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
57 lines
1.5 KiB
C#
57 lines
1.5 KiB
C#
using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.StudioDance
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{
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public class Dancer : MonoBehaviour
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{
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private Animator animator;
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private double lastReportedBeat = 0f;
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private double currentBeat = 0f;
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private bool isDance = false;
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private void Start()
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{
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animator = GetComponent<Animator>();
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}
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private void Update()
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{
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var cond = Conductor.instance;
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if (cond == null || !cond.isPlaying)
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{
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if (!isDance) return;
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if (currentBeat % 2 != 0)
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{
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animator.DoScaledAnimationAsync("PoseL");
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}
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else
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{
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animator.DoScaledAnimationAsync("PoseR");
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}
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isDance = false;
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return;
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}
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isDance = true;
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if (cond.ReportBeat(ref lastReportedBeat))
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{
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currentBeat = lastReportedBeat;
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}
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else if (cond.songPositionInBeats < lastReportedBeat)
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{
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lastReportedBeat = Mathf.Round(cond.songPositionInBeats);
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}
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if (currentBeat % 2 != 0)
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{
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animator.DoScaledAnimation("DanceL", currentBeat);
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}
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else
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{
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animator.DoScaledAnimation("DanceR", currentBeat);
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}
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}
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}
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} |