mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-29 13:03:05 +00:00
357 lines
No EOL
13 KiB
C#
357 lines
No EOL
13 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
using HeavenStudio.Common;
|
|
|
|
namespace HeavenStudio.Games
|
|
{
|
|
|
|
public class PlayerActionEvent : MonoBehaviour
|
|
{
|
|
static List<PlayerActionEvent> allEvents = new List<PlayerActionEvent>();
|
|
public static bool EnableAutoplayCheat = true;
|
|
public delegate void ActionEventCallback(PlayerActionEvent caller);
|
|
public delegate void ActionEventCallbackState(PlayerActionEvent caller, float state);
|
|
public delegate bool ActionEventHittableQuery();
|
|
|
|
public ActionEventCallbackState OnHit; //Function to trigger when an input has been done perfectly
|
|
public ActionEventCallback OnMiss; //Function to trigger when an input has been missed
|
|
public ActionEventCallback OnBlank; //Function to trigger when an input has been recorded while this is pending
|
|
public ActionEventHittableQuery IsHittable; //Checks if an input can be hit. Returning false will skip button checks.
|
|
|
|
public ActionEventCallback OnDestroy; //Function to trigger whenever this event gets destroyed. /!\ Shouldn't be used for a minigame! Use OnMiss instead /!\
|
|
|
|
public PlayerInput.InputAction InputAction;
|
|
|
|
public double startBeat;
|
|
public double timer;
|
|
public float weight = 1f;
|
|
|
|
public bool isEligible = true;
|
|
public bool canHit = true; //Indicates if you can still hit the cue or not. If set to false, it'll guarantee a miss
|
|
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
|
|
public bool triggersAutoplay = true;
|
|
public string minigame;
|
|
bool lockedByEvent = false;
|
|
bool markForDeletion = false;
|
|
|
|
float pitchWhenHit = 1f;
|
|
|
|
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.
|
|
|
|
public bool noAutoplay = false; //Indicates if this PlayerActionEvent is recognized by the autoplay. /!\ Overrides autoPlayOnly /!\
|
|
|
|
public bool perfectOnly = false; //Indicates that the input only recognize perfect inputs.
|
|
|
|
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
|
|
|
|
public void setHitCallback(ActionEventCallbackState OnHit)
|
|
{
|
|
this.OnHit = OnHit;
|
|
}
|
|
|
|
public void setMissCallback(ActionEventCallback OnMiss)
|
|
{
|
|
this.OnMiss = OnMiss;
|
|
}
|
|
|
|
public void setHittableQuery(ActionEventHittableQuery IsHittable)
|
|
{
|
|
this.IsHittable = IsHittable;
|
|
}
|
|
|
|
public void Enable() { enabled = true; }
|
|
public void Disable() { enabled = false; }
|
|
public void QueueDeletion() { markForDeletion = true; }
|
|
|
|
public bool IsCorrectInput(out double dt)
|
|
{
|
|
dt = 0;
|
|
if (InputAction != null)
|
|
{
|
|
return PlayerInput.GetIsAction(InputAction, out dt);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public void CanHit(bool canHit)
|
|
{
|
|
this.canHit = canHit;
|
|
}
|
|
|
|
public void Start()
|
|
{
|
|
allEvents.Add(this);
|
|
}
|
|
|
|
public void Update()
|
|
{
|
|
Conductor cond = Conductor.instance;
|
|
GameManager gm = GameManager.instance;
|
|
if (markForDeletion) CleanUp();
|
|
if (!cond.NotStopped()) CleanUp(); // If the song is stopped entirely in the editor, destroy itself as we don't want duplicates
|
|
|
|
if (noAutoplay && autoplayOnly) autoplayOnly = false;
|
|
if (noAutoplay && triggersAutoplay) triggersAutoplay = false;
|
|
if (!enabled) return;
|
|
if (minigame != GameManager.instance.currentGame) return;
|
|
|
|
double normalizedTime = GetNormalizedTime();
|
|
if (gm.autoplay && gm.canInput)
|
|
{
|
|
AutoplayInput(normalizedTime);
|
|
return;
|
|
}
|
|
|
|
//BUGFIX: ActionEvents destroyed too early
|
|
if (normalizedTime > Minigame.NgLateTime(cond.SongPitch)) Miss();
|
|
|
|
if (lockedByEvent)
|
|
{
|
|
return;
|
|
}
|
|
if (!CheckEventLock())
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!autoplayOnly && (IsHittable == null || IsHittable != null && IsHittable()) && IsCorrectInput(out double dt))
|
|
{
|
|
normalizedTime -= dt;
|
|
if (IsExpectingInputNow())
|
|
{
|
|
double stateProg = ((normalizedTime - Minigame.JustEarlyTime()) / (Minigame.JustLateTime() - Minigame.JustEarlyTime()) - 0.5f) * 2;
|
|
Hit(stateProg, normalizedTime);
|
|
}
|
|
else
|
|
{
|
|
Blank();
|
|
}
|
|
}
|
|
}
|
|
|
|
public void LateUpdate()
|
|
{
|
|
if (markForDeletion)
|
|
{
|
|
allEvents.Remove(this);
|
|
OnDestroy(this);
|
|
Destroy(this.gameObject);
|
|
}
|
|
foreach (PlayerActionEvent evt in allEvents)
|
|
{
|
|
evt.lockedByEvent = false;
|
|
}
|
|
}
|
|
|
|
private bool CheckEventLock()
|
|
{
|
|
foreach (PlayerActionEvent toCompare in allEvents)
|
|
{
|
|
if (toCompare == this) continue;
|
|
if (toCompare.autoplayOnly) continue;
|
|
if (InputAction != null)
|
|
{
|
|
if (toCompare.InputAction == null) continue;
|
|
int catIdx = (int)PlayerInput.CurrentControlStyle;
|
|
if (toCompare.InputAction != null
|
|
&& toCompare.InputAction.inputLockCategory[catIdx] != InputAction.inputLockCategory[catIdx]) continue;
|
|
}
|
|
|
|
double t1 = this.startBeat + this.timer;
|
|
double t2 = toCompare.startBeat + toCompare.timer;
|
|
double songPos = Conductor.instance.songPositionInBeatsAsDouble;
|
|
|
|
// compare distance between current time and the events
|
|
// events that happen at the exact same time with the exact same inputs will return true
|
|
if (Math.Abs(t1 - songPos) > Math.Abs(t2 - songPos))
|
|
return false;
|
|
else if (t1 != t2) // if they are the same time, we don't want to lock the event
|
|
toCompare.lockedByEvent = true;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
private void AutoplayInput(double normalizedTime, bool autoPlay = false)
|
|
{
|
|
if (triggersAutoplay && (GameManager.instance.autoplay || autoPlay) && normalizedTime >= 1f - (Time.deltaTime * 0.5f))
|
|
{
|
|
AutoplayEvent();
|
|
if (!autoPlay)
|
|
TimelineAutoplay();
|
|
}
|
|
}
|
|
|
|
// TODO: move this to timeline code instead
|
|
private void TimelineAutoplay()
|
|
{
|
|
if (Editor.Editor.instance == null) return;
|
|
if (!GameManager.instance.canInput) return;
|
|
if (Editor.Track.Timeline.instance != null && !Editor.Editor.instance.fullscreen)
|
|
{
|
|
Editor.Track.Timeline.instance.AutoplayBTN.GetComponent<Animator>().Play("Ace", 0, 0);
|
|
}
|
|
}
|
|
|
|
public bool IsExpectingInputNow()
|
|
{
|
|
if (IsHittable != null)
|
|
{
|
|
if (!IsHittable()) return false;
|
|
}
|
|
if (!enabled) return false;
|
|
if (!isEligible) return false;
|
|
|
|
double normalizedBeat = GetNormalizedTime();
|
|
return normalizedBeat > Minigame.NgEarlyTime() && normalizedBeat < Minigame.NgLateTime();
|
|
}
|
|
|
|
double GetNormalizedTime()
|
|
{
|
|
var cond = Conductor.instance;
|
|
double currTime = cond.songPositionAsDouble;
|
|
double targetTime = cond.GetSongPosFromBeat(startBeat + timer);
|
|
|
|
// HS timing window uses 1 as the middle point instead of 0
|
|
return 1 + (currTime - targetTime);
|
|
}
|
|
|
|
//For the Autoplay
|
|
public void AutoplayEvent()
|
|
{
|
|
if (!GameManager.instance.canInput)
|
|
{
|
|
CleanUp();
|
|
return;
|
|
}
|
|
if (EnableAutoplayCheat)
|
|
{
|
|
Hit(0f, 1f);
|
|
}
|
|
else
|
|
{
|
|
double normalizedBeat = GetNormalizedTime();
|
|
double stateProg = ((normalizedBeat - Minigame.JustEarlyTime()) / (Minigame.JustLateTime() - Minigame.JustEarlyTime()) - 0.5f) * 2;
|
|
Hit(stateProg, normalizedBeat);
|
|
}
|
|
}
|
|
|
|
//The state parameter is either -1 -> Early, 0 -> Perfect, 1 -> Late
|
|
public void Hit(double state, double time)
|
|
{
|
|
GameManager gm = GameManager.instance;
|
|
if (OnHit != null && enabled)
|
|
{
|
|
if (canHit)
|
|
{
|
|
CleanUp();
|
|
pitchWhenHit = Conductor.instance.SongPitch;
|
|
double normalized = time - 1f;
|
|
int offset = Mathf.CeilToInt((float)normalized * 1000);
|
|
if (gm.canInput)
|
|
{
|
|
gm.AvgInputOffset = offset;
|
|
}
|
|
state = System.Math.Max(-1.0, System.Math.Min(1.0, state));
|
|
|
|
if (countsForAccuracy && gm.canInput && !(noAutoplay || autoplayOnly) && isEligible)
|
|
{
|
|
gm.ScoreInputAccuracy(startBeat + timer, TimeToAccuracy(time, pitchWhenHit), time > 1.0, time, weight, true);
|
|
if (state >= 1f || state <= -1f)
|
|
{
|
|
GoForAPerfect.instance.Miss();
|
|
SectionMedalsManager.instance.MakeIneligible();
|
|
}
|
|
else
|
|
{
|
|
GoForAPerfect.instance.Hit();
|
|
}
|
|
}
|
|
OnHit(this, (float)state);
|
|
}
|
|
else
|
|
{
|
|
Blank();
|
|
}
|
|
}
|
|
}
|
|
|
|
double TimeToAccuracy(double time, float pitch = -1)
|
|
{
|
|
if (pitch < 0) pitch = pitchWhenHit;
|
|
if (time >= Minigame.AceEarlyTime(pitch) && time <= Minigame.AceLateTime(pitch))
|
|
{
|
|
// Ace
|
|
return 1.0;
|
|
}
|
|
|
|
double state = 0;
|
|
if (time >= Minigame.JustEarlyTime(pitch) && time <= Minigame.JustLateTime(pitch))
|
|
{
|
|
// Good Hit
|
|
if (time > 1.0)
|
|
{
|
|
// late half of timing window
|
|
state = 1.0 - ((time - Minigame.AceLateTime(pitch)) / (Minigame.JustLateTime(pitch) - Minigame.AceLateTime(pitch)));
|
|
state *= 1.0 - Minigame.rankHiThreshold;
|
|
state += Minigame.rankHiThreshold;
|
|
}
|
|
else
|
|
{
|
|
//early half of timing window
|
|
state = ((time - Minigame.JustEarlyTime(pitch)) / (Minigame.AceEarlyTime(pitch) - Minigame.JustEarlyTime(pitch)));
|
|
state *= 1.0 - Minigame.rankHiThreshold;
|
|
state += Minigame.rankHiThreshold;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (time > 1.0)
|
|
{
|
|
// late half of timing window
|
|
state = 1.0 - ((time - Minigame.JustLateTime(pitch)) / (Minigame.NgLateTime(pitch) - Minigame.JustLateTime(pitch)));
|
|
state *= Minigame.rankOkThreshold;
|
|
}
|
|
else
|
|
{
|
|
//early half of timing window
|
|
state = ((time - Minigame.JustEarlyTime(pitch)) / (Minigame.AceEarlyTime(pitch) - Minigame.JustEarlyTime(pitch)));
|
|
state *= Minigame.rankOkThreshold;
|
|
}
|
|
}
|
|
return state;
|
|
}
|
|
|
|
public void Miss()
|
|
{
|
|
GameManager gm = GameManager.instance;
|
|
CleanUp();
|
|
if (OnMiss != null && enabled && !autoplayOnly)
|
|
{
|
|
OnMiss(this);
|
|
}
|
|
|
|
if (countsForAccuracy && gm.canInput && !(noAutoplay || autoplayOnly))
|
|
{
|
|
gm.ScoreInputAccuracy(startBeat + timer, 0, true, 2.0, weight, false);
|
|
GoForAPerfect.instance.Miss();
|
|
SectionMedalsManager.instance.MakeIneligible();
|
|
}
|
|
}
|
|
|
|
public void Blank()
|
|
{
|
|
if (OnBlank != null && enabled && !autoplayOnly)
|
|
{
|
|
OnBlank(this);
|
|
}
|
|
}
|
|
|
|
public void CleanUp()
|
|
{
|
|
if (markForDeletion) return;
|
|
markForDeletion = true;
|
|
}
|
|
}
|
|
} |