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using System.Collections ;
using System.Collections.Generic ;
using UnityEngine ;
using DG.Tweening ;
using HeavenStudio.Util ;
using Starpelly ;
namespace HeavenStudio.Games
{
public class PlayerActionEvent : PlayerActionObject
{
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public static bool EnableAutoplayCheat = false ;
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public delegate void ActionEventCallback ( PlayerActionEvent caller ) ;
public delegate void ActionEventCallbackState ( PlayerActionEvent caller , float state ) ;
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public ActionEventCallbackState OnHit ; //Function to trigger when an input has been done perfectly
public ActionEventCallback OnMiss ; //Function to trigger when an input has been missed
public ActionEventCallback OnBlank ; //Function to trigger when an input has been recorded while this is pending
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public ActionEventCallback OnDestroy ; //Function to trigger whenever this event gets destroyed. /!\ Shouldn't be used for a minigame! Use OnMiss instead /!\
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public float startBeat ;
public float timer ;
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public bool canHit = true ; //Indicates if you can still hit the cue or not. If set to false, it'll guarantee a miss
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public bool enabled = true ; //Indicates if the PlayerActionEvent is enabled. If set to false, it'll not trigger any events and destroy itself AFTER it's not relevant anymore
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public bool autoplayOnly = false ; //Indicates if the input event only triggers when it's autoplay. If set to true, NO Miss or Blank events will be triggered when you're not autoplaying.
public bool noAutoplay = false ; //Indicates if this PlayerActionEvent is recognized by the autoplay. /!\ Overrides autoPlayOnly /!\
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public InputType inputType ; //The type of input. Check the InputType class to see a list of all of them
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public bool perfectOnly = false ; //Indicates that the input only recognize perfect inputs.
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public bool countsForAccuracy = true ; //Indicates if the input counts for the accuracy or not. If set to false, it'll not be counted in the accuracy calculation
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public void setHitCallback ( ActionEventCallbackState OnHit )
{
this . OnHit = OnHit ;
}
public void setMissCallback ( ActionEventCallback OnMiss )
{
this . OnMiss = OnMiss ;
}
public void Enable ( ) { enabled = true ; }
public void Disable ( ) { enabled = false ; }
public void CanHit ( bool canHit )
{
this . canHit = canHit ;
}
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public void Update ( )
{
if ( ! Conductor . instance . NotStopped ( ) ) { CleanUp ( ) ; } // If the song is stopped entirely in the editor, destroy itself as we don't want duplicates
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if ( noAutoplay & & autoplayOnly ) autoplayOnly = false ;
if ( noAutoplay & & triggersAutoplay ) { triggersAutoplay = false ; }
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double normalizedTime = GetNormalizedTime ( ) ;
double stateProg = ( ( normalizedTime - Minigame . PerfectTime ( ) ) / ( Minigame . LateTime ( ) - Minigame . PerfectTime ( ) ) - 0.5f ) * 2 ;
StateCheck ( normalizedTime ) ;
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//BUGFIX: ActionEvents destroyed too early
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if ( normalizedTime > Minigame . EndTime ( ) ) Miss ( ) ;
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if ( IsCorrectInput ( ) & & ! autoplayOnly )
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{
if ( state . perfect )
{
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Hit ( stateProg , normalizedTime ) ;
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}
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else if ( state . early & & ! perfectOnly )
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{
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Hit ( - 1f , normalizedTime ) ;
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}
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else if ( state . late & & ! perfectOnly )
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{
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Hit ( 1f , normalizedTime ) ;
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}
else
{
Blank ( ) ;
}
}
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}
public bool IsExpectingInputNow ( )
{
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double normalizedBeat = GetNormalizedTime ( ) ;
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return normalizedBeat > Minigame . EarlyTime ( ) & & normalizedBeat < Minigame . EndTime ( ) ;
}
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double GetNormalizedTime ( )
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{
var cond = Conductor . instance ;
double currTime = cond . GetSongPosFromBeat ( cond . songPositionInBeatsAsDouble ) ;
double targetTime = cond . GetSongPosFromBeat ( startBeat + timer ) ;
double min = targetTime - 1f ;
double max = targetTime + 1f ;
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return 1f + ( ( ( currTime - min ) / ( max - min ) ) - 0.5f ) * 2 ;
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}
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public bool IsCorrectInput ( )
{
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// This one is a mouthful but it's an evil good to detect the correct input
// Forgive me for those input type names
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return (
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//General inputs, both down and up
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( PlayerInput . Pressed ( ) & & inputType . HasFlag ( InputType . STANDARD_DOWN ) ) | |
( PlayerInput . AltPressed ( ) & & inputType . HasFlag ( InputType . STANDARD_ALT_DOWN ) ) | |
( PlayerInput . GetAnyDirectionDown ( ) & & inputType . HasFlag ( InputType . DIRECTION_DOWN ) ) | |
( PlayerInput . PressedUp ( ) & & inputType . HasFlag ( InputType . STANDARD_UP ) ) | |
( PlayerInput . AltPressedUp ( ) & & inputType . HasFlag ( InputType . STANDARD_ALT_UP ) ) | |
( PlayerInput . GetAnyDirectionUp ( ) & & inputType . HasFlag ( InputType . DIRECTION_UP ) ) | |
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//Specific directional inputs
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( PlayerInput . GetSpecificDirectionDown ( PlayerInput . DOWN ) & & inputType . HasFlag ( InputType . DIRECTION_DOWN_DOWN ) ) | |
( PlayerInput . GetSpecificDirectionDown ( PlayerInput . UP ) & & inputType . HasFlag ( InputType . DIRECTION_UP_DOWN ) ) | |
( PlayerInput . GetSpecificDirectionDown ( PlayerInput . LEFT ) & & inputType . HasFlag ( InputType . DIRECTION_LEFT_DOWN ) ) | |
( PlayerInput . GetSpecificDirectionDown ( PlayerInput . RIGHT ) & & inputType . HasFlag ( InputType . DIRECTION_RIGHT_DOWN ) ) | |
( PlayerInput . GetSpecificDirectionUp ( PlayerInput . DOWN ) & & inputType . HasFlag ( InputType . DIRECTION_DOWN_UP ) ) | |
( PlayerInput . GetSpecificDirectionUp ( PlayerInput . UP ) & & inputType . HasFlag ( InputType . DIRECTION_UP_UP ) ) | |
( PlayerInput . GetSpecificDirectionUp ( PlayerInput . LEFT ) & & inputType . HasFlag ( InputType . DIRECTION_LEFT_UP ) ) | |
( PlayerInput . GetSpecificDirectionUp ( PlayerInput . RIGHT ) & & inputType . HasFlag ( InputType . DIRECTION_RIGHT_UP ) )
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) ;
}
//For the Autoplay
public override void OnAce ( )
{
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if ( EnableAutoplayCheat )
{
Hit ( 0f , 1f ) ;
}
else
{
double normalizedBeat = GetNormalizedTime ( ) ;
double stateProg = ( ( normalizedBeat - Minigame . PerfectTime ( ) ) / ( Minigame . LateTime ( ) - Minigame . PerfectTime ( ) ) - 0.5f ) * 2 ;
Hit ( stateProg , normalizedBeat ) ;
}
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}
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//The state parameter is either -1 -> Early, 0 -> Perfect, 1 -> Late
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public void Hit ( double state , double time )
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{
if ( OnHit ! = null & & enabled )
{
if ( canHit )
{
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double normalized = time - 1f ;
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int offset = Mathf . CeilToInt ( ( float ) normalized * 1000 ) ;
GameManager . instance . AvgInputOffset = offset ;
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OnHit ( this , ( float ) state ) ;
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if ( countsForAccuracy & & ! ( noAutoplay | | autoplayOnly ) & & isEligible )
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GameManager . instance . ScoreInputAccuracy ( TimeToAccuracy ( time ) , time > 1.0 , 1.0 ) ;
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CleanUp ( ) ;
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} else
{
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Blank ( ) ;
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}
}
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}
double TimeToAccuracy ( double time )
{
if ( time > = Minigame . AceStartTime ( ) & & time < = Minigame . AceEndTime ( ) )
{
// Ace
Debug . Log ( "Accuracy (Ace): " + 1.0 ) ;
return 1.0 ;
}
double state = 0 ;
if ( time > = Minigame . PerfectTime ( ) & & time < = Minigame . LateTime ( ) )
{
// Good Hit
if ( time > 1.0 )
{
// late half of timing window
state = 1.0 - ( ( time - Minigame . AceEndTime ( ) ) / ( Minigame . LateTime ( ) - Minigame . AceEndTime ( ) ) ) ;
state * = 1.0 - Minigame . rankHiThreshold ;
state + = Minigame . rankHiThreshold ;
Debug . Log ( "Accuracy (Late): " + state ) ;
}
else
{
//early half of timing window
state = ( ( time - Minigame . PerfectTime ( ) ) / ( Minigame . AceStartTime ( ) - Minigame . PerfectTime ( ) ) ) ;
state * = 1.0 - Minigame . rankHiThreshold ;
state + = Minigame . rankHiThreshold ;
Debug . Log ( "Accuracy (Early): " + state ) ;
}
}
else
{
if ( time > 1.0 )
{
// late half of timing window
state = 1.0 - ( ( time - Minigame . LateTime ( ) ) / ( Minigame . EndTime ( ) - Minigame . LateTime ( ) ) ) ;
state * = Minigame . rankOkThreshold ;
Debug . Log ( "Accuracy (Late NG): " + state ) ;
}
else
{
//early half of timing window
state = ( ( time - Minigame . PerfectTime ( ) ) / ( Minigame . AceStartTime ( ) - Minigame . PerfectTime ( ) ) ) ;
state * = Minigame . rankOkThreshold ;
Debug . Log ( "Accuracy (Early NG): " + state ) ;
}
}
return state ;
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}
public void Miss ( )
{
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if ( OnMiss ! = null & & enabled & & ! autoplayOnly )
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{
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OnMiss ( this ) ;
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}
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CleanUp ( ) ;
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if ( countsForAccuracy & & ! ( noAutoplay | | autoplayOnly ) )
GameManager . instance . ScoreInputAccuracy ( 0 , true , 1.0 ) ;
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}
public void Blank ( )
{
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if ( OnBlank ! = null & & enabled & & ! autoplayOnly )
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{
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OnBlank ( this ) ;
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}
}
public void CleanUp ( )
{
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OnDestroy ( this ) ;
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Destroy ( this . gameObject ) ;
}
}
}