HeavenStudio/Assets/Scripts/StudioDance/Dancer.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

57 lines
1.5 KiB
C#

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