using System; using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; using Starpelly; using Newtonsoft.Json; using HeavenStudio.Games; using HeavenStudio.Common; namespace HeavenStudio { public class GameManager : MonoBehaviour { [Header("Lists")] [NonSerialized] public DynamicBeatmap Beatmap = new DynamicBeatmap(); private List preloadedGames = new List(); [NonSerialized] public List SoundObjects = new List(); [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 float endBeat; [NonSerialized] public float startOffset; [NonSerialized] public bool playOnStart; [NonSerialized] public float startBeat; [NonSerialized] public GameObject currentGameO; [NonSerialized] public bool autoplay; [NonSerialized] public bool canInput = true; [NonSerialized] public DynamicBeatmap.ChartSection currentSection, nextSection; public float sectionProgress { get; private set; } public event Action onBeatChanged; public event Action onSectionChange; public int BeatmapEntities() { return Beatmap.entities.Count + Beatmap.tempoChanges.Count + Beatmap.volumeChanges.Count + Beatmap.beatmapSections.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() { 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(Beatmap.bpm); Conductor.instance.SetVolume(Beatmap.musicVolume); Conductor.instance.firstBeatOffset = Beatmap.firstBeatOffset; // 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(); ///// if (txt != null && ext != null && txt.Length != 0 && ext.Length != 0) { LoadRemix(txt, ext); } else { NewRemix(); } SortEventsList(); if (Beatmap.entities.Count >= 1) { SetCurrentGame(Beatmap.entities[0].datamodel.Split(0)); SetGame(Beatmap.entities[0].datamodel.Split(0)); } else { SetGame("noGame"); } if (playOnStart) { StartCoroutine(WaitReadyAndPlayCo(startBeat)); } } public void NewRemix() { Beatmap = new DynamicBeatmap(); Beatmap.bpm = 120f; Beatmap.musicVolume = 100; Beatmap.firstBeatOffset = 0f; Conductor.instance.musicSource.clip = null; } public void LoadRemix(string json = "", string type = "riq", int version = 0) { if (json != "") { switch (type) { case "tengoku": case "rhmania": Beatmap toConvert = JsonConvert.DeserializeObject(json); Beatmap = DynamicBeatmap.BeatmapConverter(toConvert); break; case "riq": Beatmap = JsonConvert.DeserializeObject(json); Beatmap.PostProcess(); break; default: NewRemix(); break; } } else { NewRemix(); } SortEventsList(); Conductor.instance.SetBpm(Beatmap.bpm); Conductor.instance.SetVolume(Beatmap.musicVolume); Conductor.instance.firstBeatOffset = Beatmap.firstBeatOffset; if (!playOnStart) { Stop(0); } SetCurrentEventToClosest(0); if (Beatmap.entities.Count >= 1) { SetCurrentGame(Beatmap.entities[0].datamodel.Split(0)); SetGame(Beatmap.entities[0].datamodel.Split(0)); } else { SetGame("noGame"); } } 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); } public void SeekAheadAndPreload(double start, float seekTime = 8f) { //seek ahead to preload games that have assetbundles //check game switches first var gameSwitchs = Beatmap.entities.FindAll(c => c.datamodel.Split(1) == "switchGame"); if (currentPreSwitch < gameSwitchs.Count && currentPreSwitch >= 0) { if (start + seekTime >= gameSwitchs[currentPreSwitch].beat) { string gameName = gameSwitchs[currentPreSwitch].datamodel.Split(2); var inf = GetGameInfo(gameName); if (inf.usesAssetBundle && !inf.AssetsLoaded) { Debug.Log($"ASYNC loading assetbundles for game {gameName}"); StartCoroutine(inf.LoadCommonAssetBundleAsync()); StartCoroutine(inf.LoadLocalizedAssetBundleAsync()); } currentPreSwitch++; } } //then check game entities List entities = Beatmap.entities.Select(c => c.beat).ToList(); if (currentPreEvent < Beatmap.entities.Count && currentPreEvent >= 0) { if (start + seekTime >= entities[currentPreEvent]) { var entitiesAtSameBeat = Beatmap.entities.FindAll(c => c.beat == Beatmap.entities[currentPreEvent].beat && !EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0]))); SortEventsByPriority(entitiesAtSameBeat); foreach (DynamicBeatmap.DynamicEntity entity in entitiesAtSameBeat) { string gameName = entity.datamodel.Split('/')[0]; var inf = GetGameInfo(gameName); if (inf.usesAssetBundle && !inf.AssetsLoaded) { Debug.Log($"ASYNC loading assetbundles for game {gameName}"); StartCoroutine(inf.LoadCommonAssetBundleAsync()); StartCoroutine(inf.LoadLocalizedAssetBundleAsync()); } currentPreEvent++; } } } } public void SeekAheadAndDoPreEvent(double start) { List entities = Beatmap.entities.Select(c => c.beat).ToList(); if (currentPreSequence < Beatmap.entities.Count && currentPreSequence >= 0) { var seekEntity = Beatmap.entities[currentPreSequence]; float seekTime = EventCaller.instance.GetGameAction( EventCaller.instance.GetMinigame(seekEntity.datamodel.Split(0)), seekEntity.datamodel.Split(1)).preFunctionLength; if (start + seekTime >= entities[currentPreSequence]) { float beat = seekEntity.beat; var entitiesAtSameBeat = Beatmap.entities.FindAll(c => c.beat == seekEntity.beat); SortEventsByPriority(entitiesAtSameBeat); foreach (DynamicBeatmap.DynamicEntity entity in entitiesAtSameBeat) { currentPreSequence++; string gameName = entity.datamodel.Split('/')[0]; var inf = GetGameInfo(gameName); if (inf.usesAssetBundle && inf.AssetsLoaded && !inf.SequencesPreloaded) { Debug.Log($"Preloading game {gameName}"); PreloadGameSequences(gameName); } else { eventCaller.CallPreEvent(entity); } } } } } private void Update() { if (BeatmapEntities() < 1) //bruh really you forgot to ckeck tempo changes return; if (!Conductor.instance.isPlaying) return; Conductor cond = Conductor.instance; List entities = Beatmap.entities.Select(c => c.beat).ToList(); List tempoChanges = Beatmap.tempoChanges.Select(c => c.beat).ToList(); if (currentTempoEvent < Beatmap.tempoChanges.Count && currentTempoEvent >= 0) { if (cond.songPositionInBeatsAsDouble >= tempoChanges[currentTempoEvent]) { cond.SetBpm(Beatmap.tempoChanges[currentTempoEvent].tempo); currentTempoEvent++; } } List volumeChanges = Beatmap.volumeChanges.Select(c => c.beat).ToList(); if (currentVolumeEvent < Beatmap.volumeChanges.Count && currentVolumeEvent >= 0) { if (cond.songPositionInBeatsAsDouble >= volumeChanges[currentVolumeEvent]) { cond.SetVolume(Beatmap.volumeChanges[currentVolumeEvent].volume); currentVolumeEvent++; } } List chartSections = Beatmap.beatmapSections.Select(c => c.beat).ToList(); if (currentSectionEvent < Beatmap.beatmapSections.Count && currentSectionEvent >= 0) { if (cond.songPositionInBeatsAsDouble >= chartSections[currentSectionEvent]) { Debug.Log("Section " + Beatmap.beatmapSections[currentSectionEvent].sectionName + " started"); currentSection = Beatmap.beatmapSections[currentSectionEvent]; currentSectionEvent++; if (currentSectionEvent < Beatmap.beatmapSections.Count) nextSection = Beatmap.beatmapSections[currentSectionEvent]; else nextSection = null; onSectionChange?.Invoke(currentSection); } } float seekTime = 8f; //seek ahead to preload games that have assetbundles SeekAheadAndPreload(cond.songPositionInBeatsAsDouble, seekTime); SeekAheadAndDoPreEvent(Conductor.instance.songPositionInBeatsAsDouble); if (currentEvent < Beatmap.entities.Count && currentEvent >= 0) { if (cond.songPositionInBeatsAsDouble >= entities[currentEvent]) { // allows for multiple events on the same beat to be executed on the same frame, so no more 1-frame delay var entitiesAtSameBeat = Beatmap.entities.FindAll(c => c.beat == Beatmap.entities[currentEvent].beat && !EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0]))); var fxEntities = Beatmap.entities.FindAll(c => c.beat == Beatmap.entities[currentEvent].beat && EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0]))); SortEventsByPriority(fxEntities); SortEventsByPriority(entitiesAtSameBeat); // FX entities should ALWAYS execute before gameplay entities for (int i = 0; i < fxEntities.Count; i++) { eventCaller.CallEvent(fxEntities[i], true); currentEvent++; } foreach (DynamicBeatmap.DynamicEntity 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++; } } } if (currentSection == null) { sectionProgress = 0; } else { float currectSectionStart = (float)cond.GetSongPosFromBeat(currentSection.beat); if (nextSection == null) sectionProgress = (cond.songPosition - currectSectionStart) / ((float)cond.GetSongPosFromBeat(endBeat) - currectSectionStart); else sectionProgress = (cond.songPosition - currectSectionStart) / ((float)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(float 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(float beat, float delay = 0f) { yield return new WaitForSeconds(delay); bool paused = Conductor.instance.isPaused; Conductor.instance.Play(beat); if (paused) { Util.Jukebox.UnpauseOneShots(); } else { Conductor.instance.SetBpm(Beatmap.bpm); Conductor.instance.SetVolume(Beatmap.musicVolume); Conductor.instance.firstBeatOffset = Beatmap.firstBeatOffset; SetCurrentEventToClosest(beat); KillAllSounds(); } Minigame miniGame = currentGameO.GetComponent(); if (miniGame != null) miniGame.OnPlay(beat); } public void Pause() { Conductor.instance.Pause(); Util.Jukebox.PauseOneShots(); canInput = false; } public void Stop(float 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); KillAllSounds(); // 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($"Cleared {clearedSections.FindAll(c => c).Count} sections out of {Beatmap.beatmapSections.Count}"); if (SkillStarManager.instance.IsCollected) Debug.Log($"Skill Star collected"); else Debug.Log($"Skill Star not collected"); if (GoForAPerfect.instance.perfect) Debug.Log($"Perfect Clear!"); if (playOnStart || restart) { Play(0, restartDelay); } // when rating screen gets added playOnStart will instead move to that scene } private IEnumerator WaitReadyAndPlayCo(float beat) { // wait for overlays to be ready yield return new WaitUntil(() => OverlaysManager.OverlaysReady); // wait for first game to be loaded yield return new WaitUntil(() => Beatmap != null && Beatmap.entities.Count > 0); SkillStarManager.instance.KillStar(); TimingAccuracyDisplay.instance.StopStarFlash(); GoForAPerfect.instance.Disable(); SectionMedalsManager.instance?.OnRemixEnd(); GlobalGameManager.UpdateDiscordStatus(Beatmap["remixtitle"], false, true); Play(beat, 1f); } public void KillAllSounds() { for (int i = 0; i < SoundObjects.Count; i++) Destroy(SoundObjects[i].gameObject); SoundObjects.Clear(); Util.Jukebox.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)); } void SortEventsByPriority(List entities) { entities.Sort((x, y) => { Minigames.Minigame xGame = EventCaller.instance.GetMinigame(x.datamodel.Split(0)); Minigames.GameAction xAction = EventCaller.instance.GetGameAction(xGame, x.datamodel.Split(1)); Minigames.Minigame yGame = EventCaller.instance.GetMinigame(y.datamodel.Split(0)); Minigames.GameAction yAction = EventCaller.instance.GetGameAction(yGame, y.datamodel.Split(1)); return yAction.priority.CompareTo(xAction.priority); }); } public void SetCurrentEventToClosest(float beat) { SortEventsList(); onBeatChanged?.Invoke(beat); if (Beatmap.entities.Count > 0) { List entities = Beatmap.entities.Select(c => c.beat).ToList(); currentEvent = entities.IndexOf(Mathp.GetClosestInList(entities, beat)); currentPreEvent = entities.IndexOf(Mathp.GetClosestInList(entities, beat)); currentPreSequence = entities.IndexOf(Mathp.GetClosestInList(entities, beat)); var gameSwitchs = Beatmap.entities.FindAll(c => c.datamodel.Split(1) == "switchGame"); string newGame = Beatmap.entities[currentEvent].datamodel.Split(0); if (gameSwitchs.Count > 0) { int index = gameSwitchs.FindIndex(c => c.beat == Mathp.GetClosestInList(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.SongLengthInBeats(); } else { SetGame("noGame"); endBeat = Conductor.instance.SongLengthInBeats(); } if (Beatmap.tempoChanges.Count > 0) { currentTempoEvent = 0; List tempoChanges = Beatmap.tempoChanges.Select(c => c.beat).ToList(); //for tempo changes, just go over all of em until the last one we pass for (int t = 0; t < tempoChanges.Count; t++) { // Debug.Log("checking tempo event " + t + " against beat " + beat + "( tc beat " + tempoChanges[t] + ")"); if (tempoChanges[t] > beat) { break; } currentTempoEvent = t; } // Debug.Log("currentTempoEvent is now " + currentTempoEvent); } if (Beatmap.volumeChanges.Count > 0) { currentVolumeEvent = 0; List volumeChanges = Beatmap.volumeChanges.Select(c => c.beat).ToList(); for (int t = 0; t < volumeChanges.Count; t++) { if (volumeChanges[t] > beat) { break; } currentVolumeEvent = t; } } currentSection = null; nextSection = null; if (Beatmap.beatmapSections.Count > 0) { currentSectionEvent = 0; List beatmapSections = Beatmap.beatmapSections.Select(c => c.beat).ToList(); for (int t = 0; t < beatmapSections.Count; t++) { if (beatmapSections[t] > beat) { break; } currentSectionEvent = t; } } onSectionChange?.Invoke(currentSection); SeekAheadAndPreload(beat); } #endregion public void SwitchGame(string game, float beat, bool flash) { if (game != currentGame) { if (currentGameSwitchIE != null) StopCoroutine(currentGameSwitchIE); currentGameSwitchIE = StartCoroutine(SwitchGameIE(game, beat, flash)); } } IEnumerator SwitchGameIE(string game, float beat, bool flash) { if(flash == true) { HeavenStudio.StaticCamera.instance.ToggleCanvasVisibility(false); } SetGame(game); Minigame miniGame = currentGameO.GetComponent(); if (miniGame != null) miniGame.OnGameSwitch(beat); //TODO: wait time in beats instead of seconds yield return new WaitForSeconds(0.1f); HeavenStudio.StaticCamera.instance.ToggleCanvasVisibility(true); } private void SetGame(string game) { Destroy(currentGameO); currentGameO = Instantiate(GetGame(game)); currentGameO.transform.parent = eventCaller.GamesHolder.transform; currentGameO.name = game; SetCurrentGame(game); ResetCamera(); } public void PreloadGameSequences(string game) { var gameInfo = GetGameInfo(game); //load the games' sound sequences 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 return gameInfo.GetCommonAssetBundle().LoadAsset(name); } name = gameInfo.LoadableName; } } return Resources.Load($"Games/{name}"); } public Minigames.Minigame GetGameInfo(string name) { return EventCaller.instance.minigames.Find(c => c.name == name); } public void SetCurrentGame(string game) { currentGame = game; if (GetGameInfo(currentGame) != null) { CircleCursor.InnerCircle.GetComponent().color = Colors.Hex2RGB(GetGameInfo(currentGame).color); HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(Colors.Hex2RGB(GetGameInfo(currentGame).color)); } else { CircleCursor.InnerCircle.GetComponent().color = Color.white; HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(Color.black); } } 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(); } } }