using System; using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; using Starpelly; using Newtonsoft.Json; namespace RhythmHeavenMania { public class GameManager : MonoBehaviour { public static GameManager instance; private EventCaller eventCaller; public Beatmap Beatmap; [HideInInspector] public List playerEntities; public int currentEvent, currentPlayerEvent; public TextAsset txt; public float startOffset; private void Awake() { instance = this; } private void Start() { SortEventsList(); string json = txt.text; Beatmap.entities = JsonConvert.DeserializeObject>(json); SortEventsList(); StartCoroutine(Begin()); GlobalGameManager.Init(); eventCaller = GetComponent(); eventCaller.Init(); } private IEnumerator Begin() { yield return new WaitForSeconds(startOffset); Conductor.instance.musicSource.Play(); } private void Update() { if (Beatmap.entities.Count < 1) return; List entities = Beatmap.entities.Select(c => c.beat).ToList(); if (currentEvent < Beatmap.entities.Count && currentEvent >= 0) { if (Conductor.instance.songPositionInBeats >= entities[currentEvent]) { eventCaller.CallEvent(Beatmap.entities[currentEvent].datamodel); currentEvent++; } } } public void SortEventsList() { Beatmap.entities.Sort((x, y) => x.beat.CompareTo(y.beat)); } public void SetCurrentEventToClosest() { if (Beatmap.entities.Count > 0) { List entities = Beatmap.entities.Select(c => c.beat).ToList(); List entities_p = playerEntities.Select(c => c.beat).ToList(); currentEvent = entities.IndexOf(Mathp.GetClosestInList(entities, Conductor.instance.songPositionInBeats)); currentPlayerEvent = entities_p.IndexOf(Mathp.GetClosestInList(entities_p, Conductor.instance.songPositionInBeats)); } } private void OnGUI() { // GUI.Box(new Rect(0, 0, 300, 50), $"SongPosInBeats: {Conductor.instance.songPositionInBeats}"); } } }