event caller refactoring

change operation order of minigame loading
This commit is contained in:
minenice55 2024-01-25 12:29:05 -05:00
parent 2d24e5000d
commit 6bb135a091
8 changed files with 94 additions and 106 deletions

View file

@ -8,6 +8,7 @@ namespace HeavenStudio
{
public class EventCaller : MonoBehaviour
{
public GameManager gameManager { get; private set; }
public Transform GamesHolder;
public RiqEntity currentEntity = new RiqEntity();
public string currentSwitchGame;
@ -18,6 +19,7 @@ namespace HeavenStudio
public Dictionary<string, Minigames.Minigame> minigames = new();
public Minigames.Minigame GetMinigame(string gameName)
{
if (!minigames.ContainsKey(gameName))
@ -55,34 +57,14 @@ namespace HeavenStudio
return GetGameAction(gameName, action).parameters.Find(c => c.propertyName == param);
}
public void Init()
public void Init(GameManager mgr)
{
gameManager = mgr;
instance = this;
currentEntity = new RiqEntity();
Minigames.Init(this);
List<Minigames.Minigame> minigamesInBeatmap = new List<Minigames.Minigame>();
for (int i = 0; i < GameManager.instance.Beatmap.Entities.Count; i++)
{
//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))
{
minigamesInBeatmap.Add(game);
}
}
for (int i = 0; i < minigamesInBeatmap.Count; i++)
{
// minigames[minigames.FindIndex(c => c.name == minigamesInBeatmap[i].name)].holder = Resources.Load<GameObject>($"Games/{minigamesInBeatmap[i].name}");
}
}
private void Update()
{
}
public void CallEvent(RiqEntity entity, bool gameActive)
@ -128,30 +110,9 @@ namespace HeavenStudio
}
}
static bool StringStartsWith(string a, string b)
{
int aLen = a.Length;
int bLen = b.Length;
int ap = 0; int bp = 0;
while (ap < aLen && bp < bLen && a [ap] == b [bp])
{
ap++;
bp++;
}
return (bp == bLen);
}
public static bool IsGameSwitch(RiqEntity entity)
{
return StringStartsWith(entity.datamodel, "gameManager/switchGame");
}
public static List<RiqEntity> GetAllInGameManagerList(string gameName, string[] include)
{
List<RiqEntity> temp1 = GameManager.instance.Beatmap.Entities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
List<RiqEntity> temp1 = instance.gameManager.Beatmap.Entities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
List<RiqEntity> temp2 = new List<RiqEntity>();
foreach (string s in include)
{
@ -162,7 +123,7 @@ namespace HeavenStudio
public static List<RiqEntity> GetAllInGameManagerListExclude(string gameName, string[] exclude)
{
List<RiqEntity> temp1 = GameManager.instance.Beatmap.Entities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
List<RiqEntity> temp1 = instance.gameManager.Beatmap.Entities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
List<RiqEntity> temp2 = new List<RiqEntity>();
foreach (string s in exclude)
{

View file

@ -68,7 +68,7 @@ namespace HeavenStudio
GameObject Games = new GameObject();
Games.name = "Games";
gameManager.playMode = playOnStart;
gameManager.TogglePlayMode(playOnStart);
gameManager.GamesHolder = Games;
gameManager.CircleCursor = Cursor.transform.GetChild(0).GetComponent<CircleCursor>();

View file

@ -32,30 +32,31 @@ namespace HeavenStudio
[NonSerialized] public Games.Global.Filter filter;
[Header("Games")]
[NonSerialized] public string currentGame;
Coroutine currentGameSwitchIE;
[Header("Properties")]
[NonSerialized] public string txt = null;
[NonSerialized] public string ext = null;
[NonSerialized]
public int currentEvent, currentTempoEvent, currentVolumeEvent, currentSectionEvent,
currentPreEvent, currentPreSwitch, currentPreSequence;
[NonSerialized] public double endBeat;
[NonSerialized] public float startOffset;
[NonSerialized] public bool playMode;
[NonSerialized] public double startBeat;
[NonSerialized] public GameObject currentGameO;
private Minigame _currentMinigame;
[NonSerialized] public bool autoplay;
[NonSerialized] public bool canInput = true;
[NonSerialized] public RiqEntity lastSection, currentSection;
[NonSerialized] public double nextSectionBeat;
public string currentGame { get; private set; }
public GameObject minigameObj { get; private set; }
public Minigame minigame { get; private set; }
public RiqEntity lastSection { get; private set; }
public RiqEntity currentSection { get; private set; }
public double endBeat { get; private set; }
public double startBeat { get; private set; }
public double nextSectionBeat { get; private set; }
public double SectionProgress { get; private set; }
public float MarkerWeight { get; private set; }
public int MarkerCategory { get; private set; }
public bool playMode { get; private set; }
public bool autoplay { get; private set; }
public bool canInput { get; private set; }
public bool GameHasSplitColours
{
get
@ -138,7 +139,9 @@ namespace HeavenStudio
eventCaller = this.gameObject.AddComponent<EventCaller>();
eventCaller.GamesHolder = GamesHolder.transform;
eventCaller.Init();
eventCaller.Init(this);
canInput = true;
// note: serialize this shit in the inspector //
GameObject textbox = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Textbox"));
@ -429,9 +432,10 @@ namespace HeavenStudio
{
if (currentPreSequence < Beatmap.Entities.Count && currentPreSequence >= 0)
{
if (start >= preSequenceBeats[currentPreSequence])
List<RiqEntity> entitiesInRange = ListPool<RiqEntity>.Get();
while (currentPreSequence < preSequenceBeats.Count && start >= preSequenceBeats[currentPreSequence])
{
List<RiqEntity> entitiesInRange = ListPool<RiqEntity>.Get();
entitiesInRange.Clear();
foreach (RiqEntity entity in Beatmap.Entities)
{
string[] entityDatamodel = entity.datamodel.Split('/');
@ -449,14 +453,14 @@ namespace HeavenStudio
var inf = GetGameInfo(gameName);
if (inf != null && inf.usesAssetBundle && inf.AssetsLoaded && !inf.SequencesPreloaded)
{
Debug.Log($"Preloading game {gameName}");
Debug.Log($"Preparing game {gameName}");
PreloadGameSequences(gameName);
}
eventCaller.CallPreEvent(entity);
currentPreSequence++;
}
ListPool<RiqEntity>.Release(entitiesInRange);
}
ListPool<RiqEntity>.Release(entitiesInRange);
}
}
@ -533,7 +537,7 @@ namespace HeavenStudio
if (cond.songPositionInBeatsAsDouble >= Math.Ceiling(_playStartBeat) + _pulseTally)
{
if (_currentMinigame != null) _currentMinigame.OnBeatPulse(Math.Ceiling(_playStartBeat) + _pulseTally);
if (minigame != null) minigame.OnBeatPulse(Math.Ceiling(_playStartBeat) + _pulseTally);
onBeatPulse?.Invoke(Math.Ceiling(_playStartBeat) + _pulseTally);
_pulseTally++;
}
@ -545,12 +549,13 @@ namespace HeavenStudio
if (currentEvent < Beatmap.Entities.Count && currentEvent >= 0)
{
if (clampedBeat >= eventBeats[currentEvent])
List<RiqEntity> entitiesInRange = ListPool<RiqEntity>.Get();
List<RiqEntity> fxEntities = ListPool<RiqEntity>.Get();
// allows for multiple events on the same beat to be executed on the same frame, so no more 1-frame delay
while (currentEvent < eventBeats.Count && clampedBeat >= eventBeats[currentEvent] && Conductor.instance.isPlaying)
{
List<RiqEntity> entitiesInRange = ListPool<RiqEntity>.Get();
List<RiqEntity> fxEntities = ListPool<RiqEntity>.Get();
// allows for multiple events on the same beat to be executed on the same frame, so no more 1-frame delay
fxEntities.Clear();
entitiesInRange.Clear();
using (PooledObject<List<RiqEntity>> pool = ListPool<RiqEntity>.Get(out List<RiqEntity> currentBeatEntities))
{
currentBeatEntities = Beatmap.Entities.FindAll(c => c.beat == eventBeats[currentEvent]);
@ -592,10 +597,9 @@ namespace HeavenStudio
// Thank you to @shshwdr for bring this to my attention
currentEvent++;
}
ListPool<RiqEntity>.Release(entitiesInRange);
ListPool<RiqEntity>.Release(fxEntities);
}
ListPool<RiqEntity>.Release(entitiesInRange);
ListPool<RiqEntity>.Release(fxEntities);
}
if (currentSection == null)
@ -619,7 +623,7 @@ namespace HeavenStudio
if (Conductor.instance.songPositionInBeatsAsDouble >= Math.Ceiling(_playStartBeat) + _latePulseTally)
{
if (_currentMinigame != null) _currentMinigame.OnLateBeatPulse(Math.Ceiling(_playStartBeat) + _latePulseTally);
if (minigame != null) minigame.OnLateBeatPulse(Math.Ceiling(_playStartBeat) + _latePulseTally);
onBeatPulse?.Invoke(Math.Ceiling(_playStartBeat) + _latePulseTally);
_latePulseTally++;
}
@ -630,6 +634,16 @@ namespace HeavenStudio
canInput = inputs;
}
public void ToggleAutoplay(bool auto)
{
autoplay = auto;
}
public void TogglePlayMode(bool mode)
{
playMode = mode;
}
#region Play Events
private double _playStartBeat = 0;
@ -701,7 +715,7 @@ namespace HeavenStudio
{
Conductor.instance.PlaySetup(beat);
Minigame miniGame = null;
if (currentGameO != null && currentGameO.TryGetComponent<Minigame>(out miniGame))
if (minigameObj != null && minigameObj.TryGetComponent<Minigame>(out miniGame))
{
if (miniGame != null)
{
@ -761,7 +775,7 @@ namespace HeavenStudio
}
Minigame miniGame;
if (currentGameO != null && currentGameO.TryGetComponent<Minigame>(out miniGame))
if (minigameObj != null && minigameObj.TryGetComponent<Minigame>(out miniGame))
{
if (miniGame != null)
{
@ -1065,7 +1079,7 @@ namespace HeavenStudio
SetGame(game, false);
Minigame miniGame;
if (currentGameO != null && currentGameO.TryGetComponent<Minigame>(out miniGame))
if (minigameObj != null && minigameObj.TryGetComponent<Minigame>(out miniGame))
{
if (miniGame != null)
{
@ -1095,19 +1109,19 @@ namespace HeavenStudio
GameObject prefab = GetGame(game);
if (prefab == null) return;
Destroy(currentGameO);
currentGameO = Instantiate(prefab);
if (currentGameO.TryGetComponent<Minigame>(out var minigame))
Destroy(minigameObj);
minigameObj = Instantiate(prefab);
if (minigameObj.TryGetComponent<Minigame>(out var minigame))
{
_currentMinigame = minigame;
this.minigame = minigame;
minigame.minigameName = game;
minigame.gameManager = this;
minigame.conductor = Conductor.instance;
}
Vector3 originalScale = currentGameO.transform.localScale;
currentGameO.transform.parent = eventCaller.GamesHolder.transform;
currentGameO.transform.localScale = originalScale;
currentGameO.name = game;
Vector3 originalScale = minigameObj.transform.localScale;
minigameObj.transform.parent = eventCaller.GamesHolder.transform;
minigameObj.transform.localScale = originalScale;
minigameObj.name = game;
SetCurrentGame(game, useMinigameColor);
}

View file

@ -29,8 +29,9 @@ namespace HeavenStudio.Games.Loaders
{
preFunction = delegate
{
var e = eventCaller.currentEntity;
TrickClass.PreTossObject(e.beat, (int)e["obj"], e["nx"]);
EventCaller ec = eventCaller;
var e = ec.currentEntity;
TrickClass.PreTossObject(ec.gameManager, e.beat, (int)e["obj"], e["nx"]);
},
defaultLength = 2,
parameters = new List<Param>()
@ -46,7 +47,9 @@ namespace HeavenStudio.Games.Loaders
{
preFunction = delegate
{
TrickClass.PreTossObject(eventCaller.currentEntity.beat, (int)TrickClass.TrickObjType.Plane);
EventCaller ec = eventCaller;
var e = ec.currentEntity;
TrickClass.PreTossObject(ec.gameManager, e.beat, (int)TrickClass.TrickObjType.Plane);
},
defaultLength = 3,
},
@ -62,7 +65,9 @@ namespace HeavenStudio.Games.Loaders
{
preFunction = delegate
{
TrickClass.PreTossObject(eventCaller.currentEntity.beat, (int)TrickClass.TrickObjType.Chair);
EventCaller ec = eventCaller;
var e = ec.currentEntity;
TrickClass.PreTossObject(ec.gameManager, e.beat, (int)TrickClass.TrickObjType.Chair);
},
defaultLength = 2,
hidden = true,
@ -71,7 +76,9 @@ namespace HeavenStudio.Games.Loaders
{
preFunction = delegate
{
TrickClass.PreTossObject(eventCaller.currentEntity.beat, (int)TrickClass.TrickObjType.Phone, eventCaller.currentEntity["nx"]);
EventCaller ec = eventCaller;
var e = ec.currentEntity;
TrickClass.PreTossObject(ec.gameManager, e.beat, (int)TrickClass.TrickObjType.Phone, eventCaller.currentEntity["nx"]);
},
defaultLength = 2,
hidden = true,
@ -84,7 +91,9 @@ namespace HeavenStudio.Games.Loaders
{
preFunction = delegate
{
TrickClass.PreTossObject(eventCaller.currentEntity.beat, (int)TrickClass.TrickObjType.Shock);
EventCaller ec = eventCaller;
var e = ec.currentEntity;
TrickClass.PreTossObject(ec.gameManager, e.beat, (int)TrickClass.TrickObjType.Shock);
},
defaultLength = 2,
hidden = true,
@ -283,23 +292,23 @@ namespace HeavenStudio.Games
instance.showBubble = !instance.showBubble;
}
public static void PreTossObject(double beat, int type, bool variant = false)
public static void PreTossObject(GameManager gm, double beat, int type, bool variant = false)
{
if (GameManager.instance.currentGame == "trickClass")
if (gm.currentGame == "trickClass" && gm.minigameObj.TryGetComponent(out TrickClass tc))
{
BeatAction.New(instance, new List<BeatAction.Action>()
BeatAction.New(tc, new List<BeatAction.Action>()
{
new BeatAction.Action(beat - 1, delegate
{
if (instance.showBubble == true)
if (tc.showBubble == true)
{
instance.warnAnim.Play(variant ? instance.objWarnAnimVariant[type] : instance.objWarnAnim[type], 0, 0);
tc.warnAnim.Play(variant ? tc.objWarnAnimVariant[type] : tc.objWarnAnim[type], 0, 0);
}
}),
new BeatAction.Action(beat, delegate
{
instance.warnAnim.Play("NoPose", 0, 0);
instance.TossObject(beat, type, variant);
tc.warnAnim.Play("NoPose", 0, 0);
tc.TossObject(beat, type, variant);
})
});
}

View file

@ -522,7 +522,7 @@ namespace HeavenStudio.Editor
public void ToggleDebugCam()
{
var game = GameManager.instance.currentGameO;
var game = GameManager.instance.minigameObj;
if (game != null)
{

View file

@ -353,12 +353,12 @@ namespace HeavenStudio.Editor.Track
if (!GameManager.instance.autoplay)
{
AutoplayBTN.GetComponent<Animator>().Play("Idle", 0, 0);
GameManager.instance.autoplay = true;
GameManager.instance.ToggleAutoplay(true);
}
else
{
AutoplayBTN.GetComponent<Animator>().Play("Disabled", 0, 0);
GameManager.instance.autoplay = false;
GameManager.instance.ToggleAutoplay(false);
}
}

View file

@ -497,7 +497,7 @@ namespace HeavenStudio
if (!usesAssetBundle) return;
if (bundleCommon != null) return;
AssetBundle bundle = await AssetBundle.LoadFromFileAsync(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/common")).ToUniTask();
AssetBundle bundle = await AssetBundle.LoadFromFileAsync(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/common")).ToUniTask(timing: PlayerLoopTiming.PreLateUpdate);
bundleCommon = bundle;
commonLoaded = true;
@ -519,7 +519,7 @@ namespace HeavenStudio
if (!usesAssetBundle) return;
if (localeLoaded && bundleLocalized != null && currentLoadedLocale == defaultLocale) return;
AssetBundle bundle = await AssetBundle.LoadFromFileAsync(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/locale." + defaultLocale)).ToUniTask();
AssetBundle bundle = await AssetBundle.LoadFromFileAsync(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/locale." + defaultLocale)).ToUniTask(timing: PlayerLoopTiming.PreLateUpdate);
if (localeLoaded && bundleLocalized != null && currentLoadedLocale == defaultLocale) return;
bundleLocalized = bundle;
@ -533,7 +533,7 @@ namespace HeavenStudio
if (!commonLoaded) return;
if (bundleCommon == null) return;
UnityEngine.Object asset = await bundleCommon.LoadAssetAsync<GameObject>(name).ToUniTask();
UnityEngine.Object asset = await bundleCommon.LoadAssetAsync<GameObject>(name).ToUniTask(timing: PlayerLoopTiming.PreLateUpdate);
loadedPrefab = asset as GameObject;
// load sound sequences here for now

View file

@ -51,5 +51,9 @@ MonoBehaviour:
- Assets/Scripts/UI/PauseMenu.cs
- Assets/Scripts/Util/Sound.cs
- Assets/Scripts/Conductor.cs
- Assets/Scripts/EventCaller.cs
- Assets/Scripts/Games/TrickClass/TrickClass.cs
- Assets/Scripts/GameInitializer.cs
- Assets/Scripts/LevelEditor/Timeline/Timeline.cs
PathsToSkipImportEvent: []
PathsToIgnoreOverwriteSettingOnAttribute: []