mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-08 18:55:07 +00:00
event caller refactoring
change operation order of minigame loading
This commit is contained in:
parent
2d24e5000d
commit
6bb135a091
8 changed files with 94 additions and 106 deletions
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@ -8,6 +8,7 @@ namespace HeavenStudio
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{
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public class EventCaller : MonoBehaviour
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{
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public GameManager gameManager { get; private set; }
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public Transform GamesHolder;
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public RiqEntity currentEntity = new RiqEntity();
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public string currentSwitchGame;
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@ -18,6 +19,7 @@ namespace HeavenStudio
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public Dictionary<string, Minigames.Minigame> minigames = new();
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public Minigames.Minigame GetMinigame(string gameName)
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{
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if (!minigames.ContainsKey(gameName))
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@ -55,34 +57,14 @@ namespace HeavenStudio
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return GetGameAction(gameName, action).parameters.Find(c => c.propertyName == param);
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}
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public void Init()
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public void Init(GameManager mgr)
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{
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gameManager = mgr;
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instance = this;
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currentEntity = new RiqEntity();
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Minigames.Init(this);
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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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{
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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)
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Minigames.Minigame game = GetMinigame(GameManager.instance.Beatmap.Entities[i].datamodel.Split('/')[0]);
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if (!minigamesInBeatmap.Contains(game) && !FXOnlyGames().Contains(game))
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{
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minigamesInBeatmap.Add(game);
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}
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}
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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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}
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}
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private void Update()
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{
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}
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public void CallEvent(RiqEntity entity, bool gameActive)
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@ -128,30 +110,9 @@ namespace HeavenStudio
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}
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}
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static bool StringStartsWith(string a, string b)
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{
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int aLen = a.Length;
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int bLen = b.Length;
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int ap = 0; int bp = 0;
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while (ap < aLen && bp < bLen && a [ap] == b [bp])
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{
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ap++;
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bp++;
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}
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return (bp == bLen);
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}
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public static bool IsGameSwitch(RiqEntity entity)
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{
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return StringStartsWith(entity.datamodel, "gameManager/switchGame");
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}
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public static List<RiqEntity> GetAllInGameManagerList(string gameName, string[] include)
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{
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List<RiqEntity> temp1 = GameManager.instance.Beatmap.Entities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
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List<RiqEntity> temp1 = instance.gameManager.Beatmap.Entities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
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List<RiqEntity> temp2 = new List<RiqEntity>();
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foreach (string s in include)
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{
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@ -162,7 +123,7 @@ namespace HeavenStudio
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public static List<RiqEntity> GetAllInGameManagerListExclude(string gameName, string[] exclude)
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{
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List<RiqEntity> temp1 = GameManager.instance.Beatmap.Entities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
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List<RiqEntity> temp1 = instance.gameManager.Beatmap.Entities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
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List<RiqEntity> temp2 = new List<RiqEntity>();
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foreach (string s in exclude)
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{
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@ -68,7 +68,7 @@ namespace HeavenStudio
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GameObject Games = new GameObject();
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Games.name = "Games";
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gameManager.playMode = playOnStart;
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gameManager.TogglePlayMode(playOnStart);
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gameManager.GamesHolder = Games;
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gameManager.CircleCursor = Cursor.transform.GetChild(0).GetComponent<CircleCursor>();
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@ -32,30 +32,31 @@ namespace HeavenStudio
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[NonSerialized] public Games.Global.Filter filter;
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[Header("Games")]
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[NonSerialized] public string currentGame;
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Coroutine currentGameSwitchIE;
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[Header("Properties")]
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[NonSerialized] public string txt = null;
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[NonSerialized] public string ext = null;
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[NonSerialized]
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public int currentEvent, currentTempoEvent, currentVolumeEvent, currentSectionEvent,
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currentPreEvent, currentPreSwitch, currentPreSequence;
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[NonSerialized] public double endBeat;
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[NonSerialized] public float startOffset;
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[NonSerialized] public bool playMode;
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[NonSerialized] public double startBeat;
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[NonSerialized] public GameObject currentGameO;
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private Minigame _currentMinigame;
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[NonSerialized] public bool autoplay;
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[NonSerialized] public bool canInput = true;
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[NonSerialized] public RiqEntity lastSection, currentSection;
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[NonSerialized] public double nextSectionBeat;
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public string currentGame { get; private set; }
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public GameObject minigameObj { get; private set; }
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public Minigame minigame { get; private set; }
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public RiqEntity lastSection { get; private set; }
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public RiqEntity currentSection { get; private set; }
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public double endBeat { get; private set; }
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public double startBeat { get; private set; }
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public double nextSectionBeat { get; private set; }
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public double SectionProgress { get; private set; }
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public float MarkerWeight { get; private set; }
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public int MarkerCategory { get; private set; }
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public bool playMode { get; private set; }
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public bool autoplay { get; private set; }
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public bool canInput { get; private set; }
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public bool GameHasSplitColours
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{
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get
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@ -138,7 +139,9 @@ namespace HeavenStudio
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eventCaller = this.gameObject.AddComponent<EventCaller>();
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eventCaller.GamesHolder = GamesHolder.transform;
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eventCaller.Init();
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eventCaller.Init(this);
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canInput = true;
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// note: serialize this shit in the inspector //
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GameObject textbox = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Textbox"));
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@ -429,9 +432,10 @@ namespace HeavenStudio
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{
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if (currentPreSequence < Beatmap.Entities.Count && currentPreSequence >= 0)
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{
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if (start >= preSequenceBeats[currentPreSequence])
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List<RiqEntity> entitiesInRange = ListPool<RiqEntity>.Get();
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while (currentPreSequence < preSequenceBeats.Count && start >= preSequenceBeats[currentPreSequence])
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{
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List<RiqEntity> entitiesInRange = ListPool<RiqEntity>.Get();
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entitiesInRange.Clear();
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foreach (RiqEntity entity in Beatmap.Entities)
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{
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string[] entityDatamodel = entity.datamodel.Split('/');
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@ -449,14 +453,14 @@ namespace HeavenStudio
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var inf = GetGameInfo(gameName);
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if (inf != null && inf.usesAssetBundle && inf.AssetsLoaded && !inf.SequencesPreloaded)
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{
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Debug.Log($"Preloading game {gameName}");
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Debug.Log($"Preparing game {gameName}");
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PreloadGameSequences(gameName);
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}
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eventCaller.CallPreEvent(entity);
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currentPreSequence++;
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}
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ListPool<RiqEntity>.Release(entitiesInRange);
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}
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ListPool<RiqEntity>.Release(entitiesInRange);
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}
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}
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@ -533,7 +537,7 @@ namespace HeavenStudio
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if (cond.songPositionInBeatsAsDouble >= Math.Ceiling(_playStartBeat) + _pulseTally)
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{
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if (_currentMinigame != null) _currentMinigame.OnBeatPulse(Math.Ceiling(_playStartBeat) + _pulseTally);
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if (minigame != null) minigame.OnBeatPulse(Math.Ceiling(_playStartBeat) + _pulseTally);
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onBeatPulse?.Invoke(Math.Ceiling(_playStartBeat) + _pulseTally);
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_pulseTally++;
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}
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@ -545,12 +549,13 @@ namespace HeavenStudio
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if (currentEvent < Beatmap.Entities.Count && currentEvent >= 0)
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{
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if (clampedBeat >= eventBeats[currentEvent])
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List<RiqEntity> entitiesInRange = ListPool<RiqEntity>.Get();
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List<RiqEntity> fxEntities = ListPool<RiqEntity>.Get();
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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
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while (currentEvent < eventBeats.Count && clampedBeat >= eventBeats[currentEvent] && Conductor.instance.isPlaying)
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{
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List<RiqEntity> entitiesInRange = ListPool<RiqEntity>.Get();
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List<RiqEntity> fxEntities = ListPool<RiqEntity>.Get();
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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
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fxEntities.Clear();
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entitiesInRange.Clear();
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using (PooledObject<List<RiqEntity>> pool = ListPool<RiqEntity>.Get(out List<RiqEntity> currentBeatEntities))
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{
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currentBeatEntities = Beatmap.Entities.FindAll(c => c.beat == eventBeats[currentEvent]);
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@ -592,10 +597,9 @@ namespace HeavenStudio
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// Thank you to @shshwdr for bring this to my attention
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currentEvent++;
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}
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ListPool<RiqEntity>.Release(entitiesInRange);
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ListPool<RiqEntity>.Release(fxEntities);
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}
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ListPool<RiqEntity>.Release(entitiesInRange);
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ListPool<RiqEntity>.Release(fxEntities);
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}
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if (currentSection == null)
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@ -619,7 +623,7 @@ namespace HeavenStudio
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if (Conductor.instance.songPositionInBeatsAsDouble >= Math.Ceiling(_playStartBeat) + _latePulseTally)
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{
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if (_currentMinigame != null) _currentMinigame.OnLateBeatPulse(Math.Ceiling(_playStartBeat) + _latePulseTally);
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if (minigame != null) minigame.OnLateBeatPulse(Math.Ceiling(_playStartBeat) + _latePulseTally);
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onBeatPulse?.Invoke(Math.Ceiling(_playStartBeat) + _latePulseTally);
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_latePulseTally++;
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}
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@ -630,6 +634,16 @@ namespace HeavenStudio
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canInput = inputs;
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}
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public void ToggleAutoplay(bool auto)
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{
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autoplay = auto;
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}
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public void TogglePlayMode(bool mode)
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{
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playMode = mode;
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}
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#region Play Events
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private double _playStartBeat = 0;
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@ -701,7 +715,7 @@ namespace HeavenStudio
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{
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Conductor.instance.PlaySetup(beat);
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Minigame miniGame = null;
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if (currentGameO != null && currentGameO.TryGetComponent<Minigame>(out miniGame))
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if (minigameObj != null && minigameObj.TryGetComponent<Minigame>(out miniGame))
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{
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if (miniGame != null)
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{
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@ -761,7 +775,7 @@ namespace HeavenStudio
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}
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Minigame miniGame;
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if (currentGameO != null && currentGameO.TryGetComponent<Minigame>(out miniGame))
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if (minigameObj != null && minigameObj.TryGetComponent<Minigame>(out miniGame))
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{
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if (miniGame != null)
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{
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@ -1065,7 +1079,7 @@ namespace HeavenStudio
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SetGame(game, false);
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Minigame miniGame;
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if (currentGameO != null && currentGameO.TryGetComponent<Minigame>(out miniGame))
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if (minigameObj != null && minigameObj.TryGetComponent<Minigame>(out miniGame))
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{
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if (miniGame != null)
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{
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@ -1095,19 +1109,19 @@ namespace HeavenStudio
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GameObject prefab = GetGame(game);
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if (prefab == null) return;
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Destroy(currentGameO);
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currentGameO = Instantiate(prefab);
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if (currentGameO.TryGetComponent<Minigame>(out var minigame))
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Destroy(minigameObj);
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minigameObj = Instantiate(prefab);
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if (minigameObj.TryGetComponent<Minigame>(out var minigame))
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{
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_currentMinigame = minigame;
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this.minigame = minigame;
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minigame.minigameName = game;
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minigame.gameManager = this;
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minigame.conductor = Conductor.instance;
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}
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Vector3 originalScale = currentGameO.transform.localScale;
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currentGameO.transform.parent = eventCaller.GamesHolder.transform;
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currentGameO.transform.localScale = originalScale;
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currentGameO.name = game;
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Vector3 originalScale = minigameObj.transform.localScale;
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minigameObj.transform.parent = eventCaller.GamesHolder.transform;
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minigameObj.transform.localScale = originalScale;
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minigameObj.name = game;
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SetCurrentGame(game, useMinigameColor);
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}
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@ -29,8 +29,9 @@ namespace HeavenStudio.Games.Loaders
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{
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preFunction = delegate
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{
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var e = eventCaller.currentEntity;
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TrickClass.PreTossObject(e.beat, (int)e["obj"], e["nx"]);
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EventCaller ec = eventCaller;
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var e = ec.currentEntity;
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TrickClass.PreTossObject(ec.gameManager, e.beat, (int)e["obj"], e["nx"]);
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},
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defaultLength = 2,
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parameters = new List<Param>()
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@ -46,7 +47,9 @@ namespace HeavenStudio.Games.Loaders
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{
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preFunction = delegate
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{
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TrickClass.PreTossObject(eventCaller.currentEntity.beat, (int)TrickClass.TrickObjType.Plane);
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EventCaller ec = eventCaller;
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var e = ec.currentEntity;
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TrickClass.PreTossObject(ec.gameManager, e.beat, (int)TrickClass.TrickObjType.Plane);
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},
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defaultLength = 3,
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},
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@ -62,7 +65,9 @@ namespace HeavenStudio.Games.Loaders
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{
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preFunction = delegate
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{
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TrickClass.PreTossObject(eventCaller.currentEntity.beat, (int)TrickClass.TrickObjType.Chair);
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EventCaller ec = eventCaller;
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var e = ec.currentEntity;
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TrickClass.PreTossObject(ec.gameManager, e.beat, (int)TrickClass.TrickObjType.Chair);
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},
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defaultLength = 2,
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hidden = true,
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@ -71,7 +76,9 @@ namespace HeavenStudio.Games.Loaders
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{
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preFunction = delegate
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{
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TrickClass.PreTossObject(eventCaller.currentEntity.beat, (int)TrickClass.TrickObjType.Phone, eventCaller.currentEntity["nx"]);
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EventCaller ec = eventCaller;
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var e = ec.currentEntity;
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TrickClass.PreTossObject(ec.gameManager, e.beat, (int)TrickClass.TrickObjType.Phone, eventCaller.currentEntity["nx"]);
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},
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defaultLength = 2,
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hidden = true,
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@ -84,7 +91,9 @@ namespace HeavenStudio.Games.Loaders
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{
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preFunction = delegate
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{
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TrickClass.PreTossObject(eventCaller.currentEntity.beat, (int)TrickClass.TrickObjType.Shock);
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EventCaller ec = eventCaller;
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var e = ec.currentEntity;
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TrickClass.PreTossObject(ec.gameManager, e.beat, (int)TrickClass.TrickObjType.Shock);
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},
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defaultLength = 2,
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hidden = true,
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@ -283,23 +292,23 @@ namespace HeavenStudio.Games
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instance.showBubble = !instance.showBubble;
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}
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public static void PreTossObject(double beat, int type, bool variant = false)
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public static void PreTossObject(GameManager gm, double beat, int type, bool variant = false)
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{
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if (GameManager.instance.currentGame == "trickClass")
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if (gm.currentGame == "trickClass" && gm.minigameObj.TryGetComponent(out TrickClass tc))
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{
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BeatAction.New(instance, new List<BeatAction.Action>()
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BeatAction.New(tc, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat - 1, delegate
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{
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if (instance.showBubble == true)
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if (tc.showBubble == true)
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{
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instance.warnAnim.Play(variant ? instance.objWarnAnimVariant[type] : instance.objWarnAnim[type], 0, 0);
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tc.warnAnim.Play(variant ? tc.objWarnAnimVariant[type] : tc.objWarnAnim[type], 0, 0);
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}
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}),
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new BeatAction.Action(beat, delegate
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{
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instance.warnAnim.Play("NoPose", 0, 0);
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instance.TossObject(beat, type, variant);
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tc.warnAnim.Play("NoPose", 0, 0);
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tc.TossObject(beat, type, variant);
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})
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});
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}
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@ -522,7 +522,7 @@ namespace HeavenStudio.Editor
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public void ToggleDebugCam()
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{
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var game = GameManager.instance.currentGameO;
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var game = GameManager.instance.minigameObj;
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if (game != null)
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{
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@ -353,12 +353,12 @@ namespace HeavenStudio.Editor.Track
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if (!GameManager.instance.autoplay)
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{
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AutoplayBTN.GetComponent<Animator>().Play("Idle", 0, 0);
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GameManager.instance.autoplay = true;
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GameManager.instance.ToggleAutoplay(true);
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}
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else
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{
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AutoplayBTN.GetComponent<Animator>().Play("Disabled", 0, 0);
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GameManager.instance.autoplay = false;
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GameManager.instance.ToggleAutoplay(false);
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}
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}
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@ -497,7 +497,7 @@ namespace HeavenStudio
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if (!usesAssetBundle) return;
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if (bundleCommon != null) return;
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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
|
||||
|
|
|
@ -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: []
|
||||
|
|
Loading…
Reference in a new issue