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
58 lines
1.9 KiB
C#
58 lines
1.9 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.Games.Scripts_RhythmTweezers
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{
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public class NoPeekingSign : MonoBehaviour
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{
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private double peekBeat = -1;
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private bool peekRising;
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private bool shouldDelete;
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private Animator anim;
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private SpriteRenderer sr;
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[SerializeField] private Sprite noPeekFullSprite;
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[SerializeField] private Sprite noPeekHalfLeftSprite;
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[SerializeField] private Sprite noPeekHalfRightSprite;
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private void Awake()
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{
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anim = GetComponent<Animator>();
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sr = GetComponent<SpriteRenderer>();
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}
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public void Init(double beat, float length, int type)
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{
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peekBeat = beat - 1;
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peekRising = true;
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + length, delegate { peekBeat = beat + length; peekRising = false; shouldDelete = true; })
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});
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sr.sprite = type switch
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{
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(int)RhythmTweezers.NoPeekSignType.Full => noPeekFullSprite,
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(int)RhythmTweezers.NoPeekSignType.HalfLeft => noPeekHalfLeftSprite,
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(int)RhythmTweezers.NoPeekSignType.HalfRight => noPeekHalfRightSprite,
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_ => throw new System.NotImplementedException(),
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};
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}
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public void Update()
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{
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(peekBeat, 1);
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if (normalizedBeat >= 0f && normalizedBeat <= 1f)
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{
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anim.DoNormalizedAnimation(peekRising ? "NoPeekRise" : "NoPeekLower", normalizedBeat);
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}
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if (normalizedBeat > 1f && !peekRising && shouldDelete)
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{
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Destroy(gameObject);
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}
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}
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}
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}
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