HeavenStudioPlus/Assets/Scripts/GameManager.cs

97 lines
2.3 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Starpelly;
using Newtonsoft.Json;
namespace RhythmHeavenMania
{
public class GameManager : MonoBehaviour
{
public static GameManager instance;
public List<Event> Events = new List<Event>();
public int currentEvent;
public TextAsset txt;
public float startOffset;
[Serializable]
public class Event : ICloneable
{
public float spawnTime;
public string eventName;
public object Clone()
{
return this.MemberwiseClone();
}
}
private void Awake()
{
instance = this;
}
private void Start()
{
SortEventsList();
string json = txt.text;
Events = JsonConvert.DeserializeObject<List<Event>>(json);
SortEventsList();
StartCoroutine(Begin());
GlobalGameManager.Init();
}
private IEnumerator Begin()
{
yield return new WaitForSeconds(startOffset);
Conductor.instance.musicSource.Play();
}
private void Update()
{
if (Events.Count < 1)
return;
List<float> floats = Events.Select(c => c.spawnTime).ToList();
if (currentEvent < Events.Count && currentEvent >= 0)
{
if (Conductor.instance.songPositionInBeats >= floats[currentEvent])
{
currentEvent++;
}
}
}
public void SortEventsList()
{
Events.Sort((x, y) => x.spawnTime.CompareTo(y.spawnTime));
}
public void SetCurrentEventToClosest()
{
if (Events.Count > 0)
{
List<float> floats = Events.Select(c => c.spawnTime).ToList();
currentEvent = floats.IndexOf(Mathp.GetClosestInList(floats, Conductor.instance.songPositionInBeats));
}
}
private void OnGUI()
{
// GUI.Box(new Rect(0, 0, 300, 50), $"SongPosInBeats: {Conductor.instance.songPositionInBeats}");
}
}
}