mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 06:05:10 +00:00
e371163351
* Integration of Jukebox Library (#451) * add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing * a lot * munchy monk input + mustache fixes * fork lifter and pajama party bopping * meat grinder miss bop fix * cloud monkey Real * marching orders Go! was broken * force march doesn't break when it's too early from a game switch * you can use the March! block without the marching now * convert float to double and all that * editor fixes (#459) * ditch loading dialog doesn't show up when it's supposed to * format song offset in editor * remove VorbisPlugin * Update Editor.cs * add updater for marching orders turn * make base datamodels for special entity reading (#463) * make base datamodels for special entity reading * fix crop stomp breaking when no game switch or remix end is set * fix save shortcut fix loading charts with no music * don't infer track when importing a v0 riq from another program * You can now place inputs on top of pass turn for rhythm tweezers * Rockers can do it too now * Some new curves * Converted everything to new curves and made playerballs handle themselves input-wise * working dough converted, need to fix eveerything though * ball transporter anims for pass turn * update Jukebox to latest version fixes for inferred entity loading * new sounds * OnSpawnBall reimplemented * Proper inactive handling now * gandw on balls has been added * Rhythm tweezers pass turn now works like working dough * modernised rockers pass turn * Fixed small balls not working in working dough * Fixed weird curve stuff on game switch in working dough * let play mode start if no song file is loaded fix issue with loading large audio files * add "updater" for the old marching entity --------- Co-authored-by: AstrlJelly <bdlawson115@gmail.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
864 lines
No EOL
33 KiB
C#
864 lines
No EOL
33 KiB
C#
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using UnityEngine;
|
|
|
|
using Starpelly;
|
|
using Jukebox;
|
|
using HeavenStudio.Util;
|
|
using HeavenStudio.Games;
|
|
using HeavenStudio.Common;
|
|
|
|
namespace HeavenStudio
|
|
{
|
|
public class GameManager : MonoBehaviour
|
|
{
|
|
[Header("Lists")]
|
|
[NonSerialized] public RiqBeatmap Beatmap = new();
|
|
private List<GameObject> preloadedGames = new List<GameObject>();
|
|
[NonSerialized] public List<GameObject> SoundObjects = new List<GameObject>();
|
|
|
|
[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")]
|
|
[NonSerialized] public string currentGame;
|
|
Coroutine currentGameSwitchIE;
|
|
|
|
[Header("Properties")]
|
|
[NonSerialized] public string txt = null;
|
|
[NonSerialized] public string ext = null;
|
|
|
|
[NonSerialized] public int currentEvent, currentTempoEvent, currentVolumeEvent, currentSectionEvent,
|
|
currentPreEvent, currentPreSwitch, currentPreSequence;
|
|
[NonSerialized] public double endBeat;
|
|
[NonSerialized] public float startOffset;
|
|
[NonSerialized] public bool playOnStart;
|
|
[NonSerialized] public double startBeat;
|
|
[NonSerialized] public GameObject currentGameO;
|
|
[NonSerialized] public bool autoplay;
|
|
[NonSerialized] public bool canInput = true;
|
|
[NonSerialized] public RiqEntity currentSection, nextSection;
|
|
public double sectionProgress { get; private set; }
|
|
|
|
bool AudioLoadDone;
|
|
bool ChartLoadError;
|
|
|
|
public event Action<double> onBeatChanged;
|
|
public event Action<RiqEntity> onSectionChange;
|
|
|
|
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 (%)
|
|
double totalInputs = 0;
|
|
double totalPlayerAccuracy = 0;
|
|
public double PlayerAccuracy
|
|
{
|
|
get
|
|
{
|
|
if (totalInputs == 0) return 0;
|
|
return totalPlayerAccuracy / totalInputs;
|
|
}
|
|
}
|
|
bool skillStarCollected = false;
|
|
|
|
// cleared sections
|
|
List<bool> clearedSections = new List<bool>();
|
|
public bool ClearedSection
|
|
{
|
|
set
|
|
{
|
|
clearedSections.Add(value);
|
|
}
|
|
}
|
|
|
|
private void Awake()
|
|
{
|
|
// autoplay = true;
|
|
instance = this;
|
|
}
|
|
|
|
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();
|
|
Conductor.instance.SetBpm(120f);
|
|
Conductor.instance.SetVolume(100f);
|
|
Conductor.instance.firstBeatOffset = Beatmap.data.offset;
|
|
|
|
// 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();
|
|
/////
|
|
|
|
|
|
if (preLoaded)
|
|
{
|
|
LoadRemix(false);
|
|
}
|
|
else
|
|
{
|
|
RiqFileHandler.ClearCache();
|
|
NewRemix();
|
|
}
|
|
|
|
SortEventsList();
|
|
|
|
if (Beatmap.Entities.Count >= 1)
|
|
{
|
|
SetCurrentGame(Beatmap.Entities[0].datamodel.Split(0));
|
|
SetGame(Beatmap.Entities[0].datamodel.Split(0));
|
|
}
|
|
else
|
|
{
|
|
SetGame("noGame");
|
|
}
|
|
|
|
if (playOnStart)
|
|
{
|
|
StartCoroutine(WaitReadyAndPlayCo(startBeat));
|
|
}
|
|
}
|
|
|
|
public void NewRemix()
|
|
{
|
|
AudioLoadDone = false;
|
|
Beatmap = new("1", "HeavenStudio");
|
|
Beatmap.data.properties = 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 (!playOnStart)
|
|
{
|
|
Stop(0);
|
|
}
|
|
SetCurrentEventToClosest(0);
|
|
|
|
if (Beatmap.Entities.Count >= 1)
|
|
{
|
|
SetCurrentGame(Beatmap.Entities[0].datamodel.Split(0));
|
|
SetGame(Beatmap.Entities[0].datamodel.Split(0));
|
|
}
|
|
else
|
|
{
|
|
SetGame("noGame");
|
|
}
|
|
|
|
if (editor)
|
|
{
|
|
Debug.Log(Beatmap.data.riqOrigin);
|
|
if (Beatmap.data.riqOrigin != "HeavenStudio")
|
|
{
|
|
GlobalGameManager.ShowErrorMessage("Warning", "This chart was made for another game,\nand thus may not be playable in Heaven Studio.\n<color=\"yellow\">You may be able to edit this chart in Heaven Studio to be used in its original game.</color>\n\n<alpha=#AA>Chart Origin: " + Beatmap.data.riqOrigin.DisplayName());
|
|
}
|
|
}
|
|
}
|
|
|
|
public void ScoreInputAccuracy(double accuracy, bool late, double time, double weight = 1, bool doDisplay = true)
|
|
{
|
|
totalInputs += weight;
|
|
totalPlayerAccuracy += accuracy * weight;
|
|
|
|
if (accuracy < Minigame.rankOkThreshold && weight > 0)
|
|
{
|
|
SkillStarManager.instance.KillStar();
|
|
}
|
|
|
|
if (SkillStarManager.instance.IsEligible && !skillStarCollected && accuracy >= 1f)
|
|
{
|
|
if (SkillStarManager.instance.DoStarJust())
|
|
skillStarCollected = true;
|
|
}
|
|
|
|
// push the hit event to the timing display
|
|
if (doDisplay)
|
|
TimingAccuracyDisplay.instance.MakeAccuracyVfx(time, late);
|
|
}
|
|
|
|
public void SeekAheadAndPreload(double start, float seekTime = 8f)
|
|
{
|
|
//seek ahead to preload games that have assetbundles
|
|
//check game switches first
|
|
var gameSwitchs = Beatmap.Entities.FindAll(c => c.datamodel.Split(1) == "switchGame");
|
|
if (currentPreSwitch < gameSwitchs.Count && currentPreSwitch >= 0)
|
|
{
|
|
if (start + seekTime >= gameSwitchs[currentPreSwitch].beat)
|
|
{
|
|
string gameName = gameSwitchs[currentPreSwitch].datamodel.Split(2);
|
|
var inf = GetGameInfo(gameName);
|
|
if (inf != null && inf.usesAssetBundle && !inf.AssetsLoaded)
|
|
{
|
|
Debug.Log($"ASYNC loading assetbundles for game {gameName}");
|
|
StartCoroutine(inf.LoadCommonAssetBundleAsync());
|
|
StartCoroutine(inf.LoadLocalizedAssetBundleAsync());
|
|
}
|
|
currentPreSwitch++;
|
|
}
|
|
}
|
|
//then check game entities
|
|
List<double> entities = Beatmap.Entities.Select(c => c.beat).ToList();
|
|
if (currentPreEvent < Beatmap.Entities.Count && currentPreEvent >= 0)
|
|
{
|
|
if (start + seekTime >= entities[currentPreEvent])
|
|
{
|
|
var entitiesAtSameBeat = Beatmap.Entities.FindAll(c => c.beat == Beatmap.Entities[currentPreEvent].beat && !EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0])));
|
|
SortEventsByPriority(entitiesAtSameBeat);
|
|
foreach (RiqEntity entity in entitiesAtSameBeat)
|
|
{
|
|
string gameName = entity.datamodel.Split('/')[0];
|
|
var inf = GetGameInfo(gameName);
|
|
if (inf != null && inf.usesAssetBundle && !inf.AssetsLoaded)
|
|
{
|
|
Debug.Log($"ASYNC loading assetbundles for game {gameName}");
|
|
StartCoroutine(inf.LoadCommonAssetBundleAsync());
|
|
StartCoroutine(inf.LoadLocalizedAssetBundleAsync());
|
|
}
|
|
currentPreEvent++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public void SeekAheadAndDoPreEvent(double start)
|
|
{
|
|
List<double> entities = Beatmap.Entities.Select(c => c.beat).ToList();
|
|
if (currentPreSequence < Beatmap.Entities.Count && currentPreSequence >= 0)
|
|
{
|
|
var seekEntity = Beatmap.Entities[currentPreSequence];
|
|
|
|
float seekTime = EventCaller.instance.GetGameAction(
|
|
EventCaller.instance.GetMinigame(seekEntity.datamodel.Split(0)), seekEntity.datamodel.Split(1)).preFunctionLength;
|
|
|
|
if (start + seekTime >= entities[currentPreSequence])
|
|
{
|
|
double beat = seekEntity.beat;
|
|
var entitiesAtSameBeat = Beatmap.Entities.FindAll(c => c.beat == seekEntity.beat);
|
|
SortEventsByPriority(entitiesAtSameBeat);
|
|
foreach (RiqEntity entity in entitiesAtSameBeat)
|
|
{
|
|
currentPreSequence++;
|
|
string gameName = entity.datamodel.Split('/')[0];
|
|
var inf = GetGameInfo(gameName);
|
|
if (inf != null && inf.usesAssetBundle && inf.AssetsLoaded && !inf.SequencesPreloaded)
|
|
{
|
|
Debug.Log($"Preloading game {gameName}");
|
|
PreloadGameSequences(gameName);
|
|
}
|
|
eventCaller.CallPreEvent(entity);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
if (BeatmapEntities() < 1) //bruh really you forgot to ckeck tempo changes
|
|
return;
|
|
if (!Conductor.instance.isPlaying)
|
|
return;
|
|
Conductor cond = Conductor.instance;
|
|
|
|
List<double> entities = Beatmap.Entities.Select(c => c.beat).ToList();
|
|
|
|
List<double> tempoChanges = Beatmap.TempoChanges.Select(c => c.beat).ToList();
|
|
if (currentTempoEvent < Beatmap.TempoChanges.Count && currentTempoEvent >= 0)
|
|
{
|
|
if (cond.songPositionInBeatsAsDouble >= tempoChanges[currentTempoEvent])
|
|
{
|
|
cond.SetBpm(Beatmap.TempoChanges[currentTempoEvent]["tempo"]);
|
|
currentTempoEvent++;
|
|
}
|
|
}
|
|
|
|
List<double> volumeChanges = Beatmap.VolumeChanges.Select(c => c.beat).ToList();
|
|
if (currentVolumeEvent < Beatmap.VolumeChanges.Count && currentVolumeEvent >= 0)
|
|
{
|
|
if (cond.songPositionInBeatsAsDouble >= volumeChanges[currentVolumeEvent])
|
|
{
|
|
cond.SetVolume(Beatmap.VolumeChanges[currentVolumeEvent]["volume"]);
|
|
currentVolumeEvent++;
|
|
}
|
|
}
|
|
|
|
List<double> chartSections = Beatmap.SectionMarkers.Select(c => c.beat).ToList();
|
|
if (currentSectionEvent < Beatmap.SectionMarkers.Count && currentSectionEvent >= 0)
|
|
{
|
|
if (cond.songPositionInBeatsAsDouble >= chartSections[currentSectionEvent])
|
|
{
|
|
Debug.Log("Section " + Beatmap.SectionMarkers[currentSectionEvent]["sectionName"] + " started");
|
|
currentSection = Beatmap.SectionMarkers[currentSectionEvent];
|
|
currentSectionEvent++;
|
|
if (currentSectionEvent < Beatmap.SectionMarkers.Count)
|
|
nextSection = Beatmap.SectionMarkers[currentSectionEvent];
|
|
else
|
|
nextSection = default(RiqEntity);
|
|
onSectionChange?.Invoke(currentSection);
|
|
}
|
|
}
|
|
|
|
float seekTime = 8f;
|
|
//seek ahead to preload games that have assetbundles
|
|
SeekAheadAndPreload(cond.songPositionInBeatsAsDouble, seekTime);
|
|
|
|
SeekAheadAndDoPreEvent(Conductor.instance.songPositionInBeatsAsDouble);
|
|
|
|
if (currentEvent < Beatmap.Entities.Count && currentEvent >= 0)
|
|
{
|
|
if (cond.songPositionInBeatsAsDouble >= entities[currentEvent])
|
|
{
|
|
// allows for multiple events on the same beat to be executed on the same frame, so no more 1-frame delay
|
|
var entitiesAtSameBeat = Beatmap.Entities.FindAll(c => c.beat == Beatmap.Entities[currentEvent].beat && !EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0])));
|
|
var fxEntities = Beatmap.Entities.FindAll(c => c.beat == Beatmap.Entities[currentEvent].beat && EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0])));
|
|
|
|
SortEventsByPriority(fxEntities);
|
|
SortEventsByPriority(entitiesAtSameBeat);
|
|
|
|
// FX entities should ALWAYS execute before gameplay entities
|
|
for (int i = 0; i < fxEntities.Count; i++)
|
|
{
|
|
eventCaller.CallEvent(fxEntities[i], true);
|
|
currentEvent++;
|
|
}
|
|
|
|
foreach (RiqEntity entity in entitiesAtSameBeat)
|
|
{
|
|
// 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++;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (currentSection == null)
|
|
{
|
|
sectionProgress = 0;
|
|
}
|
|
else
|
|
{
|
|
double currectSectionStart = cond.GetSongPosFromBeat(currentSection.beat);
|
|
|
|
if (nextSection == null)
|
|
sectionProgress = (cond.songPosition - currectSectionStart) / (cond.GetSongPosFromBeat(endBeat) - currectSectionStart);
|
|
else
|
|
sectionProgress = (cond.songPosition - currectSectionStart) / (cond.GetSongPosFromBeat(nextSection.beat) - 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);
|
|
}
|
|
|
|
public void ToggleInputs(bool inputs)
|
|
{
|
|
canInput = inputs;
|
|
}
|
|
|
|
#region Play Events
|
|
|
|
public void Play(double beat, float delay = 0f)
|
|
{
|
|
bool paused = Conductor.instance.isPaused;
|
|
Debug.Log("Playing at " + beat);
|
|
canInput = true;
|
|
if (!paused)
|
|
{
|
|
inputOffsetSamples.Clear();
|
|
averageInputOffset = 0;
|
|
|
|
totalInputs = 0;
|
|
totalPlayerAccuracy = 0;
|
|
|
|
TimingAccuracyDisplay.instance.ResetArrow();
|
|
SkillStarManager.instance.Reset();
|
|
skillStarCollected = false;
|
|
|
|
GoForAPerfect.instance.perfect = true;
|
|
GoForAPerfect.instance.Disable();
|
|
|
|
SectionMedalsManager.instance.Reset();
|
|
clearedSections.Clear();
|
|
}
|
|
|
|
StartCoroutine(PlayCo(beat, delay));
|
|
onBeatChanged?.Invoke(beat);
|
|
}
|
|
|
|
private IEnumerator PlayCo(double beat, float delay = 0f)
|
|
{
|
|
yield return new WaitForSeconds(delay);
|
|
bool paused = Conductor.instance.isPaused;
|
|
|
|
Conductor.instance.Play(beat);
|
|
if (paused)
|
|
{
|
|
Util.SoundByte.UnpauseOneShots();
|
|
}
|
|
else
|
|
{
|
|
Conductor.instance.SetBpm(Beatmap.TempoChanges[0]["tempo"]);
|
|
Conductor.instance.SetVolume(Beatmap.VolumeChanges[0]["volume"]);
|
|
Conductor.instance.firstBeatOffset = Beatmap.data.offset;
|
|
SetCurrentEventToClosest(beat);
|
|
KillAllSounds();
|
|
}
|
|
|
|
Minigame miniGame = currentGameO.GetComponent<Minigame>();
|
|
if (miniGame != null)
|
|
miniGame.OnPlay(beat);
|
|
}
|
|
|
|
public void Pause()
|
|
{
|
|
Conductor.instance.Pause();
|
|
Util.SoundByte.PauseOneShots();
|
|
canInput = false;
|
|
}
|
|
|
|
public void Stop(double beat, bool restart = false, float restartDelay = 0f)
|
|
{
|
|
Minigame miniGame = currentGameO.GetComponent<Minigame>();
|
|
if (miniGame != null)
|
|
miniGame.OnStop(beat);
|
|
|
|
Conductor.instance.Stop(beat);
|
|
SetCurrentEventToClosest(beat);
|
|
onBeatChanged?.Invoke(beat);
|
|
KillAllSounds();
|
|
|
|
// I feel like I should standardize the names
|
|
SkillStarManager.instance.KillStar();
|
|
TimingAccuracyDisplay.instance.StopStarFlash();
|
|
GoForAPerfect.instance.Disable();
|
|
SectionMedalsManager.instance.OnRemixEnd();
|
|
|
|
// pass this data to rating screen + stats
|
|
Debug.Log($"== Playthrough statistics of {Beatmap["remixtitle"]} (played at {System.DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss")}) ==");
|
|
Debug.Log($"Average input offset for playthrough: {averageInputOffset}ms");
|
|
Debug.Log($"Accuracy for playthrough: {(PlayerAccuracy * 100) : 0.00}");
|
|
Debug.Log($"Cleared {clearedSections.FindAll(c => c).Count} sections out of {Beatmap.SectionMarkers.Count}");
|
|
if (SkillStarManager.instance.IsCollected)
|
|
Debug.Log($"Skill Star collected");
|
|
else
|
|
Debug.Log($"Skill Star not collected");
|
|
if (GoForAPerfect.instance.perfect)
|
|
Debug.Log($"Perfect Clear!");
|
|
|
|
if (playOnStart || restart)
|
|
{
|
|
Play(0, restartDelay);
|
|
}
|
|
// when rating screen gets added playOnStart will instead move to that scene
|
|
}
|
|
|
|
private IEnumerator WaitReadyAndPlayCo(double beat)
|
|
{
|
|
// wait for overlays to be ready
|
|
yield return new WaitUntil(() => OverlaysManager.OverlaysReady);
|
|
// wait for first game to be loaded
|
|
yield return new WaitUntil(() => Beatmap != null && Beatmap.Entities.Count > 0);
|
|
//wait for audio clip to be loaded
|
|
yield return new WaitUntil(() => AudioLoadDone || (ChartLoadError && !GlobalGameManager.IsShowingDialog));
|
|
|
|
SkillStarManager.instance.KillStar();
|
|
TimingAccuracyDisplay.instance.StopStarFlash();
|
|
GoForAPerfect.instance.Disable();
|
|
SectionMedalsManager.instance?.OnRemixEnd();
|
|
|
|
GlobalGameManager.UpdateDiscordStatus(Beatmap["remixtitle"], false, true);
|
|
|
|
Play(beat, 1f);
|
|
}
|
|
|
|
public void KillAllSounds()
|
|
{
|
|
for (int i = 0; i < SoundObjects.Count; i++)
|
|
Destroy(SoundObjects[i].gameObject);
|
|
|
|
SoundObjects.Clear();
|
|
Util.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));
|
|
}
|
|
|
|
void SortEventsByPriority(List<RiqEntity> entities)
|
|
{
|
|
entities.Sort((x, y) => {
|
|
Minigames.Minigame xGame = EventCaller.instance.GetMinigame(x.datamodel.Split(0));
|
|
Minigames.GameAction xAction = EventCaller.instance.GetGameAction(xGame, x.datamodel.Split(1));
|
|
Minigames.Minigame yGame = EventCaller.instance.GetMinigame(y.datamodel.Split(0));
|
|
Minigames.GameAction yAction = EventCaller.instance.GetGameAction(yGame, y.datamodel.Split(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 void SetCurrentEventToClosest(double beat)
|
|
{
|
|
SortEventsList();
|
|
onBeatChanged?.Invoke(beat);
|
|
if (Beatmap.Entities.Count > 0)
|
|
{
|
|
List<double> entities = Beatmap.Entities.Select(c => c.beat).ToList();
|
|
|
|
currentEvent = entities.IndexOf(GetClosestInList(entities, beat));
|
|
currentPreEvent = entities.IndexOf(GetClosestInList(entities, beat));
|
|
currentPreSequence = entities.IndexOf(GetClosestInList(entities, beat));
|
|
|
|
var gameSwitchs = Beatmap.Entities.FindAll(c => c.datamodel.Split(1) == "switchGame");
|
|
|
|
string newGame = Beatmap.Entities[currentEvent].datamodel.Split(0);
|
|
|
|
if (gameSwitchs.Count > 0)
|
|
{
|
|
int index = gameSwitchs.FindIndex(c => c.beat == GetClosestInList(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 == Mathp.GetClosestInList(gameSwitchs.Select(c => c.beat).ToList(), beat)))].datamodel.Split(2);
|
|
}
|
|
|
|
if (!GetGameInfo(newGame).fxOnly)
|
|
{
|
|
SetGame(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;
|
|
List<double> tempoChanges = Beatmap.TempoChanges.Select(c => c.beat).ToList();
|
|
|
|
//for tempo changes, just go over all of em until the last one we pass
|
|
for (int t = 0; t < tempoChanges.Count; t++)
|
|
{
|
|
// Debug.Log("checking tempo event " + t + " against beat " + beat + "( tc beat " + tempoChanges[t] + ")");
|
|
if (tempoChanges[t] > beat)
|
|
{
|
|
break;
|
|
}
|
|
currentTempoEvent = t;
|
|
}
|
|
// Debug.Log("currentTempoEvent is now " + currentTempoEvent);
|
|
}
|
|
|
|
if (Beatmap.VolumeChanges.Count > 0)
|
|
{
|
|
currentVolumeEvent = 0;
|
|
List<double> volumeChanges = Beatmap.VolumeChanges.Select(c => c.beat).ToList();
|
|
|
|
for (int t = 0; t < volumeChanges.Count; t++)
|
|
{
|
|
if (volumeChanges[t] > beat)
|
|
{
|
|
break;
|
|
}
|
|
currentVolumeEvent = t;
|
|
}
|
|
}
|
|
|
|
currentSection = default(RiqEntity);
|
|
nextSection = default(RiqEntity);
|
|
if (Beatmap.SectionMarkers.Count > 0)
|
|
{
|
|
currentSectionEvent = 0;
|
|
List<double> beatmapSections = Beatmap.SectionMarkers.Select(c => c.beat).ToList();
|
|
|
|
for (int t = 0; t < beatmapSections.Count; t++)
|
|
{
|
|
if (beatmapSections[t] > beat)
|
|
{
|
|
break;
|
|
}
|
|
currentSectionEvent = t;
|
|
}
|
|
}
|
|
onSectionChange?.Invoke(currentSection);
|
|
|
|
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 == true)
|
|
{
|
|
HeavenStudio.StaticCamera.instance.ToggleCanvasVisibility(false);
|
|
}
|
|
|
|
SetGame(game);
|
|
|
|
Minigame miniGame = currentGameO.GetComponent<Minigame>();
|
|
if (miniGame != null)
|
|
miniGame.OnGameSwitch(beat);
|
|
|
|
//TODO: wait time in beats instead of seconds
|
|
yield return new WaitForSeconds(0.1f);
|
|
|
|
HeavenStudio.StaticCamera.instance.ToggleCanvasVisibility(true);
|
|
}
|
|
|
|
private void SetGame(string game)
|
|
{
|
|
Destroy(currentGameO);
|
|
|
|
currentGameO = Instantiate(GetGame(game));
|
|
currentGameO.transform.parent = eventCaller.GamesHolder.transform;
|
|
currentGameO.name = game;
|
|
|
|
SetCurrentGame(game);
|
|
|
|
ResetCamera();
|
|
}
|
|
|
|
public void PreloadGameSequences(string game)
|
|
{
|
|
var gameInfo = GetGameInfo(game);
|
|
//load the games' sound sequences
|
|
// TODO: this blocks the main thread, and 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.fxOnly)
|
|
{
|
|
var gameInfos = Beatmap.Entities
|
|
.Select(x => x.datamodel.Split(0))
|
|
.Select(x => GetGameInfo(x))
|
|
.Where(x => x != null)
|
|
.Where(x => !x.fxOnly)
|
|
.Select(x => x.LoadableName);
|
|
name = gameInfos.FirstOrDefault() ?? "noGame";
|
|
}
|
|
else
|
|
{
|
|
if (gameInfo.usesAssetBundle)
|
|
{
|
|
//game is packed in an assetbundle, load from that instead
|
|
return gameInfo.GetCommonAssetBundle().LoadAsset<GameObject>(name);
|
|
}
|
|
name = gameInfo.LoadableName;
|
|
}
|
|
}
|
|
return Resources.Load<GameObject>($"Games/{name}");
|
|
}
|
|
|
|
public Minigames.Minigame GetGameInfo(string name)
|
|
{
|
|
return EventCaller.instance.minigames.Find(c => c.name == name);
|
|
}
|
|
|
|
public void SetCurrentGame(string game)
|
|
{
|
|
currentGame = game;
|
|
if (GetGameInfo(currentGame) != null)
|
|
{
|
|
CircleCursor.InnerCircle.GetComponent<SpriteRenderer>().color = Colors.Hex2RGB(GetGameInfo(currentGame).color);
|
|
HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(Colors.Hex2RGB(GetGameInfo(currentGame).color));
|
|
}
|
|
else
|
|
{
|
|
CircleCursor.InnerCircle.GetComponent<SpriteRenderer>().color = Color.white;
|
|
HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(Color.black);
|
|
}
|
|
}
|
|
|
|
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();
|
|
}
|
|
}
|
|
} |