using System.Collections; using System.Collections.Generic; using UnityEngine; using HeavenStudio.Util; using HeavenStudio.Common; namespace HeavenStudio.Games { public class Minigame : MonoBehaviour { public static double earlyTime = 0.075f, perfectTime = 0.06f, aceEarlyTime = 0.01f, aceLateTime = 0.01f, lateTime = 0.06f, endTime = 0.075f; public static float rankHiThreshold = 0.8f, rankOkThreshold = 0.6f; [SerializeField] public SoundSequence.SequenceKeyValue[] SoundSequences; public List EligibleHits = new List(); [System.Serializable] public class Eligible { public GameObject gameObject; public bool early; public bool perfect; public bool late; public bool notPerfect() { return early || late; } public bool eligible() { return early || perfect || late; } public float createBeat; } public List scheduledInputs = new List(); /// /// Schedule an Input for a later time in the minigame. Executes the methods put in parameters /// /// When the scheduling started (in beats) /// How many beats later should the input be expected /// The type of the input that's expected (Press, Release, A, B, Directions>) /// Method to run if the Input has been Hit /// Method to run if the Input has been Missed /// Method to run whenever there's an Input while this is Scheduled (Shouldn't be used too much) /// public PlayerActionEvent ScheduleInput( float startBeat, float timer, InputType inputType, PlayerActionEvent.ActionEventCallbackState OnHit, PlayerActionEvent.ActionEventCallback OnMiss, PlayerActionEvent.ActionEventCallback OnBlank) { GameObject evtObj = new GameObject("ActionEvent" + (startBeat+timer)); evtObj.AddComponent(); PlayerActionEvent evt = evtObj.GetComponent(); evt.startBeat = startBeat; evt.timer = timer; evt.inputType = inputType; evt.OnHit = OnHit; evt.OnMiss = OnMiss; evt.OnBlank = OnBlank; evt.OnDestroy = RemoveScheduledInput; evt.canHit = true; evt.enabled = true; evt.transform.parent = this.transform.parent; evtObj.SetActive(true); scheduledInputs.Add(evt); return evt; } public PlayerActionEvent ScheduleAutoplayInput(float startBeat, float timer, InputType inputType, PlayerActionEvent.ActionEventCallbackState OnHit, PlayerActionEvent.ActionEventCallback OnMiss, PlayerActionEvent.ActionEventCallback OnBlank) { PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputType, OnHit, OnMiss, OnBlank); evt.autoplayOnly = true; return evt; } public PlayerActionEvent ScheduleUserInput(float startBeat, float timer, InputType inputType, PlayerActionEvent.ActionEventCallbackState OnHit, PlayerActionEvent.ActionEventCallback OnMiss, PlayerActionEvent.ActionEventCallback OnBlank) { PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputType, OnHit, OnMiss, OnBlank); evt.noAutoplay = true; return evt; } //Clean up method used whenever a PlayerActionEvent has finished public void RemoveScheduledInput(PlayerActionEvent evt) { scheduledInputs.Remove(evt); } //Get the scheduled input that should happen the **Soonest** //Can return null if there's no scheduled inputs // remark: need a check for specific button(s) public PlayerActionEvent GetClosestScheduledInput(InputType input = InputType.ANY) { PlayerActionEvent closest = null; foreach(PlayerActionEvent toCompare in scheduledInputs) { // ignore inputs that are for sequencing in autoplay if (toCompare.autoplayOnly) continue; if(closest == null) { if (input == InputType.ANY || (toCompare.inputType & input) != 0) closest = toCompare; } else { float t1 = closest.startBeat + closest.timer; float t2 = toCompare.startBeat + toCompare.timer; // Debug.Log("t1=" + t1 + " -- t2=" + t2); if (t2 < t1) { if (input == InputType.ANY || (toCompare.inputType & input) != 0) closest = toCompare; } } } return closest; } //Hasn't been tested yet. *Should* work. //Can be used to detect if the user is expected to input something now or not //Useful for strict call and responses games like Tambourine public bool IsExpectingInputNow(InputType wantInput = InputType.ANY) { PlayerActionEvent input = GetClosestScheduledInput(wantInput); if (input == null) return false; return input.IsExpectingInputNow(); } // now should fix the fast bpm problem public static double EarlyTime() { return 1f - earlyTime; } public static double PerfectTime() { return 1f - perfectTime; } public static double LateTime() { return 1f + lateTime; } public static double EndTime() { return 1f + endTime; } public static double AceStartTime() { return 1f - aceEarlyTime; } public static double AceEndTime() { return 1f + aceLateTime; } // DEPRECATED: scales timing windows to the BPM in an ""intelligent"" manner // only left for historical reasons static float ScaleTimingMargin(float f) { float bpm = Conductor.instance.songBpm * Conductor.instance.musicSource.pitch; float a = bpm / 120f; float b = (Mathf.Log(a) + 2f) * 0.5f; float r = Mathf.Lerp(a, b, 0.25f); return r * f; } public int firstEnable = 0; public virtual void OnGameSwitch(float beat) { //Below is a template that can be used for handling previous entities. //section below is if you only want to look at entities that overlap the game switch /* List prevEntities = GameManager.instance.Beatmap.entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == [insert game name]); foreach(Beatmap.Entity entity in prevEntities) { if(entity.beat + entity.length >= beat) { EventCaller.instance.CallEvent(entity, true); } } */ } public virtual void OnTimeChange() { } public virtual void OnPlay(float beat) { } public virtual void OnStop(float beat) { foreach (var evt in scheduledInputs) { evt.Disable(); } } public int MultipleEventsAtOnce() { int sameTime = 0; for (int i = 0; i < EligibleHits.Count; i++) { float createBeat = EligibleHits[i].createBeat; if (EligibleHits.FindAll(c => c.createBeat == createBeat).Count > 0) { sameTime += 1; } } if (sameTime == 0 && EligibleHits.Count > 0) sameTime = 1; return sameTime; } public static MultiSound PlaySoundSequence(string game, string name, float startBeat, params SoundSequence.SequenceParams[] args) { Minigames.Minigame gameInfo = GameManager.instance.GetGameInfo(game); foreach (SoundSequence.SequenceKeyValue pair in gameInfo.LoadedSoundSequences) { if (pair.name == name) { Debug.Log($"Playing sound sequence {pair.name} at beat {startBeat}"); return pair.sequence.Play(startBeat); } } Debug.LogWarning($"Sound sequence {name} not found in game {game} (did you build AssetBundles?)"); return null; } public void ScoreMiss(double weight = 1f) { GameManager.instance.ScoreInputAccuracy(0, true, EndTime(), weight, false); if (weight > 0) { GoForAPerfect.instance.Miss(); SectionMedalsManager.instance.MakeIneligible(); } } private void OnDestroy() { foreach (var evt in scheduledInputs) { evt.Disable(); } } protected void OnDrawGizmos() { Gizmos.color = Color.magenta; Gizmos.DrawWireCube(Vector3.zero, new Vector3(17.77695f, 10, 0)); } } }