HeavenStudio/Assets/Scripts/Games/SneakySpirits/SneakySpiritsGhostDeath.cs
minenice55 bb2ae74339
Integration of Jukebox Library (#451)
* add Jukebox library

todo:
- saving / loading of new format
- inferrence of unknown data like past versions
- move the temporary float casts to proper use of double
- make sound related functions take double for timing
- inform people that the Jukebox sound player was renamed to SoundByte lol

* make sound, input scheduling, and super curve use double precision

* successfully load charts

* editor works again

v1 riqs can be saved and loaded

* first tempo and volume markers are unmovable

fix loading of charts' easing values

* use gsync / freesync

* update Jukebox refs to SoundByte

* game events use double part 1

Air Rally - Glee Club converted

* don't load song if chart load fails

* finish conversion of all minigames

* remove editor waveform toggle

* timeline now respects added song offset length

clear cache files on app close
prepped notes for dsp sync

* update timeline length when offset changed

* update to latest Jukebox

* make error panel object in global game manager

* improve conductor music scheduling

* added error message box

fix first game events sometimes not playing
2023-06-10 15:13:29 -04:00

37 lines
906 B
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_SneakySpirits
{
public class SneakySpiritsGhostDeath : MonoBehaviour
{
public string animToPlay;
public double startBeat;
public float length;
[SerializeField] Animator anim;
void Awake()
{
anim = GetComponent<Animator>();
}
void Update()
{
var cond = Conductor.instance;
if (cond.isPlaying && !cond.isPaused)
{
float normalizedBeat = Mathf.Max(cond.GetPositionFromBeat(startBeat, length), 0f);
anim.DoNormalizedAnimation(animToPlay, normalizedBeat);
if (normalizedBeat > 1)
{
Destroy(gameObject);
}
}
}
}
}