BurstLinq
make BGM resync when changing pitch (to test)
This commit is contained in:
parent
ff4b3523af
commit
317b3413f3
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@ -5,7 +5,6 @@ using UnityEngine;
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using Jukebox;
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using HeavenStudio.Util;
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using System.Data.Common;
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namespace HeavenStudio
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{
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@ -20,6 +19,8 @@ namespace HeavenStudio
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public List<AddedPitchChange> addedPitchChanges = new List<AddedPitchChange>();
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public GameManager gameManager;
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// Song beats per minute
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// This is determined by the song you're trying to sync up to
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public float songBpm;
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@ -95,7 +96,7 @@ namespace HeavenStudio
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public void SetTimelinePitch(float pitch)
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{
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if (isPaused) return;
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if (isPaused || deferTimeKeeping) return;
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if (pitch != 0 && pitch != timelinePitch)
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{
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Debug.Log("added pitch change " + pitch * minigamePitch + " at " + absTime);
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@ -106,12 +107,16 @@ namespace HeavenStudio
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if (musicSource != null && musicSource.clip != null)
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{
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musicSource.pitch = SongPitch;
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time = MapTimeToPitchChanges(absTime + absTimeAdjust);
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songPos = startPos + time;
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songPosBeat = GetBeatFromSongPos(songPos);
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SeekMusicToTime(songPos, firstBeatOffset);
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}
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}
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public void SetMinigamePitch(float pitch)
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{
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if (isPaused || !isPlaying) return;
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if (isPaused || deferTimeKeeping || !isPlaying) return;
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if (pitch != 0 && pitch != minigamePitch)
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{
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Debug.Log("added pitch change " + pitch * timelinePitch + " at " + absTime);
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@ -122,6 +127,10 @@ namespace HeavenStudio
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if (musicSource != null && musicSource.clip != null)
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{
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musicSource.pitch = SongPitch;
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time = MapTimeToPitchChanges(absTime + absTimeAdjust);
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songPos = startPos + time;
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songPosBeat = GetBeatFromSongPos(songPos);
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SeekMusicToTime(songPos, firstBeatOffset);
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}
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}
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@ -141,7 +150,7 @@ namespace HeavenStudio
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public void SetBeat(double beat)
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{
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var chart = GameManager.instance.Beatmap;
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var chart = gameManager.Beatmap;
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double offset = chart.data.offset;
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startPos = GetSongPosFromBeat(beat);
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@ -154,7 +163,7 @@ namespace HeavenStudio
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songPosBeat = GetBeatFromSongPos(time);
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GameManager.instance.SetCurrentEventToClosest(beat);
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gameManager.SetCurrentEventToClosest(beat);
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}
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public void PlaySetup(double beat)
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@ -183,7 +192,7 @@ namespace HeavenStudio
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SetMinigameVolume(1f);
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}
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RiqBeatmap chart = GameManager.instance.Beatmap;
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RiqBeatmap chart = gameManager.Beatmap;
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double offset = chart.data.offset;
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double dspTime = AudioSettings.dspTime;
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dspStart = dspTime;
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@ -474,14 +483,14 @@ namespace HeavenStudio
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private List<RiqEntity> GetSortedTempoChanges()
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{
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GameManager.instance.SortEventsList();
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return GameManager.instance.Beatmap.TempoChanges;
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gameManager.SortEventsList();
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return gameManager.Beatmap.TempoChanges;
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}
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public float GetBpmAtBeat(double beat, out float swingRatio)
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{
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swingRatio = 0.5f;
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var chart = GameManager.instance.Beatmap;
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var chart = gameManager.Beatmap;
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if (chart.TempoChanges.Count == 0)
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return 120f;
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float bpm = chart.TempoChanges[0]["tempo"];
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@ -532,7 +541,7 @@ namespace HeavenStudio
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public double GetSongPosFromBeat(double beat)
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{
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var chart = GameManager.instance.Beatmap;
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var chart = gameManager.Beatmap;
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float bpm = 120f;
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double counter = 0f;
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@ -572,7 +581,7 @@ namespace HeavenStudio
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double counterSeconds = 0;
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float lastBpm = 120f;
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foreach (RiqEntity t in GameManager.instance.Beatmap.TempoChanges)
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foreach (RiqEntity t in gameManager.Beatmap.TempoChanges)
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{
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double beatToNext = t.beat - lastTempoChangeBeat;
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double secToNext = BeatsToSecs(beatToNext, lastBpm);
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@ -1,5 +1,6 @@
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using System;
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using System.Linq;
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using BurstLinq;
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using System.Collections.Generic;
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using UnityEngine;
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using Jukebox;
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@ -4,6 +4,7 @@ using UnityEngine;
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using HeavenStudio.Util;
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using System.Linq;
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using BurstLinq;
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using Jukebox;
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using Jukebox.Legacy;
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@ -86,11 +86,13 @@ namespace HeavenStudio
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GameObject Conductor = new GameObject();
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Conductor.name = "Conductor";
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AudioSource source = Conductor.AddComponent<AudioSource>();
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Conductor.AddComponent<Conductor>();
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Conductor.GetComponent<Conductor>().musicSource = source;
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Conductor cond = Conductor.AddComponent<Conductor>();
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cond.musicSource = source;
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source.priority = 255;
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source.outputAudioMixerGroup = Settings.GetMusicMixer();
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// Conductor.AddComponent<AudioDspTimeKeeper>();
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cond.gameManager = gameManager;
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gameManager.conductor = cond;
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GlobalGameManager.GameRenderTexture = gameRenderTexture;
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GlobalGameManager.OverlayRenderTexture = overlayRenderTexture;
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@ -2,6 +2,8 @@ using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using BurstLinq;
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using UnityEngine;
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using UnityEngine.Pool;
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@ -87,6 +89,7 @@ namespace HeavenStudio
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public static GameManager instance { get; private set; }
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private EventCaller eventCaller;
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public Conductor conductor;
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// average input accuracy (msec)
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List<int> inputOffsetSamples = new List<int>();
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@ -173,9 +176,9 @@ namespace HeavenStudio
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}
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SortEventsList();
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Conductor.instance.SetBpm(Beatmap.TempoChanges[0]["tempo"]);
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Conductor.instance.SetVolume(Beatmap.VolumeChanges[0]["volume"]);
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Conductor.instance.firstBeatOffset = Beatmap.data.offset;
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conductor.SetBpm(Beatmap.TempoChanges[0]["tempo"]);
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conductor.SetVolume(Beatmap.VolumeChanges[0]["volume"]);
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conductor.firstBeatOffset = Beatmap.data.offset;
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if (!preLoaded)
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{
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@ -240,7 +243,7 @@ namespace HeavenStudio
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Beatmap.AddNewTempoChange(0, 120f);
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Beatmap.AddNewVolumeChange(0, 100f);
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Beatmap.data.offset = 0f;
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Conductor.instance.musicSource.clip = null;
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conductor.musicSource.clip = null;
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RiqFileHandler.WriteRiq(Beatmap);
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AudioLoadDone = true;
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}
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@ -263,7 +266,7 @@ namespace HeavenStudio
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catch (System.IO.FileNotFoundException f)
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{
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Debug.LogWarning("chart has no music: " + f.Message);
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Conductor.instance.musicSource.clip = null;
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conductor.musicSource.clip = null;
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AudioLoadDone = true;
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yield break;
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}
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@ -277,7 +280,7 @@ namespace HeavenStudio
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}
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yield return current;
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}
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Conductor.instance.musicSource.clip = RiqFileHandler.StreamedAudioClip;
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conductor.musicSource.clip = RiqFileHandler.StreamedAudioClip;
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AudioLoadDone = true;
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}
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@ -299,9 +302,9 @@ namespace HeavenStudio
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if (!editor)
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StartCoroutine(LoadMusic());
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SortEventsList();
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Conductor.instance.SetBpm(Beatmap.TempoChanges[0]["tempo"]);
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Conductor.instance.SetVolume(Beatmap.VolumeChanges[0]["volume"]);
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Conductor.instance.firstBeatOffset = Beatmap.data.offset;
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conductor.SetBpm(Beatmap.TempoChanges[0]["tempo"]);
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conductor.SetVolume(Beatmap.VolumeChanges[0]["volume"]);
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conductor.firstBeatOffset = Beatmap.data.offset;
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if (!playMode)
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{
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Stop(0);
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@ -459,9 +462,9 @@ namespace HeavenStudio
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{
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if (BeatmapEntities() < 1)
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return;
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if (!Conductor.instance.isPlaying)
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if (!conductor.isPlaying)
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return;
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Conductor cond = Conductor.instance;
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Conductor cond = conductor;
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double clampedBeat = Math.Max(cond.songPositionInBeatsAsDouble, 0);
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if (currentTempoEvent < Beatmap.TempoChanges.Count && currentTempoEvent >= 0)
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@ -543,7 +546,7 @@ namespace HeavenStudio
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List<RiqEntity> entitiesInRange = ListPool<RiqEntity>.Get();
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List<RiqEntity> fxEntities = ListPool<RiqEntity>.Get();
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// allows for multiple events on the same beat to be executed on the same frame, so no more 1-frame delay
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while (currentEvent < eventBeats.Count && clampedBeat >= eventBeats[currentEvent] && Conductor.instance.isPlaying)
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while (currentEvent < eventBeats.Count && clampedBeat >= eventBeats[currentEvent] && conductor.isPlaying)
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{
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fxEntities.Clear();
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entitiesInRange.Clear();
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@ -609,10 +612,10 @@ namespace HeavenStudio
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{
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OverlaysManager.instance.TogleOverlaysVisibility(Editor.Editor.instance == null || Editor.Editor.instance.fullscreen || ((PersistentDataManager.gameSettings.overlaysInEditor) && (!Editor.Editor.instance.fullscreen)) || HeavenStudio.Editor.GameSettings.InPreview);
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if (!Conductor.instance.isPlaying)
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if (!conductor.isPlaying)
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return;
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if (Conductor.instance.songPositionInBeatsAsDouble >= Math.Ceiling(_playStartBeat) + _latePulseTally)
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if (conductor.songPositionInBeatsAsDouble >= Math.Ceiling(_playStartBeat) + _latePulseTally)
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{
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if (minigame != null) minigame.OnLateBeatPulse(Math.Ceiling(_playStartBeat) + _latePulseTally);
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onBeatPulse?.Invoke(Math.Ceiling(_playStartBeat) + _latePulseTally);
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@ -668,7 +671,7 @@ namespace HeavenStudio
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public void Play(double beat, float delay = 0f)
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{
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bool paused = Conductor.instance.isPaused;
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bool paused = conductor.isPaused;
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Debug.Log("Playing at " + beat);
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_playStartBeat = beat;
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_pulseTally = 0;
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private IEnumerator PlayCo(double beat, float delay = 0f)
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{
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bool paused = Conductor.instance.isPaused;
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bool paused = conductor.isPaused;
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if (!paused)
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{
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Conductor.instance.SetBpm(Beatmap.TempoChanges[0]["tempo"]);
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Conductor.instance.SetVolume(Beatmap.VolumeChanges[0]["volume"]);
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Conductor.instance.firstBeatOffset = Beatmap.data.offset;
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conductor.SetBpm(Beatmap.TempoChanges[0]["tempo"]);
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conductor.SetVolume(Beatmap.VolumeChanges[0]["volume"]);
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conductor.firstBeatOffset = Beatmap.data.offset;
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SetCurrentEventToClosest(beat);
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KillAllSounds();
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yield return new WaitForSeconds(delay);
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}
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Conductor.instance.PlaySetup(beat);
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conductor.PlaySetup(beat);
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Minigame miniGame = null;
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if (minigameObj != null && minigameObj.TryGetComponent<Minigame>(out miniGame))
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{
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@ -765,21 +768,21 @@ namespace HeavenStudio
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CircleCursor.LockCursor(true);
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}
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Application.backgroundLoadingPriority = ThreadPriority.Low;
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Conductor.instance.Play(beat);
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conductor.Play(beat);
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}
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public void Pause()
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{
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Conductor.instance.Pause();
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conductor.Pause();
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Util.SoundByte.PauseOneShots();
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onPause?.Invoke(Conductor.instance.songPositionInBeatsAsDouble);
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onPause?.Invoke(conductor.songPositionInBeatsAsDouble);
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canInput = false;
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}
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public void Stop(double beat, bool restart = false, float restartDelay = 0f)
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{
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// I feel like I should standardize the names
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if (Conductor.instance.isPlaying)
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if (conductor.isPlaying)
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{
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SkillStarManager.instance.KillStar();
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TimingAccuracyDisplay.instance.StopStarFlash();
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@ -796,7 +799,7 @@ namespace HeavenStudio
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}
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}
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Conductor.instance.Stop(beat);
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conductor.Stop(beat);
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SetCurrentEventToClosest(beat);
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KillAllSounds();
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@ -1023,12 +1026,12 @@ namespace HeavenStudio
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if (allEnds.Count > 0)
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endBeat = allEnds.Select(c => c.beat).Min();
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else
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endBeat = Conductor.instance.SongLengthInBeatsAsDouble();
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endBeat = conductor.SongLengthInBeatsAsDouble();
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}
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else
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{
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SetGame("noGame");
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endBeat = Conductor.instance.SongLengthInBeatsAsDouble();
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endBeat = conductor.SongLengthInBeatsAsDouble();
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}
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if (Beatmap.TempoChanges.Count > 0)
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@ -1112,9 +1115,9 @@ namespace HeavenStudio
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}
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}
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while (beat + 0.25 > Math.Max(Conductor.instance.songPositionInBeatsAsDouble, 0))
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while (beat + 0.25 > Math.Max(conductor.songPositionInBeatsAsDouble, 0))
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{
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if (!Conductor.instance.isPlaying)
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if (!conductor.isPlaying)
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{
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HeavenStudio.StaticCamera.instance.ToggleCanvasVisibility(true);
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SetAmbientGlowToCurrentMinigameColor();
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@ -1141,7 +1144,7 @@ namespace HeavenStudio
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this.minigame = minigame;
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minigame.minigameName = game;
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minigame.gameManager = this;
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minigame.conductor = Conductor.instance;
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minigame.conductor = conductor;
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}
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Vector3 originalScale = minigameObj.transform.localScale;
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minigameObj.transform.parent = eventCaller.GamesHolder.transform;
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@ -1300,8 +1303,8 @@ namespace HeavenStudio
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private bool SongPosLessThanClipLength(float t)
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{
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if (Conductor.instance.musicSource.clip != null)
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return Conductor.instance.GetSongPosFromBeat(t) < Conductor.instance.musicSource.clip.length;
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if (conductor.musicSource.clip != null)
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return conductor.GetSongPosFromBeat(t) < conductor.musicSource.clip.length;
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else
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return true;
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}
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@ -7,6 +7,7 @@ using HeavenStudio.Common;
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using HeavenStudio.InputSystem;
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using System;
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using System.Linq;
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using BurstLinq;
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using Jukebox;
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namespace HeavenStudio.Games
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@ -1,7 +1,4 @@
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using System;
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using System.Linq;
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using System.Reflection;
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using System.Collections.Generic;
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using HeavenStudio.InputSystem;
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@ -15,6 +15,7 @@ using HeavenStudio.StudioDance;
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using Jukebox;
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using UnityEditor;
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using System.Linq;
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using BurstLinq;
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namespace HeavenStudio.Editor
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{
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@ -9,6 +9,7 @@ using TMPro;
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using Jukebox;
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using Newtonsoft.Json;
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using System.Linq;
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using BurstLinq;
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using HeavenStudio.Util;
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@ -5,6 +5,7 @@ using UnityEngine.Pool;
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using Jukebox;
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using System.Linq;
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using BurstLinq;
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namespace HeavenStudio.Editor.Track
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{
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@ -16,6 +16,7 @@ using SatorImaging.UnitySourceGenerator;
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using System;
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using System.IO;
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using System.Linq;
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using BurstLinq;
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using UnityEngine.Assertions.Must;
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using Newtonsoft.Json.Linq;
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@ -8,6 +8,7 @@ using HeavenStudio.Common;
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using HeavenStudio.InputSystem;
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using System.Linq;
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using BurstLinq;
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using SFB;
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using Jukebox;
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@ -1,6 +1,7 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using BurstLinq;
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using UnityEngine;
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using Cysharp.Threading.Tasks;
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@ -2,6 +2,7 @@ using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using BurstLinq;
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using System.Threading.Tasks;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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@ -1,5 +1,6 @@
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{
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"dependencies": {
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"com.annulusgames.burst-linq": "https://github.com/AnnulusGames/BurstLinq.git?path=/Assets/BurstLinq",
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"com.coffee.softmask-for-ugui": "https://github.com/mob-sakai/SoftMaskForUGUI.git",
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"com.cysharp.unitask": "https://github.com/Cysharp/UniTask.git?path=src/UniTask/Assets/Plugins/UniTask",
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"com.nobi.roundedcorners": "https://github.com/kirevdokimov/Unity-UI-Rounded-Corners.git",
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@ -10,7 +11,8 @@
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"com.tayx.graphy": "https://github.com/Tayx94/graphy.git",
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"com.unity.2d.sprite": "1.0.0",
|
||||
"com.unity.assetbundlebrowser": "https://github.com/Unity-Technologies/AssetBundles-Browser.git",
|
||||
"com.unity.collab-proxy": "2.0.1",
|
||||
"com.unity.burst": "1.6.6",
|
||||
"com.unity.collections": "1.2.4",
|
||||
"com.unity.ide.rider": "3.0.18",
|
||||
"com.unity.ide.visualstudio": "2.0.22",
|
||||
"com.unity.nuget.newtonsoft-json": "3.0.2",
|
||||
|
|
|
@ -1,5 +1,12 @@
|
|||
{
|
||||
"dependencies": {
|
||||
"com.annulusgames.burst-linq": {
|
||||
"version": "https://github.com/AnnulusGames/BurstLinq.git?path=/Assets/BurstLinq",
|
||||
"depth": 0,
|
||||
"source": "git",
|
||||
"dependencies": {},
|
||||
"hash": "fc354905c8e40b1491ea8a750ee722ee07adf484"
|
||||
},
|
||||
"com.coffee.softmask-for-ugui": {
|
||||
"version": "https://github.com/mob-sakai/SoftMaskForUGUI.git",
|
||||
"depth": 0,
|
||||
|
@ -74,11 +81,23 @@
|
|||
"dependencies": {},
|
||||
"hash": "b7c279278d1a343c6957c9f15b45173d3211f01c"
|
||||
},
|
||||
"com.unity.collab-proxy": {
|
||||
"version": "2.0.1",
|
||||
"com.unity.burst": {
|
||||
"version": "1.6.6",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {},
|
||||
"dependencies": {
|
||||
"com.unity.mathematics": "1.2.1"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.collections": {
|
||||
"version": "1.2.4",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.burst": "1.6.6",
|
||||
"com.unity.test-framework": "1.1.31"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.ext.nunit": {
|
||||
|
@ -106,6 +125,13 @@
|
|||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.mathematics": {
|
||||
"version": "1.2.6",
|
||||
"depth": 1,
|
||||
"source": "registry",
|
||||
"dependencies": {},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.nuget.newtonsoft-json": {
|
||||
"version": "3.2.1",
|
||||
"depth": 1,
|
||||
|
|
17
ProjectSettings/BurstAotSettings_StandaloneWindows.json
Normal file
17
ProjectSettings/BurstAotSettings_StandaloneWindows.json
Normal file
|
@ -0,0 +1,17 @@
|
|||
{
|
||||
"MonoBehaviour": {
|
||||
"Version": 4,
|
||||
"EnableBurstCompilation": true,
|
||||
"EnableOptimisations": true,
|
||||
"EnableSafetyChecks": false,
|
||||
"EnableDebugInAllBuilds": false,
|
||||
"UsePlatformSDKLinker": false,
|
||||
"CpuMinTargetX32": 0,
|
||||
"CpuMaxTargetX32": 0,
|
||||
"CpuMinTargetX64": 0,
|
||||
"CpuMaxTargetX64": 0,
|
||||
"CpuTargetsX32": 6,
|
||||
"CpuTargetsX64": 72,
|
||||
"OptimizeFor": 0
|
||||
}
|
||||
}
|
6
ProjectSettings/CommonBurstAotSettings.json
Normal file
6
ProjectSettings/CommonBurstAotSettings.json
Normal file
|
@ -0,0 +1,6 @@
|
|||
{
|
||||
"MonoBehaviour": {
|
||||
"Version": 4,
|
||||
"DisabledWarnings": ""
|
||||
}
|
||||
}
|
|
@ -134,7 +134,7 @@ PlayerSettings:
|
|||
16:10: 1
|
||||
16:9: 1
|
||||
Others: 1
|
||||
bundleVersion: 1.0.9
|
||||
bundleVersion: 1.0.10
|
||||
preloadedAssets:
|
||||
- {fileID: 102900000, guid: 5348c08b82446e0478cee8bda6c02cfc, type: 3}
|
||||
metroInputSource: 0
|
||||
|
@ -158,11 +158,11 @@ PlayerSettings:
|
|||
applicationIdentifier:
|
||||
Standalone: com.RHeavenStudio.Heaven-Studio
|
||||
buildNumber:
|
||||
Standalone: 100009
|
||||
Standalone: 100010
|
||||
iPhone: 0
|
||||
tvOS: 0
|
||||
overrideDefaultApplicationIdentifier: 0
|
||||
AndroidBundleVersionCode: 100009
|
||||
AndroidBundleVersionCode: 100010
|
||||
AndroidMinSdkVersion: 22
|
||||
AndroidTargetSdkVersion: 0
|
||||
AndroidPreferredInstallLocation: 1
|
||||
|
|
|
@ -16,6 +16,31 @@ MonoBehaviour:
|
|||
AutoEmitDisabledPaths: []
|
||||
DenseViewWidthThreshold: 512
|
||||
_disableAutoReloadInBackground: 0
|
||||
ImportedScriptPaths: []
|
||||
ImportedScriptPaths:
|
||||
- Assets/Scripts/Games/GleeClub/GleeClub.cs
|
||||
- Assets/Scripts/Minigames.cs
|
||||
- Assets/Scripts/LevelEditor/Editor.cs
|
||||
- Assets/Scripts/Games/FreezeFrame/Car.cs
|
||||
- Assets/Scripts/Games/Fillbots/Fillbots.cs
|
||||
- Assets/Scripts/Games/Fillbots/FullBody.cs
|
||||
- Assets/Scripts/Games/CatchOfTheDay/CatchOfTheDay.cs
|
||||
- Assets/Scripts/Util/ParticleSystemHelpers.cs
|
||||
- Assets/Scripts/Games/Fillbots/NtrFillbot.cs
|
||||
- Assets/Scripts/USG.g/LoadMinigames.Minigames.MinigameLoaderGenerator.g.cs
|
||||
- Assets/Scripts/Games/FreezeFrame/FreezeFrame.cs
|
||||
- Assets/Scripts/Games/CatchOfTheDay/LakeScene.cs
|
||||
- Assets/Scripts/Conductor.cs
|
||||
- Assets/Scripts/GameManager.cs
|
||||
- Assets/Scripts/LevelEditor/Timeline/TimelineBlockManager.cs
|
||||
- Assets/Scripts/TitleManager.cs
|
||||
- Assets/Scripts/Util/MultiSound.cs
|
||||
- Assets/Scripts/LevelEditor/Timeline/Timeline.cs
|
||||
- Assets/Scripts/EventCaller.cs
|
||||
- Assets/Scripts/Games/Minigame.cs
|
||||
- Assets/Scripts/InputSystem/PlayerInput.cs
|
||||
- Assets/Scripts/GameCamera.cs
|
||||
- Assets/Scripts/Util/SoundByte.cs
|
||||
- Assets/Scripts/GameInitializer.cs
|
||||
- Assets/Scripts/AppInfo.cs
|
||||
PathsToSkipImportEvent: []
|
||||
PathsToIgnoreOverwriteSettingOnAttribute: []
|
||||
|
|
Loading…
Reference in a new issue