritesheetScaler.cs
- Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs
- Assets/Scripts/Games/TheDazzles/TheDazzles.cs
- Assets/Scripts/Games/FirstContact/FirstContact.cs
- Assets/Scripts/SourceGenerators/ControllerLoaderGenerator.cs
- Assets/Scripts/InputSystem/PlayerInput.cs
- Assets/Scripts/JudgementManager.cs
- Assets/Scripts/LevelEditor/RemixPropertiesDialog/PropertyPrefabs/RatingScreenPropertyDialog.cs
- Assets/Scripts/GlobalGameManager.cs
- Assets/Scripts/Games/KarateMan/KarateMan.cs
- Assets/Scripts/Games/KarateMan/KarateManJoe.cs
- Assets/Scripts/Games/KarateMan/KarateManNoriController.cs
- Assets/Scripts/Util/BeatAction.cs
- Assets/Scripts/Games/TossBoys/TossBoys.cs
- Assets/Scripts/Games/DoubleDate/DoubleDate.cs
- Assets/Scripts/Games/AirRally/AirRally.cs
- Assets/Scripts/LevelEditor/Editor.cs
- Assets/Scripts/Common/MemRenderer.cs
- Assets/Scripts/Games/BoardMeeting/BoardMeeting.cs
- Assets/Scripts/PersistentDataManager.cs
- Assets/Scripts/UI/Overlays/OverlaysManager.cs
- Assets/Scripts/TitleManager.cs
- Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/SectionDialog.cs
- Assets/Scripts/LevelEditor/Timeline/SpecialTmeline/TimelineObjs/SectionTimelineObj.cs
- Assets/Scripts/Games/DJSchool/Student.cs
- Assets/Scripts/UI/PauseMenu.cs
- Assets/Scripts/Util/Sound.cs
- Assets/Scripts/Conductor.cs
- Assets/Scripts/EventCaller.cs
- Assets/Scripts/Games/TrickClass/TrickClass.cs
- Assets/Scripts/GameInitializer.cs
- Assets/Scripts/LevelEditor/Timeline/Timeline.cs
- Assets/Scripts/Games/PlayerActionEvent.cs
- Assets/Scripts/Games/KarateMan/KarateManPot.cs
- Assets/Scripts/Games/DJSchool/DJSchool.cs
>>>>>>> upstream/master
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