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using System ;
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using System.Linq ;
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using System.Collections.Generic ;
using UnityEngine ;
using UnityEngine.Events ;
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namespace HeavenStudio
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{
public class EventCaller : MonoBehaviour
{
public Transform GamesHolder ;
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public Beatmap . Entity currentEntity = new Beatmap . Entity ( ) ;
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public string currentSwitchGame ;
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public delegate void EventCallback ( ) ;
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public static EventCaller instance { get ; private set ; }
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public List < Minigames . Minigame > minigames = new List < Minigames . Minigame > ( )
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{
} ;
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public Minigames . Minigame GetMinigame ( string gameName )
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{
return minigames . Find ( c = > c . name = = gameName ) ;
}
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public Minigames . GameAction GetGameAction ( Minigames . Minigame game , string action )
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{
return game . actions . Find ( c = > c . actionName = = action ) ;
}
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public void Init ( )
{
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instance = this ;
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currentEntity = new Beatmap . Entity ( ) ;
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Minigames . Init ( this ) ;
List < Minigames . Minigame > minigamesInBeatmap = new List < Minigames . Minigame > ( ) ;
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for ( int i = 0 ; i < GameManager . instance . Beatmap . entities . Count ; i + + )
{
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//go through every entity in the timeline and add the game that they're from to the minigamesInBeatmap list (ignore entities from FX only categories, i.e. Game Manager and Count-Ins)
Minigames . Minigame game = GetMinigame ( GameManager . instance . Beatmap . entities [ i ] . datamodel . Split ( '/' ) [ 0 ] ) ;
if ( ! minigamesInBeatmap . Contains ( game ) & & ! FXOnlyGames ( ) . Contains ( game ) )
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{
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minigamesInBeatmap . Add ( game ) ;
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}
}
for ( int i = 0 ; i < minigamesInBeatmap . Count ; i + + )
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{
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// minigames[minigames.FindIndex(c => c.name == minigamesInBeatmap[i].name)].holder = Resources.Load<GameObject>($"Games/{minigamesInBeatmap[i].name}");
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}
}
private void Update ( )
{
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}
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public void CallEvent ( Beatmap . Entity entity , bool gameActive )
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{
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string [ ] details = entity . datamodel . Split ( '/' ) ;
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Minigames . Minigame game = minigames . Find ( c = > c . name = = details [ 0 ] ) ;
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try
{
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currentEntity = entity ;
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if ( details . Length > 2 ) currentSwitchGame = details [ 2 ] ;
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Minigames . GameAction action = game . actions . Find ( c = > c . actionName = = details [ 1 ] ) ;
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if ( gameActive )
{
action . function . Invoke ( ) ;
}
else
{
action . inactiveFunction . Invoke ( ) ;
}
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}
catch ( Exception ex )
{
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Debug . LogWarning ( "Event not found! May be spelled wrong or it is not implemented.\n" + ex ) ;
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}
}
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public static List < Beatmap . Entity > GetAllInGameManagerList ( string gameName , string [ ] include )
{
List < Beatmap . Entity > temp1 = GameManager . instance . Beatmap . entities . FindAll ( c = > c . datamodel . Split ( '/' ) [ 0 ] = = gameName ) ;
List < Beatmap . Entity > temp2 = new List < Beatmap . Entity > ( ) ;
for ( int i = 0 ; i < temp1 . Count ; i + + )
{
if ( include . Any ( temp1 [ i ] . datamodel . Split ( '/' ) [ 1 ] . Contains ) )
{
temp2 . Add ( temp1 [ i ] ) ;
}
}
return temp2 ;
}
public static List < Beatmap . Entity > GetAllInGameManagerListExclude ( string gameName , string [ ] exclude )
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{
List < Beatmap . Entity > temp1 = GameManager . instance . Beatmap . entities . FindAll ( c = > c . datamodel . Split ( '/' ) [ 0 ] = = gameName ) ;
List < Beatmap . Entity > temp2 = new List < Beatmap . Entity > ( ) ;
for ( int i = 0 ; i < temp1 . Count ; i + + )
{
if ( ! exclude . Any ( temp1 [ i ] . datamodel . Split ( '/' ) [ 1 ] . Contains ) )
{
temp2 . Add ( temp1 [ i ] ) ;
}
}
return temp2 ;
}
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public static List < Beatmap . Entity > GetAllPlayerEntities ( string gameName )
{
return GameManager . instance . playerEntities . FindAll ( c = > c . datamodel . Split ( '/' ) [ 0 ] = = gameName ) ;
}
public static List < Beatmap . Entity > GetAllPlayerEntitiesExcept ( string gameName )
{
return GameManager . instance . playerEntities . FindAll ( c = > c . datamodel . Split ( '/' ) [ 0 ] ! = gameName ) ;
}
// elaborate as fuck, boy
public static List < Beatmap . Entity > GetAllPlayerEntitiesExceptBeforeBeat ( string gameName , float beat )
{
return GameManager . instance . playerEntities . FindAll ( c = > c . datamodel . Split ( '/' ) [ 0 ] ! = gameName & & c . beat < beat ) ;
}
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public static List < Minigames . Minigame > FXOnlyGames ( )
{
return instance . minigames . FindAll ( c = > c . fxOnly = = true ) . ToList ( ) ;
}
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}
}