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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-22 01:25:12 +00:00
day 1 TOTC patch
fix scheduled optic blast not working correctly let multisound defer playback until conductor timekeeping is active fix flipper flop end-of-roll calls update kurokane modified
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2bace73c51
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6 changed files with 66 additions and 19 deletions
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@ -50,6 +50,7 @@ namespace HeavenStudio
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double dspSizeSeconds;
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double dspMargin = 128 / 44100.0;
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bool deferTimeKeeping = false;
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public bool WaitingForDsp => deferTimeKeeping;
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// the dspTime we started at
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private double dspStart;
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@ -163,6 +164,12 @@ namespace HeavenStudio
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GameManager.instance.SetCurrentEventToClosest(beat);
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}
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public void PlaySetup(double beat)
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{
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deferTimeKeeping = true;
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songPosBeat = beat;
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}
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public void Play(double beat)
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{
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if (isPlaying) return;
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@ -220,7 +227,7 @@ namespace HeavenStudio
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startTime = DateTime.Now;
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absTimeAdjust = 0;
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deferTimeKeeping = (musicSource.clip != null);
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deferTimeKeeping = musicSource.clip != null;
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isPlaying = true;
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isPaused = false;
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@ -731,6 +731,7 @@ namespace HeavenStudio
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if (!paused)
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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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{
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@ -472,8 +472,6 @@ namespace HeavenStudio.Games
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}
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}
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if (thatsIt && i + 1 == length)
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{
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int noiseToPlay = (flopCount == 4) ? 2 : flopCount;
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@ -613,7 +611,7 @@ namespace HeavenStudio.Games
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{
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for (int i = 0; i < uh; i++)
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{
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int voiceLineIndex = i + 1;
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int voiceLineIndex = 3 - uh + i + 1;
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string voiceLine = $"flipperFlop/uh{voiceLineIndex}";
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string failVoiceLine = $"flipperFlop/uhfail{voiceLineIndex}";
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@ -1,4 +1,3 @@
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using DG.Tweening;
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using NaughtyBezierCurves;
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using System;
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using System.Collections;
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@ -169,7 +168,7 @@ namespace HeavenStudio.Games
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void OnDestroy()
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{
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if (queuedInputs.Count > 0) queuedInputs.Clear();
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queuedInputs.Clear();
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foreach (var evt in scheduledInputs)
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{
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evt.Disable();
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@ -194,14 +193,29 @@ namespace HeavenStudio.Games
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girlAnim.DoScaledAnimationAsync("Bop");
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}
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private void Update()
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public override void OnPlay(double beat)
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{
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var cond = Conductor.instance;
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if (cond.isPlaying && !cond.isPaused)
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queuedInputs.Clear();
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}
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public override void OnGameSwitch(double beat)
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{
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if (!Conductor.instance.isPlaying) return;
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if (queuedInputs.Count > 0)
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{
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if (queuedInputs.Count > 0)
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foreach (var input in queuedInputs)
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{
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foreach (var input in queuedInputs)
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if (input.type is (int)TrickObjType.Blast)
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{
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(input.beat, delegate
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{
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instance.DoBlast(input.beat);
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})
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});
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}
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else
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{
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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@ -216,10 +230,13 @@ namespace HeavenStudio.Games
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})
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});
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}
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queuedInputs.Clear();
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}
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}
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queuedInputs.Clear();
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}
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private void Update()
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{
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if (PlayerInput.GetIsAction(InputAction_TouchPressing) && (!playerReady) && (playerCanDodge <= Conductor.instance.songPositionInBeatsAsDouble))
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{
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playerAnim.DoScaledAnimationAsync("Prepare");
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@ -392,11 +409,6 @@ namespace HeavenStudio.Games
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{
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girlAnim.DoScaledAnimationAsync("Charge1");
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}),
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new BeatAction.Action(beat + 2, delegate
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{
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//test
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// girlAnim.DoScaledAnimationAsync("BlastDodged", 0.5f);
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}),
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new BeatAction.Action(beat + 4, delegate
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{
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girlBopEnable = true;
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@ -2,6 +2,8 @@ using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using Cysharp.Threading.Tasks;
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using Cysharp.Threading.Tasks.Triggers;
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namespace HeavenStudio.Util
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{
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@ -10,6 +12,7 @@ namespace HeavenStudio.Util
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private double startBeat;
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private bool game;
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private bool forcePlay;
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private bool commited;
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public List<Sound> sounds = new List<Sound>();
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public List<Util.Sound> playingSounds = new List<Util.Sound>();
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@ -36,14 +39,33 @@ namespace HeavenStudio.Util
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public static MultiSound Play(Sound[] snds, bool game = true, bool forcePlay = false)
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{
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if (Conductor.instance == null) return null;
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List<Sound> sounds = snds.ToList();
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GameObject go = new GameObject("MultiSound");
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MultiSound ms = go.AddComponent<MultiSound>();
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ms.sounds = sounds;
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ms.startBeat = sounds[0].beat;
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ms.game = game;
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ms.forcePlay = forcePlay;
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ms.commited = false;
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if (Conductor.instance.WaitingForDsp)
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{
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Debug.Log("Multisound waiting for DSP, deferring play");
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ms.PlayDeferred().Forget();
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}
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else
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{
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ms.CommitPlay();
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}
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return ms;
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}
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void CommitPlay()
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{
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for (int i = 0; i < sounds.Count; i++)
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{
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Util.Sound s;
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@ -51,14 +73,21 @@ namespace HeavenStudio.Util
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s = SoundByte.PlayOneShotGame(sounds[i].name, sounds[i].beat, sounds[i].pitch, sounds[i].volume, sounds[i].looping, forcePlay, sounds[i].offset);
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else
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s = SoundByte.PlayOneShot(sounds[i].name, sounds[i].beat, sounds[i].pitch, sounds[i].volume, sounds[i].looping, null, sounds[i].offset);
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ms.playingSounds.Add(s);
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playingSounds.Add(s);
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}
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commited = true;
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}
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return ms;
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async UniTaskVoid PlayDeferred()
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{
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await UniTask.WaitUntil(() => !Conductor.instance.WaitingForDsp, PlayerLoopTiming.LastUpdate);
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Debug.Log("Multisound DSP ready, playing");
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CommitPlay();
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}
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private void Update()
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{
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if (!commited) return;
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foreach (Util.Sound sound in playingSounds)
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{
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if (sound == null) continue;
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