mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 13:45:10 +00:00
3cdb63917e
* play sfx and play animation blocks i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction i can revert this if need be but it just seemed vestigial * count in rework + preloading, multisound addition multisound was using an array that was converted to a list..? very silly when you consider it's a list first so sometimes it's list -> array -> list lol new Count-In and Play SFX block preloads sfx now!! epic. * prefab-ify event properties, Button EntityType * things are very nearly working! however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH * okay it's WORKING now i just need to do some better dropdown stuff * ITS WORKING ITS WORKING ITS WORKING arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!! * about to make a struct + class, tooltip improvements gonna make the struct define it, then the class will actually be the dropdown this is gonna make things so so so so much easier to comprehend * finishing up, probably one more commit after this * split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol * fixed a count bug * added param tooltip toggle * grah it's ALMOST DONE * it's 99.9% finished. just some touch ups, i don't think i even know of any bugs * alright, looks like that's all the bugs gone * EVERYTHING IS FINISHED!!
1284 lines
No EOL
48 KiB
C#
1284 lines
No EOL
48 KiB
C#
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using UnityEngine;
|
|
using UnityEngine.Pool;
|
|
|
|
using Jukebox;
|
|
using HeavenStudio.Util;
|
|
using HeavenStudio.Games;
|
|
using HeavenStudio.Common;
|
|
using Cysharp.Threading.Tasks;
|
|
|
|
namespace HeavenStudio
|
|
{
|
|
public class GameManager : MonoBehaviour
|
|
{
|
|
const int SoundPoolSizeMin = 32;
|
|
const int SoundPoolSizeMax = 32;
|
|
|
|
[Header("Lists")]
|
|
[NonSerialized] public RiqBeatmap Beatmap = new();
|
|
private Dictionary<string, GameObject> cachedGamePrefabs = new();
|
|
[NonSerialized] public ObjectPool<Sound> SoundObjects;
|
|
|
|
[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")]
|
|
Coroutine currentGameSwitchIE;
|
|
|
|
[NonSerialized]
|
|
public int currentEvent, currentTempoEvent, currentVolumeEvent, currentSectionEvent,
|
|
currentPreEvent, currentPreSwitch, currentPreSequence;
|
|
|
|
public string currentGame { get; private set; }
|
|
public GameObject minigameObj { get; private set; }
|
|
public Minigame minigame { get; private set; }
|
|
public RiqEntity lastSection { get; private set; }
|
|
public RiqEntity currentSection { get; private set; }
|
|
|
|
public double endBeat { get; private set; }
|
|
public double startBeat { get; private set; }
|
|
|
|
public double nextSectionBeat { get; private set; }
|
|
public double SectionProgress { get; private set; }
|
|
public float MarkerWeight { get; private set; }
|
|
|
|
public int MarkerCategory { get; private set; }
|
|
|
|
public bool playMode { get; private set; }
|
|
public bool autoplay { get; private set; }
|
|
public bool canInput { get; private set; }
|
|
|
|
public bool GameHasSplitColours
|
|
{
|
|
get
|
|
{
|
|
var inf = GetGameInfo(currentGame);
|
|
if (inf == null) return false;
|
|
return inf.splitColorL != null && inf.splitColorR != null;
|
|
}
|
|
}
|
|
|
|
bool AudioLoadDone;
|
|
bool ChartLoadError;
|
|
bool exiting;
|
|
|
|
List<double> eventBeats, preSequenceBeats, tempoBeats, volumeBeats, sectionBeats;
|
|
List<RiqEntity> allGameSwitches;
|
|
|
|
public event Action<double> onBeatChanged;
|
|
public event Action<RiqEntity, RiqEntity> onSectionChange;
|
|
public event Action<double> onBeatPulse;
|
|
public event Action<double> onPlay;
|
|
public event Action<double> onPause;
|
|
public event Action<double> onUnPause;
|
|
|
|
public int BeatmapEntities()
|
|
{
|
|
return Beatmap.Entities.Count + Beatmap.TempoChanges.Count + Beatmap.VolumeChanges.Count + Beatmap.SectionMarkers.Count;
|
|
}
|
|
|
|
public static GameManager instance { get; private set; }
|
|
private EventCaller eventCaller;
|
|
|
|
// average input accuracy (msec)
|
|
List<int> inputOffsetSamples = new List<int>();
|
|
float averageInputOffset = 0;
|
|
public float AvgInputOffset
|
|
{
|
|
get
|
|
{
|
|
return averageInputOffset;
|
|
}
|
|
set
|
|
{
|
|
inputOffsetSamples.Add((int)value);
|
|
averageInputOffset = (float)inputOffsetSamples.Average();
|
|
}
|
|
}
|
|
|
|
// input accuracy (%)
|
|
bool skillStarCollected = false, noMiss = true;
|
|
|
|
// cleared sections
|
|
List<bool> clearedSections = new List<bool>();
|
|
public bool ClearedSection
|
|
{
|
|
set
|
|
{
|
|
clearedSections.Add(value);
|
|
}
|
|
}
|
|
|
|
JudgementManager.JudgementInfo judgementInfo;
|
|
|
|
private void Awake()
|
|
{
|
|
instance = this;
|
|
exiting = false;
|
|
}
|
|
|
|
public void Init(bool preLoaded = false)
|
|
{
|
|
AudioLoadDone = false;
|
|
ChartLoadError = false;
|
|
currentPreEvent = 0;
|
|
currentPreSwitch = 0;
|
|
currentPreSequence = 0;
|
|
|
|
GameObject filter = new GameObject("filter");
|
|
this.filter = filter.AddComponent<Games.Global.Filter>();
|
|
|
|
eventCaller = this.gameObject.AddComponent<EventCaller>();
|
|
eventCaller.GamesHolder = GamesHolder.transform;
|
|
eventCaller.Init(this);
|
|
|
|
canInput = true;
|
|
|
|
// note: serialize this shit in the inspector //
|
|
GameObject textbox = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Textbox"));
|
|
textbox.name = "Textbox";
|
|
|
|
GameObject timingDisp = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Overlays/TimingAccuracy"));
|
|
timingDisp.name = "TimingDisplay";
|
|
|
|
GameObject skillStarDisp = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Overlays/SkillStar"));
|
|
skillStarDisp.name = "SkillStar";
|
|
|
|
GameObject overlays = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Overlays"));
|
|
overlays.name = "Overlays";
|
|
|
|
GoForAPerfect.instance.Disable();
|
|
/////
|
|
|
|
SoundByte.BasicCheck();
|
|
SoundObjects = new ObjectPool<Sound>(CreatePooledSound, OnTakePooledSound, OnReturnPooledSound, OnDestroyPooledSound, true, SoundPoolSizeMin, SoundPoolSizeMax);
|
|
|
|
|
|
if (preLoaded)
|
|
{
|
|
LoadRemix(false);
|
|
}
|
|
else
|
|
{
|
|
RiqFileHandler.ClearCache();
|
|
NewRemix();
|
|
}
|
|
|
|
SortEventsList();
|
|
Conductor.instance.SetBpm(Beatmap.TempoChanges[0]["tempo"]);
|
|
Conductor.instance.SetVolume(Beatmap.VolumeChanges[0]["volume"]);
|
|
Conductor.instance.firstBeatOffset = Beatmap.data.offset;
|
|
|
|
if (!preLoaded)
|
|
{
|
|
if (Beatmap.Entities.Count >= 1)
|
|
{
|
|
string game = Beatmap.Entities[0].datamodel.Split(0);
|
|
SetCurrentGame(game);
|
|
StartCoroutine(WaitAndSetGame(game));
|
|
}
|
|
else
|
|
{
|
|
SetGame("noGame");
|
|
}
|
|
}
|
|
|
|
if (playMode)
|
|
{
|
|
StartCoroutine(WaitReadyAndPlayCo(startBeat, 1f));
|
|
}
|
|
}
|
|
|
|
Sound CreatePooledSound()
|
|
{
|
|
GameObject oneShot = new GameObject($"Pooled Scheduled Sound");
|
|
oneShot.transform.SetParent(transform);
|
|
|
|
AudioSource audioSource = oneShot.AddComponent<AudioSource>();
|
|
audioSource.playOnAwake = false;
|
|
|
|
Sound snd = oneShot.AddComponent<Sound>();
|
|
|
|
oneShot.SetActive(false);
|
|
|
|
return snd;
|
|
}
|
|
|
|
// Called when an item is returned to the pool using Release
|
|
void OnReturnPooledSound(Sound snd)
|
|
{
|
|
snd.Stop();
|
|
}
|
|
|
|
// Called when an item is taken from the pool using Get
|
|
void OnTakePooledSound(Sound snd)
|
|
{
|
|
snd.gameObject.SetActive(true);
|
|
}
|
|
|
|
// If the pool capacity is reached then any items returned will be destroyed.
|
|
void OnDestroyPooledSound(Sound snd)
|
|
{
|
|
snd.Stop();
|
|
Destroy(snd.gameObject);
|
|
}
|
|
|
|
public void NewRemix()
|
|
{
|
|
Debug.Log("Creating new remix");
|
|
AudioLoadDone = false;
|
|
Beatmap = new("1", "HeavenStudio");
|
|
Beatmap.data.properties = new(Minigames.propertiesModel);
|
|
Beatmap.AddNewTempoChange(0, 120f);
|
|
Beatmap.AddNewVolumeChange(0, 100f);
|
|
Beatmap.data.offset = 0f;
|
|
Conductor.instance.musicSource.clip = null;
|
|
RiqFileHandler.WriteRiq(Beatmap);
|
|
AudioLoadDone = true;
|
|
}
|
|
|
|
public IEnumerator LoadMusic()
|
|
{
|
|
ChartLoadError = false;
|
|
IEnumerator load = RiqFileHandler.LoadSong();
|
|
while (true)
|
|
{
|
|
object current = load.Current;
|
|
try
|
|
{
|
|
if (load.MoveNext() == false)
|
|
{
|
|
break;
|
|
}
|
|
current = load.Current;
|
|
}
|
|
catch (System.IO.FileNotFoundException f)
|
|
{
|
|
Debug.LogWarning("chart has no music: " + f.Message);
|
|
Conductor.instance.musicSource.clip = null;
|
|
AudioLoadDone = true;
|
|
yield break;
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogError($"Failed to load music: {e.Message}");
|
|
GlobalGameManager.ShowErrorMessage("Error Loading Music", e.Message + "\n\n" + e.StackTrace);
|
|
AudioLoadDone = true;
|
|
ChartLoadError = true;
|
|
yield break;
|
|
}
|
|
yield return current;
|
|
}
|
|
Conductor.instance.musicSource.clip = RiqFileHandler.StreamedAudioClip;
|
|
AudioLoadDone = true;
|
|
}
|
|
|
|
public void LoadRemix(bool editor = false)
|
|
{
|
|
AudioLoadDone = false;
|
|
ChartLoadError = false;
|
|
try
|
|
{
|
|
Beatmap = RiqFileHandler.ReadRiq();
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogError($"Failed to load remix: {e.Message}");
|
|
GlobalGameManager.ShowErrorMessage("Error Loading RIQ", e.Message + "\n\n" + e.StackTrace);
|
|
ChartLoadError = true;
|
|
return;
|
|
}
|
|
if (!editor)
|
|
StartCoroutine(LoadMusic());
|
|
SortEventsList();
|
|
Conductor.instance.SetBpm(Beatmap.TempoChanges[0]["tempo"]);
|
|
Conductor.instance.SetVolume(Beatmap.VolumeChanges[0]["volume"]);
|
|
Conductor.instance.firstBeatOffset = Beatmap.data.offset;
|
|
if (!playMode)
|
|
{
|
|
Stop(0);
|
|
}
|
|
SetCurrentEventToClosest(0, true);
|
|
|
|
if (editor)
|
|
{
|
|
if (Beatmap.data.riqOrigin != "HeavenStudio")
|
|
{
|
|
string origin = Beatmap.data.riqOrigin?.DisplayName() ?? "Unknown Origin";
|
|
GlobalGameManager.ShowErrorMessage("Warning",
|
|
$"This chart came from\n<alpha=#AA>{origin}</color>\nand uses content not included in Heaven Studio.\n\n<color=\"yellow\">You may be able to edit this chart in Heaven Studio to be used in its original program.</color>");
|
|
}
|
|
}
|
|
}
|
|
|
|
public void ScoreInputAccuracy(double beat, double accuracy, bool late, double time, float weight = 1, bool doDisplay = true)
|
|
{
|
|
// push the hit event to the timing display
|
|
if (doDisplay)
|
|
TimingAccuracyDisplay.instance.MakeAccuracyVfx(time, late);
|
|
|
|
if (weight > 0 && MarkerWeight > 0)
|
|
{
|
|
judgementInfo.inputs.Add(new JudgementManager.InputInfo
|
|
{
|
|
beat = beat,
|
|
accuracyState = accuracy,
|
|
timeOffset = time,
|
|
weight = weight * MarkerWeight,
|
|
category = MarkerCategory
|
|
});
|
|
if (accuracy < Minigame.rankOkThreshold)
|
|
{
|
|
SkillStarManager.instance.KillStar();
|
|
GoForAPerfect.instance.Miss();
|
|
SectionMedalsManager.instance.MakeIneligible();
|
|
noMiss = false;
|
|
}
|
|
}
|
|
|
|
if (SkillStarManager.instance.IsEligible && !skillStarCollected && accuracy >= 1f)
|
|
{
|
|
if (SkillStarManager.instance.DoStarJust())
|
|
skillStarCollected = true;
|
|
}
|
|
}
|
|
|
|
public void DoSectionCompletion(double beat, bool clear, string name, double score)
|
|
{
|
|
judgementInfo.medals.Add(new JudgementManager.MedalInfo
|
|
{
|
|
beat = beat,
|
|
cleared = clear
|
|
});
|
|
}
|
|
|
|
public List<Minigames.Minigame> SeekAheadAndPreload(double start, float seekTime = 8f)
|
|
{
|
|
List<Minigames.Minigame> gamesToPreload = new();
|
|
List<RiqEntity> entitiesAtSameBeat = ListPool<RiqEntity>.Get();
|
|
Minigames.Minigame inf;
|
|
|
|
//seek ahead to preload games that have assetbundles
|
|
if (currentPreSwitch < allGameSwitches.Count && currentPreSwitch >= 0)
|
|
{
|
|
if (start + seekTime >= allGameSwitches[currentPreSwitch].beat)
|
|
{
|
|
string gameName = allGameSwitches[currentPreSwitch].datamodel.Split('/')[2];
|
|
inf = GetGameInfo(gameName);
|
|
if (inf != null && !(inf.inferred || inf.fxOnly))
|
|
{
|
|
if (inf.usesAssetBundle && !(inf.AssetsLoaded || inf.AlreadyLoading))
|
|
{
|
|
gamesToPreload.Add(inf);
|
|
Debug.Log($"ASYNC loading assetbundles for game {gameName}");
|
|
inf.LoadAssetsAsync().Forget();
|
|
}
|
|
}
|
|
currentPreSwitch++;
|
|
}
|
|
}
|
|
//then check game entities
|
|
if (currentPreEvent < Beatmap.Entities.Count && currentPreEvent >= 0)
|
|
{
|
|
if (start + seekTime >= eventBeats[currentPreEvent])
|
|
{
|
|
foreach (RiqEntity entity in Beatmap.Entities)
|
|
{
|
|
if (entity.beat == Beatmap.Entities[currentPreEvent].beat && !EventCaller.FXOnlyGames().Contains(eventCaller.GetMinigame(entity.datamodel.Split('/')[0])))
|
|
{
|
|
entitiesAtSameBeat.Add(entity);
|
|
}
|
|
}
|
|
SortEventsByPriority(entitiesAtSameBeat);
|
|
foreach (RiqEntity entity in entitiesAtSameBeat)
|
|
{
|
|
string gameName = entity.datamodel.Split('/')[0];
|
|
inf = GetGameInfo(gameName);
|
|
if (inf != null && !(inf.inferred || inf.fxOnly))
|
|
{
|
|
if (inf.usesAssetBundle && !inf.AssetsLoaded)
|
|
{
|
|
gamesToPreload.Add(inf);
|
|
Debug.Log($"ASYNC loading assetbundles for game {gameName}");
|
|
inf.LoadAssetsAsync().Forget();
|
|
}
|
|
}
|
|
currentPreEvent++;
|
|
}
|
|
}
|
|
}
|
|
ListPool<RiqEntity>.Release(entitiesAtSameBeat);
|
|
return gamesToPreload;
|
|
}
|
|
|
|
public void SeekAheadAndDoPreEvent(double start)
|
|
{
|
|
if (currentPreSequence < Beatmap.Entities.Count && currentPreSequence >= 0)
|
|
{
|
|
List<RiqEntity> entitiesInRange = ListPool<RiqEntity>.Get();
|
|
while (currentPreSequence < preSequenceBeats.Count && start >= preSequenceBeats[currentPreSequence])
|
|
{
|
|
entitiesInRange.Clear();
|
|
foreach (RiqEntity entity in Beatmap.Entities)
|
|
{
|
|
string[] entityDatamodel = entity.datamodel.Split('/');
|
|
double seekTime = eventCaller.GetGameAction(entityDatamodel[0], entityDatamodel[1]).preFunctionLength;
|
|
if (entity.beat - seekTime == preSequenceBeats[currentPreSequence])
|
|
{
|
|
entitiesInRange.Add(entity);
|
|
}
|
|
}
|
|
SortEventsByPriority(entitiesInRange);
|
|
|
|
foreach (RiqEntity entity in entitiesInRange)
|
|
{
|
|
string gameName = entity.datamodel.Split('/')[0];
|
|
var inf = GetGameInfo(gameName);
|
|
if (inf != null && inf.usesAssetBundle && inf.AssetsLoaded && !inf.SequencesPreloaded)
|
|
{
|
|
Debug.Log($"Preparing game {gameName}");
|
|
PreloadGameSequences(gameName);
|
|
}
|
|
eventCaller.CallPreEvent(entity);
|
|
currentPreSequence++;
|
|
}
|
|
}
|
|
ListPool<RiqEntity>.Release(entitiesInRange);
|
|
}
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
if (BeatmapEntities() < 1)
|
|
return;
|
|
if (!Conductor.instance.isPlaying)
|
|
return;
|
|
Conductor cond = Conductor.instance;
|
|
double clampedBeat = Math.Max(cond.songPositionInBeatsAsDouble, 0);
|
|
|
|
if (currentTempoEvent < Beatmap.TempoChanges.Count && currentTempoEvent >= 0)
|
|
{
|
|
if (cond.songPositionInBeatsAsDouble >= tempoBeats[currentTempoEvent])
|
|
{
|
|
cond.SetBpm(Beatmap.TempoChanges[currentTempoEvent]["tempo"]);
|
|
currentTempoEvent++;
|
|
}
|
|
}
|
|
|
|
if (currentVolumeEvent < Beatmap.VolumeChanges.Count && currentVolumeEvent >= 0)
|
|
{
|
|
if (cond.songPositionInBeatsAsDouble >= volumeBeats[currentVolumeEvent])
|
|
{
|
|
cond.SetVolume(Beatmap.VolumeChanges[currentVolumeEvent]["volume"]);
|
|
currentVolumeEvent++;
|
|
}
|
|
}
|
|
|
|
if (currentSectionEvent < Beatmap.SectionMarkers.Count && currentSectionEvent >= 0)
|
|
{
|
|
if (cond.songPositionInBeatsAsDouble >= sectionBeats[currentSectionEvent])
|
|
{
|
|
RiqEntity marker = Beatmap.SectionMarkers[currentSectionEvent];
|
|
if (!string.IsNullOrEmpty(marker["sectionName"]))
|
|
{
|
|
Debug.Log("Section " + marker["sectionName"] + " started");
|
|
lastSection = currentSection;
|
|
if (currentSectionEvent < Beatmap.SectionMarkers.Count)
|
|
currentSection = marker;
|
|
else
|
|
currentSection = null;
|
|
nextSectionBeat = endBeat;
|
|
foreach (RiqEntity futureSection in Beatmap.SectionMarkers)
|
|
{
|
|
if (futureSection.beat < marker.beat) continue;
|
|
if (futureSection == marker) continue;
|
|
if (!string.IsNullOrEmpty(futureSection["sectionName"]))
|
|
{
|
|
nextSectionBeat = futureSection.beat;
|
|
break;
|
|
}
|
|
}
|
|
onSectionChange?.Invoke(currentSection, lastSection);
|
|
}
|
|
|
|
if (OverlaysManager.OverlaysEnabled)
|
|
{
|
|
if (PersistentDataManager.gameSettings.perfectChallengeType != PersistentDataManager.PerfectChallengeType.Off)
|
|
{
|
|
if (marker["startPerfect"] && GoForAPerfect.instance != null && GoForAPerfect.instance.perfect && !GoForAPerfect.instance.gameObject.activeSelf)
|
|
{
|
|
GoForAPerfect.instance.Enable(marker.beat);
|
|
}
|
|
}
|
|
}
|
|
|
|
MarkerWeight = marker["weight"];
|
|
MarkerCategory = marker["category"];
|
|
currentSectionEvent++;
|
|
}
|
|
}
|
|
|
|
if (cond.songPositionInBeatsAsDouble >= Math.Ceiling(_playStartBeat) + _pulseTally)
|
|
{
|
|
if (minigame != null) minigame.OnBeatPulse(Math.Ceiling(_playStartBeat) + _pulseTally);
|
|
onBeatPulse?.Invoke(Math.Ceiling(_playStartBeat) + _pulseTally);
|
|
_pulseTally++;
|
|
}
|
|
|
|
float seekTime = 8f;
|
|
//seek ahead to preload games that have assetbundles
|
|
SeekAheadAndPreload(clampedBeat, seekTime);
|
|
SeekAheadAndDoPreEvent(clampedBeat);
|
|
|
|
if (currentEvent < Beatmap.Entities.Count && currentEvent >= 0)
|
|
{
|
|
List<RiqEntity> entitiesInRange = ListPool<RiqEntity>.Get();
|
|
List<RiqEntity> fxEntities = ListPool<RiqEntity>.Get();
|
|
// allows for multiple events on the same beat to be executed on the same frame, so no more 1-frame delay
|
|
while (currentEvent < eventBeats.Count && clampedBeat >= eventBeats[currentEvent] && Conductor.instance.isPlaying)
|
|
{
|
|
fxEntities.Clear();
|
|
entitiesInRange.Clear();
|
|
using (PooledObject<List<RiqEntity>> pool = ListPool<RiqEntity>.Get(out List<RiqEntity> currentBeatEntities))
|
|
{
|
|
currentBeatEntities = Beatmap.Entities.FindAll(c => c.beat == eventBeats[currentEvent]);
|
|
foreach (RiqEntity entity in currentBeatEntities)
|
|
{
|
|
if (EventCaller.FXOnlyGames().Contains(eventCaller.GetMinigame(entity.datamodel.Split('/')[0])))
|
|
{
|
|
fxEntities.Add(entity);
|
|
}
|
|
else
|
|
{
|
|
entitiesInRange.Add(entity);
|
|
}
|
|
}
|
|
}
|
|
|
|
SortEventsByPriority(fxEntities);
|
|
SortEventsByPriority(entitiesInRange);
|
|
|
|
// FX entities should ALWAYS execute before gameplay entities
|
|
foreach (RiqEntity entity in fxEntities)
|
|
{
|
|
eventCaller.CallEvent(entity, true);
|
|
currentEvent++;
|
|
}
|
|
|
|
foreach (RiqEntity entity in entitiesInRange)
|
|
{
|
|
// 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++;
|
|
}
|
|
}
|
|
ListPool<RiqEntity>.Release(entitiesInRange);
|
|
ListPool<RiqEntity>.Release(fxEntities);
|
|
}
|
|
|
|
if (currentSection == null)
|
|
{
|
|
SectionProgress = 0;
|
|
}
|
|
else
|
|
{
|
|
double currectSectionStart = cond.GetSongPosFromBeat(currentSection.beat);
|
|
|
|
SectionProgress = (cond.songPosition - currectSectionStart) / (cond.GetSongPosFromBeat(nextSectionBeat) - 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);
|
|
|
|
if (!Conductor.instance.isPlaying)
|
|
return;
|
|
|
|
if (Conductor.instance.songPositionInBeatsAsDouble >= Math.Ceiling(_playStartBeat) + _latePulseTally)
|
|
{
|
|
if (minigame != null) minigame.OnLateBeatPulse(Math.Ceiling(_playStartBeat) + _latePulseTally);
|
|
onBeatPulse?.Invoke(Math.Ceiling(_playStartBeat) + _latePulseTally);
|
|
_latePulseTally++;
|
|
}
|
|
}
|
|
|
|
public static void PlaySFXArbitrary(double beat, float length, string game, string name, float pitch, float volume, bool looping, int offset)
|
|
{
|
|
if (string.IsNullOrEmpty(name)) return;
|
|
Sound sound;
|
|
if (game == "common") {
|
|
sound = SoundByte.PlayOneShot(name, beat, pitch, volume, looping, null, (offset / 1000f));
|
|
} else {
|
|
SoundByte.PreloadGameAudioClips(game);
|
|
sound = SoundByte.PlayOneShotGame(game + "/" + name, beat, pitch, volume, looping, true, (offset / 1000f));
|
|
}
|
|
if (looping) {
|
|
BeatAction.New(null, new() {
|
|
new(beat + length, () => sound.KillLoop(0)),
|
|
});
|
|
}
|
|
}
|
|
|
|
public void PlayAnimationArbitrary(string animator, string animation, float scale)
|
|
{
|
|
Transform animTrans = minigameObj.transform.Find(animator);
|
|
if (animTrans != null && animTrans.TryGetComponent(out Animator anim)) {
|
|
anim.DoScaledAnimationAsync(animation, scale);
|
|
}
|
|
}
|
|
|
|
public void ToggleInputs(bool inputs)
|
|
{
|
|
canInput = inputs;
|
|
}
|
|
|
|
public void ToggleAutoplay(bool auto)
|
|
{
|
|
autoplay = auto;
|
|
}
|
|
|
|
public void TogglePlayMode(bool mode)
|
|
{
|
|
playMode = mode;
|
|
}
|
|
|
|
#region Play Events
|
|
|
|
private double _playStartBeat = 0;
|
|
private int _pulseTally = 0;
|
|
private int _latePulseTally = 0;
|
|
|
|
public void Play(double beat, float delay = 0f)
|
|
{
|
|
bool paused = Conductor.instance.isPaused;
|
|
Debug.Log("Playing at " + beat);
|
|
_playStartBeat = beat;
|
|
_pulseTally = 0;
|
|
_latePulseTally = 0;
|
|
canInput = true;
|
|
if (!paused)
|
|
{
|
|
inputOffsetSamples.Clear();
|
|
averageInputOffset = 0;
|
|
|
|
TimingAccuracyDisplay.instance.ResetArrow();
|
|
SkillStarManager.instance.Reset();
|
|
skillStarCollected = false;
|
|
noMiss = true;
|
|
|
|
GoForAPerfect.instance.perfect = true;
|
|
GoForAPerfect.instance.Disable();
|
|
|
|
SectionMedalsManager.instance.Reset();
|
|
clearedSections.Clear();
|
|
|
|
judgementInfo = new JudgementManager.JudgementInfo
|
|
{
|
|
inputs = new List<JudgementManager.InputInfo>(),
|
|
medals = new List<JudgementManager.MedalInfo>()
|
|
};
|
|
|
|
MarkerWeight = 1;
|
|
MarkerCategory = 0;
|
|
|
|
if (playMode && delay > 0)
|
|
{
|
|
GlobalGameManager.ForceFade(0, delay * 0.5f, delay * 0.5f);
|
|
}
|
|
}
|
|
|
|
StartCoroutine(PlayCo(beat, delay));
|
|
//onBeatChanged?.Invoke(beat);
|
|
}
|
|
|
|
private IEnumerator PlayCo(double beat, float delay = 0f)
|
|
{
|
|
bool paused = Conductor.instance.isPaused;
|
|
|
|
if (!paused)
|
|
{
|
|
Conductor.instance.SetBpm(Beatmap.TempoChanges[0]["tempo"]);
|
|
Conductor.instance.SetVolume(Beatmap.VolumeChanges[0]["volume"]);
|
|
Conductor.instance.firstBeatOffset = Beatmap.data.offset;
|
|
SetCurrentEventToClosest(beat);
|
|
KillAllSounds();
|
|
|
|
if (delay > 0)
|
|
{
|
|
yield return new WaitForSeconds(delay);
|
|
}
|
|
|
|
Conductor.instance.PlaySetup(beat);
|
|
Minigame miniGame = null;
|
|
if (minigameObj != null && minigameObj.TryGetComponent<Minigame>(out miniGame))
|
|
{
|
|
if (miniGame != null)
|
|
{
|
|
miniGame.OnPlay(beat);
|
|
}
|
|
}
|
|
onPlay?.Invoke(beat);
|
|
|
|
bool hasStartPerfect = false;
|
|
foreach (RiqEntity marker in Beatmap.SectionMarkers)
|
|
{
|
|
if (marker["startPerfect"])
|
|
{
|
|
hasStartPerfect = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (OverlaysManager.OverlaysEnabled && !hasStartPerfect)
|
|
{
|
|
if (PersistentDataManager.gameSettings.perfectChallengeType != PersistentDataManager.PerfectChallengeType.Off)
|
|
{
|
|
GoForAPerfect.instance.Enable(0);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
onUnPause?.Invoke(beat);
|
|
}
|
|
|
|
if (playMode)
|
|
{
|
|
CircleCursor.LockCursor(true);
|
|
}
|
|
Application.backgroundLoadingPriority = ThreadPriority.Low;
|
|
Conductor.instance.Play(beat);
|
|
}
|
|
|
|
public void Pause()
|
|
{
|
|
Conductor.instance.Pause();
|
|
Util.SoundByte.PauseOneShots();
|
|
onPause?.Invoke(Conductor.instance.songPositionInBeatsAsDouble);
|
|
canInput = false;
|
|
}
|
|
|
|
public void Stop(double beat, bool restart = false, float restartDelay = 0f)
|
|
{
|
|
// I feel like I should standardize the names
|
|
if (Conductor.instance.isPlaying)
|
|
{
|
|
SkillStarManager.instance.KillStar();
|
|
TimingAccuracyDisplay.instance.StopStarFlash();
|
|
GoForAPerfect.instance.Disable();
|
|
SectionMedalsManager.instance.OnRemixEnd(endBeat, currentSection);
|
|
}
|
|
|
|
Minigame miniGame;
|
|
if (minigameObj != null && minigameObj.TryGetComponent<Minigame>(out miniGame))
|
|
{
|
|
if (miniGame != null)
|
|
{
|
|
miniGame.OnStop(beat);
|
|
}
|
|
}
|
|
|
|
Conductor.instance.Stop(beat);
|
|
SetCurrentEventToClosest(beat);
|
|
|
|
KillAllSounds();
|
|
if (restart)
|
|
{
|
|
Play(0, restartDelay);
|
|
}
|
|
else if (playMode)
|
|
{
|
|
exiting = true;
|
|
judgementInfo.star = skillStarCollected;
|
|
judgementInfo.perfect = GoForAPerfect.instance.perfect;
|
|
judgementInfo.noMiss = noMiss;
|
|
judgementInfo.time = DateTime.Now;
|
|
|
|
JudgementManager.SetPlayInfo(judgementInfo, Beatmap);
|
|
GlobalGameManager.LoadScene("Judgement", 0.35f, 0f, DestroyGame);
|
|
CircleCursor.LockCursor(false);
|
|
}
|
|
Application.backgroundLoadingPriority = ThreadPriority.Normal;
|
|
}
|
|
|
|
public void SafePlay(double beat, float delay, bool discord)
|
|
{
|
|
StartCoroutine(WaitReadyAndPlayCo(beat, delay, discord));
|
|
}
|
|
|
|
private IEnumerator WaitReadyAndPlayCo(double beat, float delay = 1f, bool discord = true)
|
|
{
|
|
SoundByte.UnloadAudioClips();
|
|
SoundByte.PreloadAudioClipAsync("skillStar");
|
|
SoundByte.PreloadAudioClipAsync("perfectMiss");
|
|
|
|
WaitUntil yieldOverlays = new WaitUntil(() => OverlaysManager.OverlaysReady);
|
|
WaitUntil yieldBeatmap = new WaitUntil(() => Beatmap != null && BeatmapEntities() > 0);
|
|
WaitUntil yieldAudio = new WaitUntil(() => AudioLoadDone || (ChartLoadError && !GlobalGameManager.IsShowingDialog));
|
|
WaitUntil yieldGame = null;
|
|
List<Minigames.Minigame> gamesToPreload = SeekAheadAndPreload(beat, 4f);
|
|
Debug.Log($"Preloading {gamesToPreload.Count} games");
|
|
if (gamesToPreload.Count > 0)
|
|
{
|
|
yieldGame = new WaitUntil(() => gamesToPreload.All(x => x.AssetsLoaded));
|
|
}
|
|
|
|
// wait for overlays to be ready
|
|
Debug.Log("waiting for overlays");
|
|
yield return yieldOverlays;
|
|
// wait for beatmap to be loaded
|
|
Debug.Log("waiting for beatmap");
|
|
yield return yieldBeatmap;
|
|
//wait for audio clip to be loaded
|
|
Debug.Log("waiting for audio");
|
|
yield return yieldAudio;
|
|
//wait for games to be loaded
|
|
Debug.Log("waiting for minigames");
|
|
if (yieldGame != null)
|
|
yield return yieldGame;
|
|
|
|
SkillStarManager.instance.KillStar();
|
|
TimingAccuracyDisplay.instance.StopStarFlash();
|
|
GoForAPerfect.instance.Disable();
|
|
SectionMedalsManager.instance?.Reset();
|
|
|
|
if (discord)
|
|
{
|
|
GlobalGameManager.UpdateDiscordStatus(Beatmap["remixtitle"].ToString(), false, true);
|
|
}
|
|
|
|
Play(beat, delay);
|
|
yield break;
|
|
}
|
|
|
|
public void KillAllSounds()
|
|
{
|
|
Debug.Log("Killing all sounds");
|
|
SoundObjects.Clear();
|
|
SoundByte.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));
|
|
Beatmap.SectionMarkers.Sort((x, y) => x.beat.CompareTo(y.beat));
|
|
|
|
eventBeats = Beatmap.Entities.Select(c => c.beat).ToList();
|
|
tempoBeats = Beatmap.TempoChanges.Select(c => c.beat).ToList();
|
|
volumeBeats = Beatmap.VolumeChanges.Select(c => c.beat).ToList();
|
|
sectionBeats = Beatmap.SectionMarkers.Select(c => c.beat).ToList();
|
|
|
|
allGameSwitches = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame" });
|
|
|
|
preSequenceBeats = new List<double>();
|
|
foreach (RiqEntity entity in Beatmap.Entities)
|
|
{
|
|
string[] seekEntityDatamodel = entity.datamodel.Split('/');
|
|
double seekTime = eventCaller.GetGameAction(seekEntityDatamodel[0], seekEntityDatamodel[1]).preFunctionLength;
|
|
preSequenceBeats.Add(entity.beat - seekTime);
|
|
}
|
|
preSequenceBeats.Sort();
|
|
}
|
|
|
|
void SortEventsByPriority(List<RiqEntity> entities)
|
|
{
|
|
string[] xDatamodel;
|
|
string[] yDatamodel;
|
|
entities.Sort((x, y) =>
|
|
{
|
|
xDatamodel = x.datamodel.Split('/');
|
|
yDatamodel = y.datamodel.Split('/');
|
|
|
|
Minigames.GameAction xAction = eventCaller.GetGameAction(xDatamodel[0], xDatamodel[1]);
|
|
Minigames.GameAction yAction = eventCaller.GetGameAction(yDatamodel[0], yDatamodel[1]);
|
|
|
|
return yAction.priority.CompareTo(xAction.priority);
|
|
});
|
|
}
|
|
|
|
public static double GetClosestInList(List<double> list, double compareTo)
|
|
{
|
|
if (list.Count > 0)
|
|
return list.Aggregate((x, y) => Math.Abs(x - compareTo) < Math.Abs(y - compareTo) ? x : y);
|
|
else
|
|
return double.MinValue;
|
|
}
|
|
|
|
public static int GetIndexAfter(List<double> list, double compareTo)
|
|
{
|
|
list.Sort();
|
|
if (list.Count > 0)
|
|
{
|
|
foreach (double item in list)
|
|
{
|
|
if (item >= compareTo)
|
|
{
|
|
return Math.Max(list.IndexOf(item), 0);
|
|
}
|
|
}
|
|
return list.Count;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
public static int GetIndexBefore(List<double> list, double compareTo)
|
|
{
|
|
list.Sort();
|
|
if (list.Count > 0)
|
|
{
|
|
foreach (double item in list)
|
|
{
|
|
if (item >= compareTo)
|
|
{
|
|
return Math.Max(list.IndexOf(item) - 1, 0);
|
|
}
|
|
}
|
|
return list.Count - 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
public void SetCurrentEventToClosest(double beat, bool canPreload = false)
|
|
{
|
|
SortEventsList();
|
|
onBeatChanged?.Invoke(beat);
|
|
if (Beatmap.Entities.Count > 0)
|
|
{
|
|
currentEvent = GetIndexAfter(eventBeats, beat);
|
|
currentPreEvent = GetIndexAfter(eventBeats, beat);
|
|
currentPreSequence = GetIndexAfter(eventBeats, beat);
|
|
|
|
var gameSwitchs = Beatmap.Entities.FindAll(c => c.datamodel.Split("/")[1] == "switchGame");
|
|
|
|
string newGame = Beatmap.Entities[Math.Min(currentEvent, eventBeats.Count - 1)].datamodel.Split(0);
|
|
|
|
if (gameSwitchs.Count > 0)
|
|
{
|
|
int index = GetIndexBefore(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 == MathUtils.GetClosestInList(gameSwitchs.Select(c => c.beat).ToList(), beat)))].datamodel.Split(2);
|
|
}
|
|
|
|
if (!GetGameInfo(newGame).fxOnly)
|
|
{
|
|
if (canPreload)
|
|
{
|
|
StartCoroutine(WaitAndSetGame(newGame));
|
|
}
|
|
else
|
|
{
|
|
SetGame(newGame);
|
|
}
|
|
SetCurrentGame(newGame);
|
|
}
|
|
|
|
List<RiqEntity> allEnds = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "end" });
|
|
if (allEnds.Count > 0)
|
|
endBeat = allEnds.Select(c => c.beat).Min();
|
|
else
|
|
endBeat = Conductor.instance.SongLengthInBeatsAsDouble();
|
|
}
|
|
else
|
|
{
|
|
SetGame("noGame");
|
|
endBeat = Conductor.instance.SongLengthInBeatsAsDouble();
|
|
}
|
|
|
|
if (Beatmap.TempoChanges.Count > 0)
|
|
{
|
|
currentTempoEvent = 0;
|
|
|
|
//for tempo changes, just go over all of em until the last one we pass
|
|
for (int t = 0; t < tempoBeats.Count; t++)
|
|
{
|
|
// Debug.Log("checking tempo event " + t + " against beat " + beat + "( tc beat " + tempoChanges[t] + ")");
|
|
if (tempoBeats[t] > beat)
|
|
{
|
|
break;
|
|
}
|
|
currentTempoEvent = t;
|
|
}
|
|
// Debug.Log("currentTempoEvent is now " + currentTempoEvent);
|
|
}
|
|
|
|
if (Beatmap.VolumeChanges.Count > 0)
|
|
{
|
|
currentVolumeEvent = 0;
|
|
|
|
for (int t = 0; t < volumeBeats.Count; t++)
|
|
{
|
|
if (volumeBeats[t] > beat)
|
|
{
|
|
break;
|
|
}
|
|
currentVolumeEvent = t;
|
|
}
|
|
}
|
|
|
|
lastSection = null;
|
|
currentSection = null;
|
|
if (Beatmap.SectionMarkers.Count > 0)
|
|
{
|
|
currentSectionEvent = 0;
|
|
|
|
for (int t = 0; t < sectionBeats.Count; t++)
|
|
{
|
|
if (sectionBeats[t] > beat)
|
|
{
|
|
break;
|
|
}
|
|
currentSectionEvent = t;
|
|
}
|
|
}
|
|
onSectionChange?.Invoke(currentSection, lastSection);
|
|
|
|
SeekAheadAndPreload(beat);
|
|
}
|
|
|
|
#endregion
|
|
|
|
public void SwitchGame(string game, double beat, bool flash)
|
|
{
|
|
if (game != currentGame)
|
|
{
|
|
if (currentGameSwitchIE != null)
|
|
StopCoroutine(currentGameSwitchIE);
|
|
currentGameSwitchIE = StartCoroutine(SwitchGameIE(game, beat, flash));
|
|
}
|
|
}
|
|
|
|
IEnumerator SwitchGameIE(string game, double beat, bool flash)
|
|
{
|
|
if (flash)
|
|
{
|
|
HeavenStudio.StaticCamera.instance.ToggleCanvasVisibility(false);
|
|
}
|
|
|
|
SetGame(game, false);
|
|
|
|
Minigame miniGame;
|
|
if (minigameObj != null && minigameObj.TryGetComponent<Minigame>(out miniGame))
|
|
{
|
|
if (miniGame != null)
|
|
{
|
|
miniGame.OnGameSwitch(beat);
|
|
}
|
|
}
|
|
|
|
while (beat + 0.25 > Math.Max(Conductor.instance.songPositionInBeatsAsDouble, 0))
|
|
{
|
|
if (!Conductor.instance.isPlaying)
|
|
{
|
|
HeavenStudio.StaticCamera.instance.ToggleCanvasVisibility(true);
|
|
SetAmbientGlowToCurrentMinigameColor();
|
|
StopCoroutine(currentGameSwitchIE);
|
|
}
|
|
yield return null;
|
|
}
|
|
|
|
HeavenStudio.StaticCamera.instance.ToggleCanvasVisibility(true);
|
|
SetAmbientGlowToCurrentMinigameColor();
|
|
}
|
|
|
|
private void SetGame(string game, bool useMinigameColor = true)
|
|
{
|
|
ResetCamera(); // resetting camera before setting new minigame so minigames can set camera values in their awake call - Rasmus
|
|
|
|
GameObject prefab = GetGame(game);
|
|
if (prefab == null) return;
|
|
|
|
Destroy(minigameObj);
|
|
minigameObj = Instantiate(prefab);
|
|
if (minigameObj.TryGetComponent<Minigame>(out var minigame))
|
|
{
|
|
this.minigame = minigame;
|
|
minigame.minigameName = game;
|
|
minigame.gameManager = this;
|
|
minigame.conductor = Conductor.instance;
|
|
}
|
|
Vector3 originalScale = minigameObj.transform.localScale;
|
|
minigameObj.transform.parent = eventCaller.GamesHolder.transform;
|
|
minigameObj.transform.localScale = originalScale;
|
|
minigameObj.name = game;
|
|
|
|
SetCurrentGame(game, useMinigameColor);
|
|
}
|
|
|
|
public void DestroyGame()
|
|
{
|
|
cachedGamePrefabs.Clear();
|
|
SoundByte.UnloadAudioClips();
|
|
SetGame("noGame");
|
|
}
|
|
|
|
private IEnumerator WaitAndSetGame(string game, bool useMinigameColor = true)
|
|
{
|
|
var inf = GetGameInfo(game);
|
|
if (inf != null && inf.usesAssetBundle)
|
|
{
|
|
if (!(inf.AssetsLoaded || inf.AlreadyLoading))
|
|
{
|
|
Debug.Log($"ASYNC loading assetbundles for game {game}");
|
|
inf.LoadAssetsAsync().Forget();
|
|
}
|
|
yield return new WaitUntil(() => inf.AssetsLoaded);
|
|
SetGame(game, useMinigameColor);
|
|
}
|
|
else
|
|
{
|
|
SetGame(game, useMinigameColor);
|
|
}
|
|
}
|
|
|
|
public void PreloadGameSequences(string game)
|
|
{
|
|
var gameInfo = GetGameInfo(game);
|
|
//load the games' sound sequences
|
|
// TODO: sound sequences sould be stored in a ScriptableObject
|
|
if (gameInfo != null && gameInfo.LoadedSoundSequences == null)
|
|
gameInfo.LoadedSoundSequences = GetGame(game).GetComponent<Minigame>().SoundSequences;
|
|
}
|
|
|
|
public GameObject GetGame(string name)
|
|
{
|
|
var gameInfo = GetGameInfo(name);
|
|
if (gameInfo != null)
|
|
{
|
|
if (gameInfo.inferred)
|
|
{
|
|
return Resources.Load<GameObject>($"Games/noGame");
|
|
}
|
|
if (gameInfo.fxOnly)
|
|
{
|
|
var gameInfos = Beatmap.Entities
|
|
.Select(x => x.datamodel.Split(0))
|
|
.Select(x => GetGameInfo(x))
|
|
.Where(x => x != null)
|
|
.Where(x => !x.fxOnly)
|
|
.Where(x => x.LoadableName is not "noGame" or "" or null);
|
|
if (gameInfos.Count() > 0)
|
|
{
|
|
gameInfo = gameInfos.FirstOrDefault();
|
|
if (gameInfo == null) return Resources.Load<GameObject>($"Games/noGame");
|
|
}
|
|
else
|
|
{
|
|
return Resources.Load<GameObject>($"Games/noGame");
|
|
}
|
|
}
|
|
if (gameInfo.usesAssetBundle)
|
|
{
|
|
//game is packed in an assetbundle, load from that instead
|
|
if (gameInfo.AssetsLoaded && gameInfo.LoadedPrefab != null) return gameInfo.LoadedPrefab;
|
|
// couldn't load cached prefab, try loading from assetbundle
|
|
try
|
|
{
|
|
Debug.LogWarning($"Game prefab wasn't cached, loading from assetbundle for game {name}");
|
|
return gameInfo.LoadGamePrefab();
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogWarning($"Failed to load assetbundle for game {name}, using sync loading: {e.Message}");
|
|
return Resources.Load<GameObject>($"Games/{name}");
|
|
}
|
|
}
|
|
return Resources.Load<GameObject>($"Games/{name}");
|
|
}
|
|
else
|
|
{
|
|
Debug.LogWarning($"Game {name} not found, using noGame");
|
|
return Resources.Load<GameObject>($"Games/noGame");
|
|
}
|
|
}
|
|
|
|
public Minigames.Minigame GetGameInfo(string name)
|
|
{
|
|
return eventCaller.GetMinigame(name);
|
|
}
|
|
|
|
Color colMain;
|
|
public void SetCurrentGame(string game, bool useMinigameColor = true)
|
|
{
|
|
currentGame = game;
|
|
if (GetGameInfo(currentGame) != null)
|
|
{
|
|
colMain = StringUtils.Hex2RGB(GetGameInfo(currentGame).color);
|
|
CircleCursor.SetCursorColors(colMain, StringUtils.Hex2RGB(GetGameInfo(currentGame).splitColorL), StringUtils.Hex2RGB(GetGameInfo(currentGame).splitColorR));
|
|
if (useMinigameColor) HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(colMain, true);
|
|
else HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(Color.black, false);
|
|
}
|
|
else
|
|
{
|
|
CircleCursor.SetCursorColors(Color.white, Color.white, Color.white);
|
|
HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(Color.black, false);
|
|
}
|
|
CircleCursor.ClearTrail(false);
|
|
}
|
|
|
|
private void SetAmbientGlowToCurrentMinigameColor()
|
|
{
|
|
if (GetGameInfo(currentGame) != null)
|
|
HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(StringUtils.Hex2RGB(GetGameInfo(currentGame).color), true);
|
|
}
|
|
|
|
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();
|
|
}
|
|
}
|
|
} |