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; public List Events = new List(); public int currentEvent; public TextAsset txt; public float startOffset; [Serializable] public class Event : ICloneable { public float spawnTime; public string eventName; public object Clone() { return this.MemberwiseClone(); } } private void Awake() { instance = this; } private void Start() { SortEventsList(); string json = txt.text; Events = JsonConvert.DeserializeObject>(json); SortEventsList(); StartCoroutine(Begin()); GlobalGameManager.Init(); } private IEnumerator Begin() { yield return new WaitForSeconds(startOffset); Conductor.instance.musicSource.Play(); } private void Update() { if (Events.Count < 1) return; List floats = Events.Select(c => c.spawnTime).ToList(); if (currentEvent < Events.Count && currentEvent >= 0) { if (Conductor.instance.songPositionInBeats >= floats[currentEvent]) { currentEvent++; } } } public void SortEventsList() { Events.Sort((x, y) => x.spawnTime.CompareTo(y.spawnTime)); } public void SetCurrentEventToClosest() { if (Events.Count > 0) { List floats = Events.Select(c => c.spawnTime).ToList(); currentEvent = floats.IndexOf(Mathp.GetClosestInList(floats, Conductor.instance.songPositionInBeats)); } } private void OnGUI() { // GUI.Box(new Rect(0, 0, 300, 50), $"SongPosInBeats: {Conductor.instance.songPositionInBeats}"); } } }