HeavenStudioPlus/Assets/Scripts/GameManager.cs

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C#
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Starpelly;
using Newtonsoft.Json;
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using HeavenStudio.Games;
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namespace HeavenStudio
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{
public class GameManager : MonoBehaviour
{
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[Header("Lists")]
public DynamicBeatmap Beatmap = new DynamicBeatmap();
[HideInInspector] public List<DynamicBeatmap.DynamicEntity> playerEntities = new List<DynamicBeatmap.DynamicEntity>();
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private List<GameObject> preloadedGames = new List<GameObject>();
public List<GameObject> SoundObjects = new List<GameObject>();
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[Header("Components")]
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public TextAsset txt;
public Camera GameCamera, CursorCam, OverlayCamera;
public GameObject GameLetterbox;
public CircleCursor CircleCursor;
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[HideInInspector] public GameObject GamesHolder;
public Games.Global.Flash fade;
public GameObject textbox;
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[Header("Games")]
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public string currentGame;
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Coroutine currentGameSwitchIE;
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[Header("Properties")]
public int currentEvent, currentTempoEvent, currentVolumeEvent, currentSectionEvent,
currentPreEvent, currentPreSwitch;
public float endBeat;
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public float startOffset;
public bool playOnStart;
public float startBeat;
[NonSerialized] public GameObject currentGameO;
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public bool autoplay;
public bool canInput = true;
public DynamicBeatmap.ChartSection currentSection, nextSection;
public float sectionProgress { get {
if (currentSection == null) return 0;
if (nextSection == null) return (Conductor.instance.songPositionInBeats - currentSection.beat) / (endBeat - currentSection.beat);
return (Conductor.instance.songPositionInBeats - currentSection.beat) / (nextSection.beat - currentSection.beat);
}}
public event Action<float> onBeatChanged;
public event Action<DynamicBeatmap.ChartSection> onSectionChange;
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public int BeatmapEntities()
{
return Beatmap.entities.Count + Beatmap.tempoChanges.Count + Beatmap.volumeChanges.Count + Beatmap.beatmapSections.Count;
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}
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public static GameManager instance { get; private set; }
private EventCaller eventCaller;
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private void Awake()
{
// autoplay = true;
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instance = this;
}
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public void Init()
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{
currentPreEvent= 0;
currentPreSwitch = 0;
this.transform.localScale = new Vector3(30000000, 30000000);
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SpriteRenderer sp = this.gameObject.AddComponent<SpriteRenderer>();
sp.enabled = false;
sp.color = Color.black;
sp.sprite = Resources.Load<Sprite>("Sprites/GeneralPurpose/Square");
sp.sortingOrder = 30000;
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gameObject.layer = LayerMask.NameToLayer("Flash");
GameObject fade = new GameObject();
this.fade = fade.AddComponent<Games.Global.Flash>();
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if (txt != null)
{
string json = txt.text;
Beatmap = JsonConvert.DeserializeObject<DynamicBeatmap>(json);
}
else
{
NewRemix();
}
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SortEventsList();
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GlobalGameManager.Init();
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eventCaller = this.gameObject.AddComponent<EventCaller>();
eventCaller.GamesHolder = GamesHolder.transform;
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eventCaller.Init();
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Conductor.instance.SetBpm(Beatmap.bpm);
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Conductor.instance.SetVolume(Beatmap.musicVolume);
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Conductor.instance.firstBeatOffset = Beatmap.firstBeatOffset;
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GameObject textbox = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Textbox"));
textbox.name = "Textbox";
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if (playOnStart)
{
Play(startBeat);
}
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// SetCurrentGame(eventCaller.GamesHolder.transform.GetComponentsInChildren<Transform>()[1].name);
if (Beatmap.entities.Count >= 1)
{
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SetCurrentGame(Beatmap.entities[0].datamodel.Split(0));
SetGame(Beatmap.entities[0].datamodel.Split(0));
}
else
{
SetGame("noGame");
}
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}
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public void NewRemix()
{
Beatmap = new DynamicBeatmap();
Beatmap.bpm = 120f;
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Beatmap.musicVolume = 100;
Beatmap.firstBeatOffset = 0f;
Conductor.instance.musicSource.clip = null;
}
public void LoadRemix(string json = "", string type = "riq", int version = 0)
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{
if (json != "")
{
switch (type)
{
case "tengoku":
case "rhmania":
Beatmap toConvert = JsonConvert.DeserializeObject<Beatmap>(json);
Beatmap = DynamicBeatmap.BeatmapConverter(toConvert);
break;
case "riq":
Beatmap = JsonConvert.DeserializeObject<DynamicBeatmap>(json);
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Beatmap.PostProcess();
break;
default:
NewRemix();
break;
}
}
else
{
NewRemix();
}
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SortEventsList();
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Conductor.instance.SetBpm(Beatmap.bpm);
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Conductor.instance.SetVolume(Beatmap.musicVolume);
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Conductor.instance.firstBeatOffset = Beatmap.firstBeatOffset;
Stop(0);
SetCurrentEventToClosest(0);
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if (Beatmap.entities.Count >= 1)
{
SetCurrentGame(Beatmap.entities[0].datamodel.Split(0));
SetGame(Beatmap.entities[0].datamodel.Split(0));
}
else
{
SetGame("noGame");
}
}
public void SeekAheadAndPreload(float start, float seekTime = 8f)
{
//seek ahead to preload games that have assetbundles
//check game switches first
var gameSwitchs = Beatmap.entities.FindAll(c => c.datamodel.Split(1) == "switchGame");
if (currentPreSwitch < gameSwitchs.Count && currentPreSwitch >= 0)
{
if (start + seekTime >= gameSwitchs[currentPreSwitch].beat)
{
string gameName = gameSwitchs[currentPreSwitch].datamodel.Split(2);
var inf = GetGameInfo(gameName);
if (inf.usesAssetBundle && !inf.AssetsLoaded)
{
Debug.Log("ASYNC loading assetbundle for game " + gameName);
StartCoroutine(inf.LoadCommonAssetBundleAsync());
StartCoroutine(inf.LoadLocalizedAssetBundleAsync());
}
currentPreSwitch++;
}
}
//then check game entities
List<float> entities = Beatmap.entities.Select(c => c.beat).ToList();
if (currentPreEvent < Beatmap.entities.Count && currentPreEvent >= 0)
{
if (start + seekTime >= entities[currentPreEvent])
{
var entitiesAtSameBeat = Beatmap.entities.FindAll(c => c.beat == Beatmap.entities[currentPreEvent].beat && !EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0])));
for (int i = 0; i < entitiesAtSameBeat.Count; i++)
{
string gameName = entitiesAtSameBeat[i].datamodel.Split('/')[0];
var inf = GetGameInfo(gameName);
if (inf.usesAssetBundle && !inf.AssetsLoaded)
{
Debug.Log("ASYNC loading assetbundle for game " + gameName);
StartCoroutine(inf.LoadCommonAssetBundleAsync());
StartCoroutine(inf.LoadLocalizedAssetBundleAsync());
}
}
currentPreEvent++;
}
}
}
// LateUpdate works a bit better(?) but causes some bugs (like issues with bop animations).
private void Update()
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{
PlayerInput.UpdateInputControllers();
if (BeatmapEntities() < 1) //bruh really you forgot to ckeck tempo changes
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return;
if (!Conductor.instance.isPlaying)
return;
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List<float> entities = Beatmap.entities.Select(c => c.beat).ToList();
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List<float> tempoChanges = Beatmap.tempoChanges.Select(c => c.beat).ToList();
if (currentTempoEvent < Beatmap.tempoChanges.Count && currentTempoEvent >= 0)
{
if (Conductor.instance.songPositionInBeats >= tempoChanges[currentTempoEvent])
{
Conductor.instance.SetBpm(Beatmap.tempoChanges[currentTempoEvent].tempo);
currentTempoEvent++;
}
}
List<float> volumeChanges = Beatmap.volumeChanges.Select(c => c.beat).ToList();
if (currentVolumeEvent < Beatmap.volumeChanges.Count && currentVolumeEvent >= 0)
{
if (Conductor.instance.songPositionInBeats >= volumeChanges[currentVolumeEvent])
{
Conductor.instance.SetVolume(Beatmap.volumeChanges[currentVolumeEvent].volume);
currentVolumeEvent++;
}
}
List<float> chartSections = Beatmap.beatmapSections.Select(c => c.beat).ToList();
if (currentSectionEvent < Beatmap.beatmapSections.Count && currentSectionEvent >= 0)
{
if (Conductor.instance.songPositionInBeats >= chartSections[currentSectionEvent])
{
Debug.Log("Section " + Beatmap.beatmapSections[currentSectionEvent].sectionName + " started");
currentSection = Beatmap.beatmapSections[currentSectionEvent];
currentSectionEvent++;
if (currentSectionEvent < Beatmap.beatmapSections.Count)
nextSection = Beatmap.beatmapSections[currentSectionEvent];
else
nextSection = null;
onSectionChange?.Invoke(currentSection);
}
}
float seekTime = 8f;
//seek ahead to preload games that have assetbundles
SeekAheadAndPreload(Conductor.instance.songPositionInBeats, seekTime);
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if (currentEvent < Beatmap.entities.Count && currentEvent >= 0)
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{
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if (Conductor.instance.songPositionInBeats >= entities[currentEvent] /*&& SongPosLessThanClipLength(Conductor.instance.songPositionInBeats)*/)
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{
// allows for multiple events on the same beat to be executed on the same frame, so no more 1-frame delay
var entitiesAtSameBeat = Beatmap.entities.FindAll(c => c.beat == Beatmap.entities[currentEvent].beat && !EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0])));
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var fxEntities = Beatmap.entities.FindAll(c => c.beat == Beatmap.entities[currentEvent].beat && EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0])));
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// FX entities should ALWAYS execute before gameplay entities
for (int i = 0; i < fxEntities.Count; i++)
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{
eventCaller.CallEvent(fxEntities[i], true);
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currentEvent++;
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}
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for (int i = 0; i < entitiesAtSameBeat.Count; i++)
{
var entity = entitiesAtSameBeat[i];
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// if game isn't loaded, preload game so whatever event that would be called will still run outside if needed
if (entitiesAtSameBeat[i].datamodel.Split('/')[0] != currentGame && !preloadedGames.Contains(preloadedGames.Find(c => c.name == entitiesAtSameBeat[i].datamodel.Split('/')[0])))
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{
eventCaller.CallEvent(entitiesAtSameBeat[i], false);
}
else
{
eventCaller.CallEvent(entitiesAtSameBeat[i], true);
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}
// Thank you to @shshwdr for bring this to my attention
currentEvent++;
}
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// currentEvent += gameManagerEntities.Count;
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}
}
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}
public void ToggleInputs(bool inputs)
{
canInput = inputs;
}
#region Play Events
public void Play(float beat)
{
canInput = true;
StartCoroutine(PlayCo(beat));
onBeatChanged?.Invoke(beat);
}
private IEnumerator PlayCo(float beat)
{
yield return null;
bool paused = Conductor.instance.isPaused;
Conductor.instance.SetBpm(Beatmap.bpm);
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Conductor.instance.SetVolume(Beatmap.musicVolume);
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Conductor.instance.firstBeatOffset = Beatmap.firstBeatOffset;
Conductor.instance.Play(beat);
if (!paused)
{
SetCurrentEventToClosest(beat);
}
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KillAllSounds();
Minigame miniGame = currentGameO.GetComponent<Minigame>();
if (miniGame != null)
miniGame.OnPlay(beat);
}
public void Pause()
{
Conductor.instance.Pause();
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KillAllSounds();
}
public void Stop(float beat)
{
Conductor.instance.Stop(beat);
SetCurrentEventToClosest(beat);
onBeatChanged?.Invoke(beat);
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KillAllSounds();
}
public void KillAllSounds()
{
for (int i = 0; i < SoundObjects.Count; i++)
Destroy(SoundObjects[i].gameObject);
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SoundObjects.Clear();
}
#endregion
#region List Functions
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public void SortEventsList()
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{
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Beatmap.entities.Sort((x, y) => x.beat.CompareTo(y.beat));
Beatmap.tempoChanges.Sort((x, y) => x.beat.CompareTo(y.beat));
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Beatmap.volumeChanges.Sort((x, y) => x.beat.CompareTo(y.beat));
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}
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public void SetCurrentEventToClosest(float beat)
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{
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SortEventsList();
onBeatChanged?.Invoke(beat);
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if (Beatmap.entities.Count > 0)
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{
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List<float> entities = Beatmap.entities.Select(c => c.beat).ToList();
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currentEvent = entities.IndexOf(Mathp.GetClosestInList(entities, beat));
currentPreEvent = entities.IndexOf(Mathp.GetClosestInList(entities, beat));
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var gameSwitchs = Beatmap.entities.FindAll(c => c.datamodel.Split(1) == "switchGame");
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string newGame = Beatmap.entities[currentEvent].datamodel.Split(0);
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if (gameSwitchs.Count > 0)
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{
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int index = gameSwitchs.FindIndex(c => c.beat == Mathp.GetClosestInList(gameSwitchs.Select(c => c.beat).ToList(), beat));
currentPreSwitch = index;
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var closestGameSwitch = gameSwitchs[index];
if (closestGameSwitch.beat <= beat)
{
newGame = closestGameSwitch.datamodel.Split(2);
}
else if (closestGameSwitch.beat > beat)
{
if (index == 0)
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{
newGame = Beatmap.entities[0].datamodel.Split(0);
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}
else
{
if (index - 1 >= 0)
{
newGame = gameSwitchs[index - 1].datamodel.Split(2);
}
else
{
newGame = Beatmap.entities[Beatmap.entities.IndexOf(closestGameSwitch) - 1].datamodel.Split(0);
}
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}
}
// newGame = gameSwitchs[gameSwitchs.IndexOf(gameSwitchs.Find(c => c.beat == Mathp.GetClosestInList(gameSwitchs.Select(c => c.beat).ToList(), beat)))].datamodel.Split(2);
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}
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if (!GetGameInfo(newGame).fxOnly)
{
SetGame(newGame);
}
List<DynamicBeatmap.DynamicEntity> allEnds = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "end" });
if (allEnds.Count > 0)
endBeat = allEnds.Select(c => c.beat).Min();
else
endBeat = Conductor.instance.SongLengthInBeats();
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}
else
{
SetGame("noGame");
endBeat = Conductor.instance.SongLengthInBeats();
}
if (Beatmap.tempoChanges.Count > 0)
{
currentTempoEvent = 0;
List<float> tempoChanges = Beatmap.tempoChanges.Select(c => c.beat).ToList();
//for tempo changes, just go over all of em until the last one we pass
for (int t = 0; t < tempoChanges.Count; t++)
{
// Debug.Log("checking tempo event " + t + " against beat " + beat + "( tc beat " + tempoChanges[t] + ")");
if (tempoChanges[t] > beat)
{
break;
}
currentTempoEvent = t;
}
// Debug.Log("currentTempoEvent is now " + currentTempoEvent);
}
if (Beatmap.volumeChanges.Count > 0)
{
currentVolumeEvent = 0;
List<float> volumeChanges = Beatmap.volumeChanges.Select(c => c.beat).ToList();
for (int t = 0; t < volumeChanges.Count; t++)
{
if (volumeChanges[t] > beat)
{
break;
}
currentVolumeEvent = t;
}
}
currentSection = null;
nextSection = null;
if (Beatmap.beatmapSections.Count > 0)
{
currentSectionEvent = 0;
List<float> beatmapSections = Beatmap.beatmapSections.Select(c => c.beat).ToList();
for (int t = 0; t < beatmapSections.Count; t++)
{
if (beatmapSections[t] > beat)
{
break;
}
currentSectionEvent = t;
}
}
onSectionChange?.Invoke(currentSection);
SeekAheadAndPreload(beat);
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}
#endregion
public void SwitchGame(string game, float beat)
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{
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if (game != currentGame)
{
if (currentGameSwitchIE != null)
StopCoroutine(currentGameSwitchIE);
currentGameSwitchIE = StartCoroutine(SwitchGameIE(game, beat));
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}
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}
IEnumerator SwitchGameIE(string game, float beat)
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{
this.GetComponent<SpriteRenderer>().enabled = true;
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SetGame(game);
Minigame miniGame = currentGameO.GetComponent<Minigame>();
if (miniGame != null)
miniGame.OnGameSwitch(beat);
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yield return new WaitForSeconds(0.1f);
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this.GetComponent<SpriteRenderer>().enabled = false;
}
private void SetGame(string game)
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{
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Destroy(currentGameO);
var instantiate = true;
if (preloadedGames.Count > 0)
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{
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for (int i = 0; i < preloadedGames.Count; i++)
{
if (preloadedGames[i].gameObject != null)
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{
if (preloadedGames[i].gameObject.name == game)
{
preloadedGames[i].SetActive(true);
currentGameO = preloadedGames[i];
preloadedGames.Remove(preloadedGames[i]);
instantiate = false;
}
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}
}
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}
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if (instantiate)
{
currentGameO = Instantiate(GetGame(game));
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currentGameO.transform.parent = eventCaller.GamesHolder.transform;
currentGameO.name = game;
}
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SetCurrentGame(game);
ResetCamera();
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}
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private void PreloadGame(string game)
{
if (preloadedGames.Contains(preloadedGames.Find(c => c.name == game)))
return;
var g = Instantiate(GetGame(game));
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g.transform.parent = eventCaller.GamesHolder.transform;
g.SetActive(false);
g.name = game;
preloadedGames.Add(g);
}
public GameObject GetGame(string name)
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{
var gameInfo = GetGameInfo(name);
if (gameInfo != null)
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{
if (gameInfo.fxOnly)
{
name = Beatmap.entities.FindAll(c => {
var gameName = c.datamodel.Split(0);
var newGameInfo = GetGameInfo(gameName);
if (newGameInfo == null)
return false;
else
return !newGameInfo.fxOnly;
}).ToList()[0].datamodel.Split(0);
}
else
{
if (gameInfo.usesAssetBundle)
{
//game is packed in an assetbundle, load from that instead
return gameInfo.GetCommonAssetBundle().LoadAsset<GameObject>(name);
}
}
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}
return Resources.Load<GameObject>($"Games/{name}");
}
public Minigames.Minigame GetGameInfo(string name)
{
return EventCaller.instance.minigames.Find(c => c.name == name);
}
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public void SetCurrentGame(string game)
{
currentGame = game;
if (GetGameInfo(currentGame) != null) CircleCursor.InnerCircle.GetComponent<SpriteRenderer>().color = Colors.Hex2RGB(GetGameInfo(currentGame).color);
else
CircleCursor.InnerCircle.GetComponent<SpriteRenderer>().color = Color.white;
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}
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private bool SongPosLessThanClipLength(float t)
{
if (Conductor.instance.musicSource.clip != null)
return Conductor.instance.GetSongPosFromBeat(t) < Conductor.instance.musicSource.clip.length;
else
return true;
}
public void ResetCamera()
{
HeavenStudio.GameCamera.ResetAdditionalTransforms();
}
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}
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}