b1fab52ad9
* 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
57 lines
1.6 KiB
C#
57 lines
1.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace HeavenStudio.Games.Scripts_Rockers
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{
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public class RockersInput : MonoBehaviour
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{
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private List<int> pitches = new List<int>();
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private bool gleeClub;
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private Rockers.PremadeSamples sample;
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private int sampleTones;
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private bool jump;
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private Rockers game;
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public void Init(bool gleeClub, int[] pitches, double beat, double length, Rockers.PremadeSamples sample, int sampleTones, bool jump = false)
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{
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game = Rockers.instance;
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this.gleeClub = gleeClub;
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this.pitches = pitches.ToList();
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this.sample = sample;
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this.sampleTones = sampleTones;
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this.jump = jump;
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game.ScheduleInput(beat, length, InputType.STANDARD_UP, Just, Miss, Empty);
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}
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private void Just(PlayerActionEvent caller, float state)
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{
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if (state >= 1f || state <= -1f)
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{
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game.Soshi.StrumStrings(gleeClub, pitches.ToArray(), sample, sampleTones, false, jump, true);
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Destroy(gameObject);
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return;
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}
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game.Soshi.StrumStrings(gleeClub, pitches.ToArray(), sample, sampleTones, false, jump);
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Destroy(gameObject);
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}
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private void Miss(PlayerActionEvent caller)
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{
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game.JJ.Miss();
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Destroy(gameObject);
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}
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private void Empty(PlayerActionEvent caller)
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{
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}
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}
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}
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