mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-25 19:15:16 +00:00
44fb502df0
Adds a new optional parameter to Multisounds, Soundbytes, and BeatActions, allowing them to ignore swing. Currently the only game to use these new parameters is Launch Party, but whoever codes Donk-Donk in the future will have a small bit of the weight taken off their shoulders.
78 lines
No EOL
2.7 KiB
C#
78 lines
No EOL
2.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Cysharp.Threading.Tasks;
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using System.Threading;
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namespace HeavenStudio.Util
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{
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public class BeatAction
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{
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public delegate void EventCallback();
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public class Action
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{
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public double beat { get; set; }
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public EventCallback function { get; set; }
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public Action(double beat, EventCallback function, bool ignoreSwing = false)
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{
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if (ignoreSwing) this.beat = Conductor.instance.GetSwungBeat(beat);
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else this.beat = beat;
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this.function = function;
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}
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}
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public static CancellationTokenSource New(MonoBehaviour behaviour, List<Action> actions)
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{
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if (behaviour == null)
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{
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Debug.LogWarning("Starting a BeatAction with no assigned behaviour. The Game Manager will be used instead.");
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behaviour = GameManager.instance;
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}
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CancellationTokenSource cancelToken = new CancellationTokenSource();
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RunAsync(behaviour, actions, cancelToken.Token).Forget();
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return cancelToken;
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}
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static async UniTask RunAsync(MonoBehaviour behaviour, List<Action> actions, CancellationToken token)
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{
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try
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{
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await BeatActionAsync(behaviour, actions, token);
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}
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catch (System.OperationCanceledException)
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{
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Debug.Log("BeatAction cancelled.");
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}
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}
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static async UniTask BeatActionAsync(MonoBehaviour behaviour, List<Action> actions, CancellationToken token)
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{
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Conductor conductor = Conductor.instance;
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int idx = 0;
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while (idx < actions.Count)
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{
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await UniTask.WaitUntil(() => (conductor.songPositionInBeatsAsDouble >= actions[idx].beat && !conductor.WaitingForDsp) || !(conductor.isPlaying || conductor.isPaused) || behaviour == null, cancellationToken: token);
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if (behaviour == null || !(conductor.isPlaying || conductor.isPaused))
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return;
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while (conductor.songPositionInBeatsAsDouble >= actions[idx].beat)
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{
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try
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{
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actions[idx].function.Invoke();
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}
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catch (System.Exception e)
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{
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Debug.LogError($"Exception thrown while executing BeatAction: {e}");
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}
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idx++;
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if (idx >= actions.Count) return;
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}
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}
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}
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}
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} |