HeavenStudioPlus/Assets/Scripts/EventCaller.cs
minenice55 caf7d9465f
Play Mode Features Part 1 (#413)
* add pause menu assets

* layout and animation for pause

* make play mode prefab function

re-assign unused class inheritance

* remove filepath

* don't init medals twice

* remove PlayerActionObject

* initial attempt at anti-note lock

TODO: circumvent inputs clearing themselves making the functionality not work

* properly implement input lock prevention

* fix error on editor open

* functional pause menu

* bugfix

* make unpausing not reset current play statistics

* serialize initializer components in inspector instead of procedurally generating

* sanity check

* note for fade

* make flashes in the camera prefabs instead of in world space

remove / reorganize script files
address issue #411

* fix bug with perfect campaign

make minigame transitions hide the game canvas
adjust animation of the song credits textbox

* fully functional intro scene (placeholder for future title screen)

refactored entire game loading procedure
re-organized some files

* add interaction query to disclaimer text

* reword legal

* anchor section medals to section display

more tempo change placement controls

* operation order bugfix

* prep for future ratings and stats

* loading text

* autoload opening scene

* splash screen adjustments

added setting to force enable splash screen

* adjust setting entry
2023-05-07 20:33:15 +00:00

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5 KiB
C#

using System;
using System.Linq;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
namespace HeavenStudio
{
public class EventCaller : MonoBehaviour
{
public Transform GamesHolder;
public DynamicBeatmap.DynamicEntity currentEntity = new DynamicBeatmap.DynamicEntity();
public string currentSwitchGame;
public delegate void EventCallback();
public static EventCaller instance { get; private set; }
public List<Minigames.Minigame> minigames = new List<Minigames.Minigame>();
public Minigames.Minigame GetMinigame(string gameName)
{
return minigames.Find(c => c.name == gameName);
}
public Minigames.GameAction GetGameAction(Minigames.Minigame game, string action)
{
return game.actions.Find(c => c.actionName == action);
}
public Minigames.Param GetGameParam(Minigames.Minigame game, string action, string param)
{
return GetGameAction(game, action).parameters.Find(c => c.propertyName == param);
}
public void Init()
{
instance = this;
currentEntity = new DynamicBeatmap.DynamicEntity();
Minigames.Init(this);
List<Minigames.Minigame> minigamesInBeatmap = new List<Minigames.Minigame>();
for (int i = 0; i < GameManager.instance.Beatmap.entities.Count; i++)
{
//go through every entity in the timeline and add the game that they're from to the minigamesInBeatmap list (ignore entities from FX only categories, i.e. Game Manager and Count-Ins)
Minigames.Minigame game = GetMinigame(GameManager.instance.Beatmap.entities[i].datamodel.Split('/')[0]);
if (!minigamesInBeatmap.Contains(game) && !FXOnlyGames().Contains(game))
{
minigamesInBeatmap.Add(game);
}
}
for (int i = 0; i < minigamesInBeatmap.Count; i++)
{
// minigames[minigames.FindIndex(c => c.name == minigamesInBeatmap[i].name)].holder = Resources.Load<GameObject>($"Games/{minigamesInBeatmap[i].name}");
}
}
private void Update()
{
}
public void CallEvent(DynamicBeatmap.DynamicEntity entity, bool gameActive)
{
string[] details = entity.datamodel.Split('/');
Minigames.Minigame game = minigames.Find(c => c.name == details[0]);
try
{
currentEntity = entity;
if (details.Length > 2) currentSwitchGame = details[2];
Minigames.GameAction action = game.actions.Find(c => c.actionName == details[1]);
if (gameActive)
{
action.function.Invoke();
}
else
{
action.inactiveFunction.Invoke();
}
}
catch (Exception ex)
{
Debug.LogWarning("Event not found! May be spelled wrong or it is not implemented.\n" + ex);
}
}
public void CallPreEvent(DynamicBeatmap.DynamicEntity entity)
{
string[] details = entity.datamodel.Split('/');
Minigames.Minigame game = minigames.Find(c => c.name == details[0]);
try
{
currentEntity = entity;
Minigames.GameAction action = game.actions.Find(c => c.actionName == details[1]);
action.preFunction.Invoke();
}
catch (Exception ex)
{
Debug.LogWarning("Event not found! May be spelled wrong or it is not implemented.\n" + ex);
}
}
public static List<DynamicBeatmap.DynamicEntity> GetAllInGameManagerList(string gameName, string[] include)
{
List<DynamicBeatmap.DynamicEntity> temp1 = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
List<DynamicBeatmap.DynamicEntity> temp2 = new List<DynamicBeatmap.DynamicEntity>();
foreach (string s in include)
{
temp2.AddRange(temp1.FindAll(c => c.datamodel.Split('/')[1].Equals(s)));
}
return temp2;
}
public static List<DynamicBeatmap.DynamicEntity> GetAllInGameManagerListExclude(string gameName, string[] exclude)
{
List<DynamicBeatmap.DynamicEntity> temp1 = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
List<DynamicBeatmap.DynamicEntity> temp2 = new List<DynamicBeatmap.DynamicEntity>();
foreach (string s in exclude)
{
temp2.AddRange(temp1.FindAll(c => !c.datamodel.Split('/')[1].Equals(s)));
}
return temp2;
}
public static List<Minigames.Minigame> FXOnlyGames()
{
return instance.minigames.FindAll(c => c.fxOnly == true).ToList();
}
}
}