using System; using System.Collections.Generic; using UnityEngine; using HeavenStudio.Common; namespace HeavenStudio.Games { public class PlayerActionEvent : MonoBehaviour { static List allEvents = new List(); public static bool EnableAutoplayCheat = true; public delegate void ActionEventCallback(PlayerActionEvent caller); public delegate void ActionEventCallbackState(PlayerActionEvent caller, float state); public delegate bool ActionEventHittableQuery(); 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 public ActionEventHittableQuery IsHittable; //Checks if an input can be hit. Returning false will skip button checks. public ActionEventCallback OnDestroy; //Function to trigger whenever this event gets destroyed. /!\ Shouldn't be used for a minigame! Use OnMiss instead /!\ public PlayerInput.InputAction InputAction; public double startBeat; public double timer; public bool isEligible = true; public bool canHit = true; //Indicates if you can still hit the cue or not. If set to false, it'll guarantee a miss 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 public bool triggersAutoplay = true; bool lockedByEvent = false; bool markForDeletion = false; 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 /!\ public InputType inputType; //The type of input. Check the InputType class to see a list of all of them public bool perfectOnly = false; //Indicates that the input only recognize perfect inputs. 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 public void setHitCallback(ActionEventCallbackState OnHit) { this.OnHit = OnHit; } public void setMissCallback(ActionEventCallback OnMiss) { this.OnMiss = OnMiss; } public void setHittableQuery(ActionEventHittableQuery IsHittable) { this.IsHittable = IsHittable; } public void Enable() { enabled = true; } public void Disable() { enabled = false; } public void QueueDeletion() { markForDeletion = true; } public bool IsCorrectInput(out double dt) { dt = 0; if (InputAction != null) { return PlayerInput.GetIsAction(InputAction, out dt); } return ( //General inputs, both down and up (PlayerInput.Pressed(out dt) && inputType.HasFlag(InputType.STANDARD_DOWN)) || (PlayerInput.AltPressed(out dt) && inputType.HasFlag(InputType.STANDARD_ALT_DOWN)) || (PlayerInput.GetAnyDirectionDown(out dt) && inputType.HasFlag(InputType.DIRECTION_DOWN)) || (PlayerInput.PressedUp(out dt) && inputType.HasFlag(InputType.STANDARD_UP)) || (PlayerInput.AltPressedUp(out dt) && inputType.HasFlag(InputType.STANDARD_ALT_UP)) || (PlayerInput.GetAnyDirectionUp(out dt) && inputType.HasFlag(InputType.DIRECTION_UP)) || //Specific directional inputs (PlayerInput.GetSpecificDirectionDown(PlayerInput.DOWN, out dt) && inputType.HasFlag(InputType.DIRECTION_DOWN_DOWN)) || (PlayerInput.GetSpecificDirectionDown(PlayerInput.UP, out dt) && inputType.HasFlag(InputType.DIRECTION_UP_DOWN)) || (PlayerInput.GetSpecificDirectionDown(PlayerInput.LEFT, out dt) && inputType.HasFlag(InputType.DIRECTION_LEFT_DOWN)) || (PlayerInput.GetSpecificDirectionDown(PlayerInput.RIGHT, out dt) && inputType.HasFlag(InputType.DIRECTION_RIGHT_DOWN)) || (PlayerInput.GetSpecificDirectionUp(PlayerInput.DOWN, out dt) && inputType.HasFlag(InputType.DIRECTION_DOWN_UP)) || (PlayerInput.GetSpecificDirectionUp(PlayerInput.UP, out dt) && inputType.HasFlag(InputType.DIRECTION_UP_UP)) || (PlayerInput.GetSpecificDirectionUp(PlayerInput.LEFT, out dt) && inputType.HasFlag(InputType.DIRECTION_LEFT_UP)) || (PlayerInput.GetSpecificDirectionUp(PlayerInput.RIGHT, out dt) && inputType.HasFlag(InputType.DIRECTION_RIGHT_UP)) ); } public void CanHit(bool canHit) { this.canHit = canHit; } public void Start() { allEvents.Add(this); } public void Update() { if (markForDeletion) CleanUp(); if (!Conductor.instance.NotStopped()) CleanUp(); // If the song is stopped entirely in the editor, destroy itself as we don't want duplicates if (noAutoplay && autoplayOnly) autoplayOnly = false; if (noAutoplay && triggersAutoplay) triggersAutoplay = false; if (!enabled) return; double normalizedTime = GetNormalizedTime(); if (GameManager.instance.autoplay) { AutoplayInput(normalizedTime); return; } //BUGFIX: ActionEvents destroyed too early if (normalizedTime > Minigame.NgLateTime()) Miss(); if (lockedByEvent) { return; } if (!CheckEventLock()) { return; } if (!autoplayOnly && (IsHittable == null || IsHittable != null && IsHittable()) && IsCorrectInput(out double dt)) { normalizedTime -= dt; if (IsExpectingInputNow()) { // if (InputAction != null) // { // Debug.Log("Hit " + InputAction.name); // } double stateProg = ((normalizedTime - Minigame.JustEarlyTime()) / (Minigame.JustLateTime() - Minigame.JustEarlyTime()) - 0.5f) * 2; Hit(stateProg, normalizedTime); } else { Blank(); } } } public void LateUpdate() { if (markForDeletion) { allEvents.Remove(this); OnDestroy(this); Destroy(this.gameObject); } foreach (PlayerActionEvent evt in allEvents) { evt.lockedByEvent = false; } } private bool CheckEventLock() { foreach (PlayerActionEvent toCompare in allEvents) { if (toCompare == this) continue; if (toCompare.autoplayOnly) continue; if (InputAction != null) { if (toCompare.InputAction == null) continue; int catIdx = (int)PlayerInput.CurrentControlStyle; if (toCompare.InputAction != null && toCompare.InputAction.inputLockCategory[catIdx] != InputAction.inputLockCategory[catIdx]) continue; } else { if ((toCompare.inputType & this.inputType) == 0) continue; if (!toCompare.IsExpectingInputNow()) continue; } double t1 = this.startBeat + this.timer; double t2 = toCompare.startBeat + toCompare.timer; double songPos = Conductor.instance.songPositionInBeatsAsDouble; // compare distance between current time and the events // events that happen at the exact same time with the exact same inputs will return true if (Math.Abs(t1 - songPos) > Math.Abs(t2 - songPos)) return false; else if (t1 != t2) // if they are the same time, we don't want to lock the event toCompare.lockedByEvent = true; } return true; } private void AutoplayInput(double normalizedTime, bool autoPlay = false) { if (triggersAutoplay && (GameManager.instance.autoplay || autoPlay) && GameManager.instance.canInput && normalizedTime >= 1f - (Time.deltaTime * 0.5f)) { AutoplayEvent(); if (!autoPlay) TimelineAutoplay(); } } // TODO: move this to timeline code instead private void TimelineAutoplay() { if (Editor.Editor.instance == null) return; if (Editor.Track.Timeline.instance != null && !Editor.Editor.instance.fullscreen) { Editor.Track.Timeline.instance.AutoplayBTN.GetComponent().Play("Ace", 0, 0); } } public bool IsExpectingInputNow() { if (IsHittable != null) { if (!IsHittable()) return false; } if (!enabled) return false; if (!isEligible) return false; double normalizedBeat = GetNormalizedTime(); return normalizedBeat > Minigame.NgEarlyTime() && normalizedBeat < Minigame.NgLateTime(); } double GetNormalizedTime() { var cond = Conductor.instance; double currTime = cond.songPositionAsDouble; double targetTime = cond.GetSongPosFromBeat(startBeat + timer); // HS timing window uses 1 as the middle point instead of 0 return 1 + (currTime - targetTime); } //For the Autoplay public void AutoplayEvent() { if (EnableAutoplayCheat) { Hit(0f, 1f); } else { double normalizedBeat = GetNormalizedTime(); double stateProg = ((normalizedBeat - Minigame.JustEarlyTime()) / (Minigame.JustLateTime() - Minigame.JustEarlyTime()) - 0.5f) * 2; Hit(stateProg, normalizedBeat); } } //The state parameter is either -1 -> Early, 0 -> Perfect, 1 -> Late public void Hit(double state, double time) { if (OnHit != null && enabled) { if (canHit) { double normalized = time - 1f; int offset = Mathf.CeilToInt((float)normalized * 1000); GameManager.instance.AvgInputOffset = offset; state = System.Math.Max(-1.0, System.Math.Min(1.0, state)); OnHit(this, (float)state); CleanUp(); if (countsForAccuracy && !(noAutoplay || autoplayOnly) && isEligible) { GameManager.instance.ScoreInputAccuracy(TimeToAccuracy(time), time > 1.0, time); if (state >= 1f || state <= -1f) { GoForAPerfect.instance.Miss(); SectionMedalsManager.instance.MakeIneligible(); } else { GoForAPerfect.instance.Hit(); } } } else { Blank(); } } } double TimeToAccuracy(double time) { if (time >= Minigame.AceEarlyTime() && time <= Minigame.AceLateTime()) { // Ace return 1.0; } double state = 0; if (time >= Minigame.JustEarlyTime() && time <= Minigame.JustLateTime()) { // Good Hit if (time > 1.0) { // late half of timing window state = 1.0 - ((time - Minigame.AceLateTime()) / (Minigame.JustLateTime() - Minigame.AceLateTime())); state *= 1.0 - Minigame.rankHiThreshold; state += Minigame.rankHiThreshold; } else { //early half of timing window state = ((time - Minigame.JustEarlyTime()) / (Minigame.AceEarlyTime() - Minigame.JustEarlyTime())); state *= 1.0 - Minigame.rankHiThreshold; state += Minigame.rankHiThreshold; } } else { if (time > 1.0) { // late half of timing window state = 1.0 - ((time - Minigame.JustLateTime()) / (Minigame.NgLateTime() - Minigame.JustLateTime())); state *= Minigame.rankOkThreshold; } else { //early half of timing window state = ((time - Minigame.JustEarlyTime()) / (Minigame.AceEarlyTime() - Minigame.JustEarlyTime())); state *= Minigame.rankOkThreshold; } } return state; } public void Miss() { if (OnMiss != null && enabled && !autoplayOnly) { OnMiss(this); } CleanUp(); if (countsForAccuracy && !(noAutoplay || autoplayOnly)) { GameManager.instance.ScoreInputAccuracy(0, true, 2.0, 1.0, false); GoForAPerfect.instance.Miss(); SectionMedalsManager.instance.MakeIneligible(); } } public void Blank() { if (OnBlank != null && enabled && !autoplayOnly) { OnBlank(this); } } public void CleanUp() { if (markForDeletion) return; markForDeletion = true; } } }