HeavenStudio/Assets/Scripts/Games/SneakySpirits/SneakySpiritsGhost.cs
minenice55 b1fab52ad9
Integration of Jukebox Library (#451) (#457)
* 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 19:17:06 +00:00

32 lines
938 B
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_SneakySpirits
{
public class SneakySpiritsGhost : MonoBehaviour
{
private SneakySpirits game;
private Animator anim;
void Awake()
{
anim = GetComponent<Animator>();
game = SneakySpirits.instance;
}
public void Init(double spawnBeat, float length)
{
BeatAction.New(game.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(spawnBeat + 0.001f, delegate { anim.DoScaledAnimationAsync("Move", 1f); }),
new BeatAction.Action(spawnBeat + length - 0.5f, delegate { anim.DoScaledAnimationAsync("MoveDown", 1f); }),
new BeatAction.Action(spawnBeat + length, delegate { Destroy(gameObject); }),
});
}
}
}