using System; using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.Pool; using Starpelly; using Jukebox; using HeavenStudio.Util; using HeavenStudio.Games; using HeavenStudio.Common; namespace HeavenStudio { public class GameManager : MonoBehaviour { const int SoundPoolSizeMin = 32; const int SoundPoolSizeMax = 32; [Header("Lists")] [NonSerialized] public RiqBeatmap Beatmap = new(); private List preloadedGames = new(); [NonSerialized] public ObjectPool SoundObjects; [Header("Components")] [NonSerialized] public Camera GameCamera, CursorCam, OverlayCamera, StaticCamera; [NonSerialized] public CircleCursor CircleCursor; [NonSerialized] public GameObject GamesHolder; [NonSerialized] public Games.Global.Flash fade; [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 playOnStart; [NonSerialized] public double startBeat; [NonSerialized] public GameObject currentGameO; [NonSerialized] public bool autoplay; [NonSerialized] public bool canInput = true; [NonSerialized] public RiqEntity currentSection, nextSection; public double sectionProgress { get; private set; } bool AudioLoadDone; bool ChartLoadError; List eventBeats, tempoBeats, volumeBeats, sectionBeats; List allGameSwitches; public event Action onBeatChanged; public event Action onSectionChange; public int BeatmapEntities() { return Beatmap.Entities.Count + Beatmap.TempoChanges.Count + Beatmap.VolumeChanges.Count + Beatmap.SectionMarkers.Count; } public static GameManager instance { get; private set; } private EventCaller eventCaller; // average input accuracy (msec) List inputOffsetSamples = new List(); float averageInputOffset = 0; public float AvgInputOffset { get { return averageInputOffset; } set { inputOffsetSamples.Add((int)value); averageInputOffset = (float)inputOffsetSamples.Average(); } } // input accuracy (%) double totalInputs = 0; double totalPlayerAccuracy = 0; public double PlayerAccuracy { get { if (totalInputs == 0) return 0; return totalPlayerAccuracy / totalInputs; } } bool skillStarCollected = false; // cleared sections List clearedSections = new List(); public bool ClearedSection { set { clearedSections.Add(value); } } private void Awake() { // autoplay = true; instance = this; } public void Init(bool preLoaded = false) { AudioLoadDone = false; ChartLoadError = false; currentPreEvent = 0; currentPreSwitch = 0; currentPreSequence = 0; GameObject filter = new GameObject("filter"); this.filter = filter.AddComponent(); eventCaller = this.gameObject.AddComponent(); eventCaller.GamesHolder = GamesHolder.transform; eventCaller.Init(); Conductor.instance.SetBpm(120f); Conductor.instance.SetVolume(100f); Conductor.instance.firstBeatOffset = Beatmap.data.offset; // note: serialize this shit in the inspector // GameObject textbox = Instantiate(Resources.Load("Prefabs/Common/Textbox")); textbox.name = "Textbox"; GameObject timingDisp = Instantiate(Resources.Load("Prefabs/Common/Overlays/TimingAccuracy")); timingDisp.name = "TimingDisplay"; GameObject skillStarDisp = Instantiate(Resources.Load("Prefabs/Common/Overlays/SkillStar")); skillStarDisp.name = "SkillStar"; GameObject overlays = Instantiate(Resources.Load("Prefabs/Common/Overlays")); overlays.name = "Overlays"; GoForAPerfect.instance.Disable(); ///// SoundObjects = new ObjectPool(CreatePooledSound, OnTakePooledSound, OnReturnPooledSound, OnDestroyPooledSound, true, SoundPoolSizeMin, SoundPoolSizeMax); if (preLoaded) { LoadRemix(false); } else { RiqFileHandler.ClearCache(); NewRemix(); } SortEventsList(); if (Beatmap.Entities.Count >= 1) { string game = Beatmap.Entities[0].datamodel.Split(0); SetCurrentGame(game); SetGame(game); } else { SetGame("noGame"); } if (playOnStart) { StartCoroutine(WaitReadyAndPlayCo(startBeat)); } } Sound CreatePooledSound() { GameObject oneShot = new GameObject($"Pooled Scheduled Sound"); oneShot.transform.SetParent(transform); AudioSource audioSource = oneShot.AddComponent(); audioSource.playOnAwake = false; Sound snd = oneShot.AddComponent(); oneShot.SetActive(false); return snd; } // Called when an item is returned to the pool using Release void OnReturnPooledSound(Sound snd) { snd.Stop(); } // Called when an item is taken from the pool using Get void OnTakePooledSound(Sound snd) { snd.gameObject.SetActive(true); } // If the pool capacity is reached then any items returned will be destroyed. void OnDestroyPooledSound(Sound snd) { snd.Stop(); Destroy(snd.gameObject); } public void NewRemix() { AudioLoadDone = false; Beatmap = new("1", "HeavenStudio"); Beatmap.data.properties = Minigames.propertiesModel; Beatmap.AddNewTempoChange(0, 120f); Beatmap.AddNewVolumeChange(0, 100f); Beatmap.data.offset = 0f; Conductor.instance.musicSource.clip = null; RiqFileHandler.UnlockCache(); RiqFileHandler.WriteRiq(Beatmap); AudioLoadDone = true; } public IEnumerator LoadMusic() { ChartLoadError = false; IEnumerator load = RiqFileHandler.LoadSong(); while (true) { object current = load.Current; try { if (load.MoveNext() == false) { break; } current = load.Current; } catch (System.IO.FileNotFoundException f) { Debug.LogWarning("chart has no music: " + f.Message); Conductor.instance.musicSource.clip = null; AudioLoadDone = true; yield break; } catch (Exception e) { Debug.LogError($"Failed to load music: {e.Message}"); GlobalGameManager.ShowErrorMessage("Error Loading Music", e.Message + "\n\n" + e.StackTrace); AudioLoadDone = true; ChartLoadError = true; yield break; } yield return current; } Conductor.instance.musicSource.clip = RiqFileHandler.StreamedAudioClip; AudioLoadDone = true; } public void LoadRemix(bool editor = false) { AudioLoadDone = false; ChartLoadError = false; try { Beatmap = RiqFileHandler.ReadRiq(); } catch (Exception e) { Debug.LogError($"Failed to load remix: {e.Message}"); GlobalGameManager.ShowErrorMessage("Error Loading RIQ", e.Message + "\n\n" + e.StackTrace); ChartLoadError = true; return; } if (!editor) StartCoroutine(LoadMusic()); SortEventsList(); Conductor.instance.SetBpm(Beatmap.TempoChanges[0]["tempo"]); Conductor.instance.SetVolume(Beatmap.VolumeChanges[0]["volume"]); Conductor.instance.firstBeatOffset = Beatmap.data.offset; if (!playOnStart) { Stop(0); } SetCurrentEventToClosest(0); if (Beatmap.Entities.Count >= 1) { string game = Beatmap.Entities[0].datamodel.Split(0); SetCurrentGame(game); SetGame(game); } else { SetGame("noGame"); } if (editor) { Debug.Log(Beatmap.data.riqOrigin); if (Beatmap.data.riqOrigin != "HeavenStudio") { string origin = Beatmap.data.riqOrigin?.DisplayName() ?? "Unknown Origin"; GlobalGameManager.ShowErrorMessage("Warning", $"This chart came from\n{origin}\nand uses content not included in Heaven Studio.\n\nYou may be able to edit this chart in Heaven Studio to be used in its original program."); } } } public void ScoreInputAccuracy(double accuracy, bool late, double time, double weight = 1, bool doDisplay = true) { totalInputs += weight; totalPlayerAccuracy += accuracy * weight; if (accuracy < Minigame.rankOkThreshold && weight > 0) { SkillStarManager.instance.KillStar(); } if (SkillStarManager.instance.IsEligible && !skillStarCollected && accuracy >= 1f) { if (SkillStarManager.instance.DoStarJust()) skillStarCollected = true; } // push the hit event to the timing display if (doDisplay) TimingAccuracyDisplay.instance.MakeAccuracyVfx(time, late); } static bool StringStartsWith(string a, string b) { int aLen = a.Length; int bLen = b.Length; int ap = 0; int bp = 0; while (ap < aLen && bp < bLen && a [ap] == b [bp]) { ap++; bp++; } return (bp == bLen); } public void SeekAheadAndPreload(double start, float seekTime = 8f) { List entitiesAtSameBeat = ListPool.Get(); Minigames.Minigame inf; //seek ahead to preload games that have assetbundles if (currentPreSwitch < allGameSwitches.Count && currentPreSwitch >= 0) { if (start + seekTime >= allGameSwitches[currentPreSwitch].beat) { string gameName = allGameSwitches[currentPreSwitch].datamodel.Split('/')[2]; inf = GetGameInfo(gameName); if (inf != null && inf.usesAssetBundle && !inf.AssetsLoaded) { Debug.Log($"ASYNC loading assetbundles for game {gameName}"); StartCoroutine(inf.LoadCommonAssetBundleAsync()); StartCoroutine(inf.LoadLocalizedAssetBundleAsync()); } currentPreSwitch++; } } //then check game entities if (currentPreEvent < Beatmap.Entities.Count && currentPreEvent >= 0) { if (start + seekTime >= eventBeats[currentPreEvent]) { foreach (RiqEntity entity in Beatmap.Entities) { if (entity.beat == Beatmap.Entities[currentPreEvent].beat && !EventCaller.FXOnlyGames().Contains(eventCaller.GetMinigame(entity.datamodel.Split('/')[0]))) { entitiesAtSameBeat.Add(entity); } } SortEventsByPriority(entitiesAtSameBeat); foreach (RiqEntity entity in entitiesAtSameBeat) { string gameName = entity.datamodel.Split('/')[0]; inf = GetGameInfo(gameName); if (inf != null && inf.usesAssetBundle && !inf.AssetsLoaded) { Debug.Log($"ASYNC loading assetbundles for game {gameName}"); StartCoroutine(inf.LoadCommonAssetBundleAsync()); StartCoroutine(inf.LoadLocalizedAssetBundleAsync()); } currentPreEvent++; } } } ListPool.Release(entitiesAtSameBeat); } public void SeekAheadAndDoPreEvent(double start) { if (currentPreSequence < Beatmap.Entities.Count && currentPreSequence >= 0) { List entitiesAtSameBeat = ListPool.Get(); RiqEntity seekEntity = Beatmap.Entities[currentPreSequence]; foreach (RiqEntity entity in Beatmap.Entities) { if (entity.beat == seekEntity.beat) { entitiesAtSameBeat.Add(entity); } } SortEventsByPriority(entitiesAtSameBeat); string[] seekEntityDatamodel = seekEntity.datamodel.Split('/'); float seekTime = eventCaller.GetGameAction( eventCaller.GetMinigame(seekEntityDatamodel[0]), seekEntityDatamodel[1]).preFunctionLength; if (start + seekTime >= eventBeats[currentPreSequence]) { foreach (RiqEntity entity in entitiesAtSameBeat) { currentPreSequence++; string gameName = entity.datamodel.Split('/')[0]; var inf = GetGameInfo(gameName); if (inf != null && inf.usesAssetBundle && inf.AssetsLoaded && !inf.SequencesPreloaded) { Debug.Log($"Preloading game {gameName}"); PreloadGameSequences(gameName); } eventCaller.CallPreEvent(entity); } } ListPool.Release(entitiesAtSameBeat); } } private void Update() { if (BeatmapEntities() < 1) //bruh really you forgot to ckeck tempo changes return; if (!Conductor.instance.isPlaying) return; Conductor cond = Conductor.instance; if (currentTempoEvent < Beatmap.TempoChanges.Count && currentTempoEvent >= 0) { if (cond.songPositionInBeatsAsDouble >= tempoBeats[currentTempoEvent]) { cond.SetBpm(Beatmap.TempoChanges[currentTempoEvent]["tempo"]); currentTempoEvent++; } } if (currentVolumeEvent < Beatmap.VolumeChanges.Count && currentVolumeEvent >= 0) { if (cond.songPositionInBeatsAsDouble >= volumeBeats[currentVolumeEvent]) { cond.SetVolume(Beatmap.VolumeChanges[currentVolumeEvent]["volume"]); currentVolumeEvent++; } } if (currentSectionEvent < Beatmap.SectionMarkers.Count && currentSectionEvent >= 0) { if (cond.songPositionInBeatsAsDouble >= sectionBeats[currentSectionEvent]) { Debug.Log("Section " + Beatmap.SectionMarkers[currentSectionEvent]["sectionName"] + " started"); currentSection = Beatmap.SectionMarkers[currentSectionEvent]; currentSectionEvent++; if (currentSectionEvent < Beatmap.SectionMarkers.Count) nextSection = Beatmap.SectionMarkers[currentSectionEvent]; else nextSection = default(RiqEntity); onSectionChange?.Invoke(currentSection); } } float seekTime = 8f; //seek ahead to preload games that have assetbundles SeekAheadAndPreload(cond.songPositionInBeatsAsDouble, seekTime); SeekAheadAndDoPreEvent(cond.songPositionInBeatsAsDouble); if (currentEvent < Beatmap.Entities.Count && currentEvent >= 0) { if (cond.songPositionInBeatsAsDouble >= eventBeats[currentEvent]) { List entitiesAtSameBeat = ListPool.Get(); List fxEntities = ListPool.Get(); // allows for multiple events on the same beat to be executed on the same frame, so no more 1-frame delay using (PooledObject> pool = ListPool.Get(out List currentBeatEntities)) { currentBeatEntities = Beatmap.Entities.FindAll(c => c.beat == Beatmap.Entities[currentEvent].beat); foreach (RiqEntity entity in currentBeatEntities) { if (EventCaller.FXOnlyGames().Contains(eventCaller.GetMinigame(entity.datamodel.Split('/')[0]))) { fxEntities.Add(entity); } else { entitiesAtSameBeat.Add(entity); } } } SortEventsByPriority(fxEntities); SortEventsByPriority(entitiesAtSameBeat); // FX entities should ALWAYS execute before gameplay entities foreach (RiqEntity entity in fxEntities) { eventCaller.CallEvent(entity, true); currentEvent++; } foreach (RiqEntity entity in entitiesAtSameBeat) { // if game isn't loaded, preload game so whatever event that would be called will still run outside if needed if (entity.datamodel.Split('/')[0] != currentGame) { eventCaller.CallEvent(entity, false); } else { eventCaller.CallEvent(entity, true); } // Thank you to @shshwdr for bring this to my attention currentEvent++; } ListPool.Release(entitiesAtSameBeat); ListPool.Release(fxEntities); } } if (currentSection == null) { sectionProgress = 0; } else { double currectSectionStart = cond.GetSongPosFromBeat(currentSection.beat); if (nextSection == null) sectionProgress = (cond.songPosition - currectSectionStart) / (cond.GetSongPosFromBeat(endBeat) - currectSectionStart); else sectionProgress = (cond.songPosition - currectSectionStart) / (cond.GetSongPosFromBeat(nextSection.beat) - currectSectionStart); } } private void LateUpdate() { OverlaysManager.instance.TogleOverlaysVisibility(Editor.Editor.instance == null || Editor.Editor.instance.fullscreen || ((PersistentDataManager.gameSettings.overlaysInEditor) && (!Editor.Editor.instance.fullscreen)) || HeavenStudio.Editor.GameSettings.InPreview); } public void ToggleInputs(bool inputs) { canInput = inputs; } #region Play Events public void Play(double beat, float delay = 0f) { bool paused = Conductor.instance.isPaused; Debug.Log("Playing at " + beat); canInput = true; if (!paused) { inputOffsetSamples.Clear(); averageInputOffset = 0; totalInputs = 0; totalPlayerAccuracy = 0; TimingAccuracyDisplay.instance.ResetArrow(); SkillStarManager.instance.Reset(); skillStarCollected = false; GoForAPerfect.instance.perfect = true; GoForAPerfect.instance.Disable(); SectionMedalsManager.instance.Reset(); clearedSections.Clear(); } StartCoroutine(PlayCo(beat, delay)); onBeatChanged?.Invoke(beat); } private IEnumerator PlayCo(double beat, float delay = 0f) { yield return new WaitForSeconds(delay); bool paused = Conductor.instance.isPaused; if (paused) { Util.SoundByte.UnpauseOneShots(); } else { Conductor.instance.SetBpm(Beatmap.TempoChanges[0]["tempo"]); Conductor.instance.SetVolume(Beatmap.VolumeChanges[0]["volume"]); Conductor.instance.firstBeatOffset = Beatmap.data.offset; SetCurrentEventToClosest(beat); KillAllSounds(); Minigame miniGame = currentGameO?.GetComponent(); if (miniGame != null) miniGame.OnPlay(beat); } Conductor.instance.Play(beat); } public void Pause() { Conductor.instance.Pause(); Util.SoundByte.PauseOneShots(); canInput = false; } public void Stop(double beat, bool restart = false, float restartDelay = 0f) { Minigame miniGame = currentGameO.GetComponent(); if (miniGame != null) miniGame.OnStop(beat); Conductor.instance.Stop(beat); SetCurrentEventToClosest(beat); onBeatChanged?.Invoke(beat); // I feel like I should standardize the names SkillStarManager.instance.KillStar(); TimingAccuracyDisplay.instance.StopStarFlash(); GoForAPerfect.instance.Disable(); SectionMedalsManager.instance.OnRemixEnd(); // pass this data to rating screen + stats Debug.Log($"== Playthrough statistics of {Beatmap["remixtitle"]} (played at {System.DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss")}) =="); Debug.Log($"Average input offset for playthrough: {averageInputOffset}ms"); Debug.Log($"Accuracy for playthrough: {(PlayerAccuracy * 100): 0.00}"); Debug.Log($"Cleared {clearedSections.FindAll(c => c).Count} sections out of {Beatmap.SectionMarkers.Count}"); if (SkillStarManager.instance.IsCollected) Debug.Log($"Skill Star collected"); else Debug.Log($"Skill Star not collected"); if (GoForAPerfect.instance.perfect) Debug.Log($"Perfect Clear!"); KillAllSounds(); if (playOnStart || restart) { Play(0, restartDelay); } // when rating screen gets added playOnStart will instead move to that scene } private IEnumerator WaitReadyAndPlayCo(double beat) { WaitUntil yieldOverlays = new WaitUntil(() => OverlaysManager.OverlaysReady); WaitUntil yieldBeatmap = new WaitUntil(() => Beatmap != null && Beatmap.Entities.Count > 0); WaitUntil yieldAudio = new WaitUntil(() => AudioLoadDone || (ChartLoadError && !GlobalGameManager.IsShowingDialog)); // wait for overlays to be ready yield return yieldOverlays; // wait for first game to be loaded yield return yieldBeatmap; //wait for audio clip to be loaded yield return yieldAudio; SkillStarManager.instance.KillStar(); TimingAccuracyDisplay.instance.StopStarFlash(); GoForAPerfect.instance.Disable(); SectionMedalsManager.instance?.OnRemixEnd(); GlobalGameManager.UpdateDiscordStatus(Beatmap["remixtitle"].ToString(), false, true); Play(beat, 1f); yield break; } public void KillAllSounds() { Debug.Log("Killing all sounds"); SoundObjects.Clear(); Util.SoundByte.KillOneShots(); } #endregion #region List Functions public void SortEventsList() { Beatmap.Entities.Sort((x, y) => x.beat.CompareTo(y.beat)); Beatmap.TempoChanges.Sort((x, y) => x.beat.CompareTo(y.beat)); Beatmap.VolumeChanges.Sort((x, y) => x.beat.CompareTo(y.beat)); Beatmap.SectionMarkers.Sort((x, y) => x.beat.CompareTo(y.beat)); eventBeats = Beatmap.Entities.Select(c => c.beat).ToList(); tempoBeats = Beatmap.TempoChanges.Select(c => c.beat).ToList(); volumeBeats = Beatmap.VolumeChanges.Select(c => c.beat).ToList(); sectionBeats = Beatmap.SectionMarkers.Select(c => c.beat).ToList(); allGameSwitches = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame" }); } void SortEventsByPriority(List entities) { string[] xDatamodel; string[] yDatamodel; entities.Sort((x, y) => { xDatamodel = x.datamodel.Split('/'); yDatamodel = y.datamodel.Split('/'); Minigames.Minigame xGame = eventCaller.GetMinigame(xDatamodel[0]); Minigames.GameAction xAction = eventCaller.GetGameAction(xGame, xDatamodel[1]); Minigames.Minigame yGame = eventCaller.GetMinigame(yDatamodel[0]); Minigames.GameAction yAction = eventCaller.GetGameAction(yGame, yDatamodel[1]); return yAction.priority.CompareTo(xAction.priority); }); } public static double GetClosestInList(List list, double compareTo) { if (list.Count > 0) return list.Aggregate((x, y) => Math.Abs(x - compareTo) < Math.Abs(y - compareTo) ? x : y); else return double.MinValue; } public static int GetIndexAfter(List list, double compareTo) { list.Sort(); if (list.Count > 0) { foreach (double item in list) { if (item >= compareTo) { return Math.Max(list.IndexOf(item), 0); } } return list.Count; } return 0; } public static int GetIndexBefore(List list, double compareTo) { list.Sort(); if (list.Count > 0) { foreach (double item in list) { if (item >= compareTo) { return Math.Max(list.IndexOf(item) - 1, 0); } } return list.Count - 1; } return 0; } public void SetCurrentEventToClosest(double beat) { SortEventsList(); onBeatChanged?.Invoke(beat); if (Beatmap.Entities.Count > 0) { currentEvent = GetIndexAfter(eventBeats, beat); currentPreEvent = GetIndexAfter(eventBeats, beat); currentPreSequence = GetIndexAfter(eventBeats, beat); var gameSwitchs = Beatmap.Entities.FindAll(c => c.datamodel.Split("/")[1] == "switchGame"); string newGame = Beatmap.Entities[Math.Min(currentEvent, eventBeats.Count - 1)].datamodel.Split(0); if (gameSwitchs.Count > 0) { int index = GetIndexBefore(gameSwitchs.Select(c => c.beat).ToList(), beat); currentPreSwitch = index; var closestGameSwitch = gameSwitchs[index]; if (closestGameSwitch.beat <= beat) { newGame = closestGameSwitch.datamodel.Split(2); } else if (closestGameSwitch.beat > beat) { if (index == 0) { newGame = Beatmap.Entities[0].datamodel.Split(0); } else { if (index - 1 >= 0) { newGame = gameSwitchs[index - 1].datamodel.Split(2); } else { newGame = Beatmap.Entities[Beatmap.Entities.IndexOf(closestGameSwitch) - 1].datamodel.Split(0); } } } // newGame = gameSwitchs[gameSwitchs.IndexOf(gameSwitchs.Find(c => c.beat == Mathp.GetClosestInList(gameSwitchs.Select(c => c.beat).ToList(), beat)))].datamodel.Split(2); } if (!GetGameInfo(newGame).fxOnly) { SetGame(newGame); } List allEnds = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "end" }); if (allEnds.Count > 0) endBeat = allEnds.Select(c => c.beat).Min(); else endBeat = Conductor.instance.SongLengthInBeatsAsDouble(); } else { SetGame("noGame"); endBeat = Conductor.instance.SongLengthInBeatsAsDouble(); } if (Beatmap.TempoChanges.Count > 0) { currentTempoEvent = 0; //for tempo changes, just go over all of em until the last one we pass for (int t = 0; t < tempoBeats.Count; t++) { // Debug.Log("checking tempo event " + t + " against beat " + beat + "( tc beat " + tempoChanges[t] + ")"); if (tempoBeats[t] > beat) { break; } currentTempoEvent = t; } // Debug.Log("currentTempoEvent is now " + currentTempoEvent); } if (Beatmap.VolumeChanges.Count > 0) { currentVolumeEvent = 0; for (int t = 0; t < volumeBeats.Count; t++) { if (volumeBeats[t] > beat) { break; } currentVolumeEvent = t; } } currentSection = default(RiqEntity); nextSection = default(RiqEntity); if (Beatmap.SectionMarkers.Count > 0) { currentSectionEvent = 0; for (int t = 0; t < sectionBeats.Count; t++) { if (sectionBeats[t] > beat) { break; } currentSectionEvent = t; } } onSectionChange?.Invoke(currentSection); SeekAheadAndPreload(beat); } #endregion public void SwitchGame(string game, double beat, bool flash) { if (game != currentGame) { if (currentGameSwitchIE != null) StopCoroutine(currentGameSwitchIE); currentGameSwitchIE = StartCoroutine(SwitchGameIE(game, beat, flash)); } } IEnumerator SwitchGameIE(string game, double beat, bool flash) { if (flash) { HeavenStudio.StaticCamera.instance.ToggleCanvasVisibility(false); } SetGame(game, false); Minigame miniGame = currentGameO.GetComponent(); if (miniGame != null) miniGame.OnGameSwitch(beat); while (beat + 0.25 > Conductor.instance.songPositionInBeats) { if (!Conductor.instance.isPlaying) { HeavenStudio.StaticCamera.instance.ToggleCanvasVisibility(true); SetAmbientGlowToCurrentMinigameColor(); StopCoroutine(currentGameSwitchIE); } yield return null; } HeavenStudio.StaticCamera.instance.ToggleCanvasVisibility(true); SetAmbientGlowToCurrentMinigameColor(); } private void SetGame(string game, bool useMinigameColor = true) { Destroy(currentGameO); currentGameO = Instantiate(GetGame(game)); currentGameO.transform.parent = eventCaller.GamesHolder.transform; currentGameO.name = game; SetCurrentGame(game, useMinigameColor); ResetCamera(); } public void PreloadGameSequences(string game) { var gameInfo = GetGameInfo(game); //load the games' sound sequences // TODO: this blocks the main thread, and sound sequences sould be stored in a ScriptableObject if (gameInfo != null && gameInfo.LoadedSoundSequences == null) gameInfo.LoadedSoundSequences = GetGame(game).GetComponent().SoundSequences; } public GameObject GetGame(string name) { var gameInfo = GetGameInfo(name); if (gameInfo != null) { if (gameInfo.fxOnly) { var gameInfos = Beatmap.Entities .Select(x => x.datamodel.Split(0)) .Select(x => GetGameInfo(x)) .Where(x => x != null) .Where(x => !x.fxOnly) .Select(x => x.LoadableName); name = gameInfos.FirstOrDefault() ?? "noGame"; } else { if (gameInfo.usesAssetBundle) { //game is packed in an assetbundle, load from that instead // this is fucked!! figure out a way to make this async return gameInfo.GetCommonAssetBundle().LoadAsset(name); } name = gameInfo.LoadableName; } } return Resources.Load($"Games/{name}"); } public Minigames.Minigame GetGameInfo(string name) { return eventCaller.minigames.Find(c => c.name == name); } public void SetCurrentGame(string game, bool useMinigameColor = true) { currentGame = game; if (GetGameInfo(currentGame) != null) { CircleCursor.InnerCircle.GetComponent().color = Colors.Hex2RGB(GetGameInfo(currentGame).color); if (useMinigameColor) HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(Colors.Hex2RGB(GetGameInfo(currentGame).color), true); //else HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(HeavenStudio.GameCamera.currentColor, false); else HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(Color.black, false); } else { CircleCursor.InnerCircle.GetComponent().color = Color.white; //HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(HeavenStudio.GameCamera.currentColor, false); HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(Color.black, false); } } private void SetAmbientGlowToCurrentMinigameColor() { if (GetGameInfo(currentGame) != null) HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(Colors.Hex2RGB(GetGameInfo(currentGame).color), true); } private bool SongPosLessThanClipLength(float t) { if (Conductor.instance.musicSource.clip != null) return Conductor.instance.GetSongPosFromBeat(t) < Conductor.instance.musicSource.clip.length; else return true; } public void ResetCamera() { HeavenStudio.GameCamera.ResetAdditionalTransforms(); } } }