mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
8fa4d74096
* add mouse controller * support different control styles in options deprecate old input check methods * fully functional input actions system * btsds InputAction * blue bear InputAction * more games fix bugs with some input related systems * coin toss re-toss * cheer readers touch * dog ninja touch * multiple games * last of the easy games' touch * more specialized games * specialized games 2 * finish ktb games * remove legacy settings disclaimer * "only" two games left * karate man touch * rockers touch still needs fixes and bad judge strum * DSGuy flicking animation * playstyle chart property * improve performance of minigame preloading * improve look of cursor make assetbundles use chunk-based compression refactor assetbundle loading methods a bit * prime conductor stream playback to stabilize seeking operations * fix air rally swing on pad release * use virtual mouse pointer * add UniTask * make BeatAction use UniTask * implement UniTask to replace some coroutines * add touch style UI elements and effects games now support the ability to define two cursor colours if they need split screen touch inputs * update plugins and buildscript * implement thresholded pointer position clipping * fix clamping * instant show / hide fix discord game SDK crashes
366 lines
No EOL
14 KiB
C#
366 lines
No EOL
14 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Common;
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namespace HeavenStudio.Games
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{
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public class PlayerActionEvent : MonoBehaviour
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{
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static List<PlayerActionEvent> allEvents = new List<PlayerActionEvent>();
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public static bool EnableAutoplayCheat = true;
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public delegate void ActionEventCallback(PlayerActionEvent caller);
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public delegate void ActionEventCallbackState(PlayerActionEvent caller, float state);
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public delegate bool ActionEventHittableQuery();
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public ActionEventCallbackState OnHit; //Function to trigger when an input has been done perfectly
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public ActionEventCallback OnMiss; //Function to trigger when an input has been missed
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public ActionEventCallback OnBlank; //Function to trigger when an input has been recorded while this is pending
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public ActionEventHittableQuery IsHittable; //Checks if an input can be hit. Returning false will skip button checks.
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public ActionEventCallback OnDestroy; //Function to trigger whenever this event gets destroyed. /!\ Shouldn't be used for a minigame! Use OnMiss instead /!\
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public PlayerInput.InputAction InputAction;
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public double startBeat;
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public double timer;
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public bool isEligible = true;
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public bool canHit = true; //Indicates if you can still hit the cue or not. If set to false, it'll guarantee a miss
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public bool enabled = true; //Indicates if the PlayerActionEvent is enabled. If set to false, it'll not trigger any events and destroy itself AFTER it's not relevant anymore
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public bool triggersAutoplay = true;
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bool lockedByEvent = false;
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bool markForDeletion = false;
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public bool autoplayOnly = false; //Indicates if the input event only triggers when it's autoplay. If set to true, NO Miss or Blank events will be triggered when you're not autoplaying.
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public bool noAutoplay = false; //Indicates if this PlayerActionEvent is recognized by the autoplay. /!\ Overrides autoPlayOnly /!\
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public InputType inputType; //The type of input. Check the InputType class to see a list of all of them
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public bool perfectOnly = false; //Indicates that the input only recognize perfect inputs.
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public bool countsForAccuracy = true; //Indicates if the input counts for the accuracy or not. If set to false, it'll not be counted in the accuracy calculation
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public void setHitCallback(ActionEventCallbackState OnHit)
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{
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this.OnHit = OnHit;
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}
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public void setMissCallback(ActionEventCallback OnMiss)
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{
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this.OnMiss = OnMiss;
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}
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public void setHittableQuery(ActionEventHittableQuery IsHittable)
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{
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this.IsHittable = IsHittable;
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}
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public void Enable() { enabled = true; }
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public void Disable() { enabled = false; }
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public void QueueDeletion() { markForDeletion = true; }
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public bool IsCorrectInput(out double dt)
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{
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dt = 0;
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if (InputAction != null)
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{
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return PlayerInput.GetIsAction(InputAction, out dt);
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}
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return (
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//General inputs, both down and up
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(PlayerInput.Pressed(out dt) && inputType.HasFlag(InputType.STANDARD_DOWN)) ||
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(PlayerInput.AltPressed(out dt) && inputType.HasFlag(InputType.STANDARD_ALT_DOWN)) ||
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(PlayerInput.GetAnyDirectionDown(out dt) && inputType.HasFlag(InputType.DIRECTION_DOWN)) ||
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(PlayerInput.PressedUp(out dt) && inputType.HasFlag(InputType.STANDARD_UP)) ||
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(PlayerInput.AltPressedUp(out dt) && inputType.HasFlag(InputType.STANDARD_ALT_UP)) ||
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(PlayerInput.GetAnyDirectionUp(out dt) && inputType.HasFlag(InputType.DIRECTION_UP)) ||
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//Specific directional inputs
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(PlayerInput.GetSpecificDirectionDown(PlayerInput.DOWN, out dt) && inputType.HasFlag(InputType.DIRECTION_DOWN_DOWN)) ||
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(PlayerInput.GetSpecificDirectionDown(PlayerInput.UP, out dt) && inputType.HasFlag(InputType.DIRECTION_UP_DOWN)) ||
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(PlayerInput.GetSpecificDirectionDown(PlayerInput.LEFT, out dt) && inputType.HasFlag(InputType.DIRECTION_LEFT_DOWN)) ||
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(PlayerInput.GetSpecificDirectionDown(PlayerInput.RIGHT, out dt) && inputType.HasFlag(InputType.DIRECTION_RIGHT_DOWN)) ||
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(PlayerInput.GetSpecificDirectionUp(PlayerInput.DOWN, out dt) && inputType.HasFlag(InputType.DIRECTION_DOWN_UP)) ||
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(PlayerInput.GetSpecificDirectionUp(PlayerInput.UP, out dt) && inputType.HasFlag(InputType.DIRECTION_UP_UP)) ||
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(PlayerInput.GetSpecificDirectionUp(PlayerInput.LEFT, out dt) && inputType.HasFlag(InputType.DIRECTION_LEFT_UP)) ||
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(PlayerInput.GetSpecificDirectionUp(PlayerInput.RIGHT, out dt) && inputType.HasFlag(InputType.DIRECTION_RIGHT_UP))
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);
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}
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public void CanHit(bool canHit)
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{
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this.canHit = canHit;
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}
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public void Start()
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{
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allEvents.Add(this);
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}
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public void Update()
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{
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if (markForDeletion) CleanUp();
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if (!Conductor.instance.NotStopped()) CleanUp(); // If the song is stopped entirely in the editor, destroy itself as we don't want duplicates
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if (noAutoplay && autoplayOnly) autoplayOnly = false;
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if (noAutoplay && triggersAutoplay) triggersAutoplay = false;
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if (!enabled) return;
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double normalizedTime = GetNormalizedTime();
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if (GameManager.instance.autoplay)
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{
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AutoplayInput(normalizedTime);
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return;
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}
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//BUGFIX: ActionEvents destroyed too early
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if (normalizedTime > Minigame.NgLateTime()) Miss();
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if (lockedByEvent)
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{
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return;
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}
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if (!CheckEventLock())
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{
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return;
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}
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if (!autoplayOnly && (IsHittable == null || IsHittable != null && IsHittable()) && IsCorrectInput(out double dt))
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{
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normalizedTime -= dt;
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if (IsExpectingInputNow())
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{
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// if (InputAction != null)
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// {
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// Debug.Log("Hit " + InputAction.name);
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// }
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double stateProg = ((normalizedTime - Minigame.JustEarlyTime()) / (Minigame.JustLateTime() - Minigame.JustEarlyTime()) - 0.5f) * 2;
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Hit(stateProg, normalizedTime);
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}
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else
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{
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Blank();
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}
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}
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}
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public void LateUpdate()
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{
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if (markForDeletion)
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{
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allEvents.Remove(this);
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OnDestroy(this);
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Destroy(this.gameObject);
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}
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foreach (PlayerActionEvent evt in allEvents)
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{
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evt.lockedByEvent = false;
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}
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}
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private bool CheckEventLock()
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{
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foreach (PlayerActionEvent toCompare in allEvents)
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{
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if (toCompare == this) continue;
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if (toCompare.autoplayOnly) continue;
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if (InputAction != null)
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{
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if (toCompare.InputAction == null) continue;
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int catIdx = (int)PlayerInput.CurrentControlStyle;
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if (toCompare.InputAction != null
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&& toCompare.InputAction.inputLockCategory[catIdx] != InputAction.inputLockCategory[catIdx]) continue;
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}
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else
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{
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if ((toCompare.inputType & this.inputType) == 0) continue;
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if (!toCompare.IsExpectingInputNow()) continue;
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}
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double t1 = this.startBeat + this.timer;
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double t2 = toCompare.startBeat + toCompare.timer;
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double songPos = Conductor.instance.songPositionInBeatsAsDouble;
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// compare distance between current time and the events
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// events that happen at the exact same time with the exact same inputs will return true
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if (Math.Abs(t1 - songPos) > Math.Abs(t2 - songPos))
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return false;
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else if (t1 != t2) // if they are the same time, we don't want to lock the event
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toCompare.lockedByEvent = true;
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}
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return true;
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}
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private void AutoplayInput(double normalizedTime, bool autoPlay = false)
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{
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if (triggersAutoplay && (GameManager.instance.autoplay || autoPlay) && GameManager.instance.canInput && normalizedTime >= 1f - (Time.deltaTime * 0.5f))
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{
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AutoplayEvent();
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if (!autoPlay)
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TimelineAutoplay();
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}
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}
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// TODO: move this to timeline code instead
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private void TimelineAutoplay()
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{
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if (Editor.Editor.instance == null) return;
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if (Editor.Track.Timeline.instance != null && !Editor.Editor.instance.fullscreen)
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{
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Editor.Track.Timeline.instance.AutoplayBTN.GetComponent<Animator>().Play("Ace", 0, 0);
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}
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}
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public bool IsExpectingInputNow()
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{
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if (IsHittable != null)
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{
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if (!IsHittable()) return false;
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}
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if (!enabled) return false;
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if (!isEligible) return false;
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double normalizedBeat = GetNormalizedTime();
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return normalizedBeat > Minigame.NgEarlyTime() && normalizedBeat < Minigame.NgLateTime();
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}
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double GetNormalizedTime()
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{
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var cond = Conductor.instance;
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double currTime = cond.songPositionAsDouble;
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double targetTime = cond.GetSongPosFromBeat(startBeat + timer);
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// HS timing window uses 1 as the middle point instead of 0
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return 1 + (currTime - targetTime);
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}
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//For the Autoplay
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public void AutoplayEvent()
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{
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if (EnableAutoplayCheat)
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{
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Hit(0f, 1f);
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}
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else
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{
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double normalizedBeat = GetNormalizedTime();
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double stateProg = ((normalizedBeat - Minigame.JustEarlyTime()) / (Minigame.JustLateTime() - Minigame.JustEarlyTime()) - 0.5f) * 2;
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Hit(stateProg, normalizedBeat);
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}
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}
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//The state parameter is either -1 -> Early, 0 -> Perfect, 1 -> Late
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public void Hit(double state, double time)
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{
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if (OnHit != null && enabled)
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{
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if (canHit)
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{
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double normalized = time - 1f;
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int offset = Mathf.CeilToInt((float)normalized * 1000);
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GameManager.instance.AvgInputOffset = offset;
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state = System.Math.Max(-1.0, System.Math.Min(1.0, state));
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OnHit(this, (float)state);
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CleanUp();
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if (countsForAccuracy && !(noAutoplay || autoplayOnly) && isEligible)
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{
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GameManager.instance.ScoreInputAccuracy(TimeToAccuracy(time), time > 1.0, time);
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if (state >= 1f || state <= -1f)
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{
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GoForAPerfect.instance.Miss();
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SectionMedalsManager.instance.MakeIneligible();
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}
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else
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{
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GoForAPerfect.instance.Hit();
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}
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}
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}
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else
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{
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Blank();
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}
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}
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}
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double TimeToAccuracy(double time)
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{
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if (time >= Minigame.AceEarlyTime() && time <= Minigame.AceLateTime())
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{
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// Ace
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return 1.0;
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}
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double state = 0;
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if (time >= Minigame.JustEarlyTime() && time <= Minigame.JustLateTime())
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{
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// Good Hit
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if (time > 1.0)
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{
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// late half of timing window
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state = 1.0 - ((time - Minigame.AceLateTime()) / (Minigame.JustLateTime() - Minigame.AceLateTime()));
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state *= 1.0 - Minigame.rankHiThreshold;
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state += Minigame.rankHiThreshold;
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}
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else
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{
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//early half of timing window
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state = ((time - Minigame.JustEarlyTime()) / (Minigame.AceEarlyTime() - Minigame.JustEarlyTime()));
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state *= 1.0 - Minigame.rankHiThreshold;
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state += Minigame.rankHiThreshold;
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}
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}
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else
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{
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if (time > 1.0)
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{
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// late half of timing window
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state = 1.0 - ((time - Minigame.JustLateTime()) / (Minigame.NgLateTime() - Minigame.JustLateTime()));
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state *= Minigame.rankOkThreshold;
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}
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else
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{
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//early half of timing window
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state = ((time - Minigame.JustEarlyTime()) / (Minigame.AceEarlyTime() - Minigame.JustEarlyTime()));
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state *= Minigame.rankOkThreshold;
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}
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}
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return state;
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}
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public void Miss()
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{
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if (OnMiss != null && enabled && !autoplayOnly)
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{
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OnMiss(this);
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}
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CleanUp();
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if (countsForAccuracy && !(noAutoplay || autoplayOnly))
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{
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GameManager.instance.ScoreInputAccuracy(0, true, 2.0, 1.0, false);
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GoForAPerfect.instance.Miss();
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SectionMedalsManager.instance.MakeIneligible();
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}
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}
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public void Blank()
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{
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if (OnBlank != null && enabled && !autoplayOnly)
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{
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OnBlank(this);
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}
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}
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public void CleanUp()
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{
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if (markForDeletion) return;
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markForDeletion = true;
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}
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}
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} |