HeavenStudioPlus/Assets/Scripts/GameManager.cs
minenice55 60d29f19c6
Timekeeping Improvements and Small Optimizations (#544)
* make BeatActions coroutines instead of componentrs

* pooled scheduled sounds

implement S' entity seek

* remove debug prints from last two changes

* implement absolute time tracking

implement DSP time resyncing

* optimize GameManager

* update TMPro

* update IDE packages

* fix dsp sync making the drift worse

* fix issue with the JSL dll

* relocate debug print

* make scheduled pitch setter functional

* any cpu
2023-09-11 22:28:04 +00:00

1006 lines
No EOL
37 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Pool;
using Starpelly;
using Jukebox;
using HeavenStudio.Util;
using HeavenStudio.Games;
using HeavenStudio.Common;
namespace HeavenStudio
{
public class GameManager : MonoBehaviour
{
const int SoundPoolSizeMin = 32;
const int SoundPoolSizeMax = 32;
[Header("Lists")]
[NonSerialized] public RiqBeatmap Beatmap = new();
private List<GameObject> preloadedGames = 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")]
[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;
List<double> eventBeats, tempoBeats, volumeBeats, sectionBeats;
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();
/////
SoundObjects = new ObjectPool<Sound>(CreatePooledSound, OnTakePooledSound, OnReturnPooledSound, OnDestroyPooledSound, true, SoundPoolSizeMin, SoundPoolSizeMax);
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));
}
}
Sound CreatePooledSound()
{
GameObject oneShot = new GameObject($"Pooled Scheduled Sound");
oneShot.transform.SetParent(transform);
AudioSource audioSource = oneShot.AddComponent<AudioSource>();
audioSource.playOnAwake = false;
Sound snd = oneShot.AddComponent<Sound>();
oneShot.SetActive(false);
return snd;
}
// Called when an item is returned to the pool using Release
void OnReturnPooledSound(Sound snd)
{
snd.Stop();
}
// Called when an item is taken from the pool using Get
void OnTakePooledSound(Sound snd)
{
snd.gameObject.SetActive(true);
}
// If the pool capacity is reached then any items returned will be destroyed.
void OnDestroyPooledSound(Sound snd)
{
snd.Stop();
Destroy(snd.gameObject);
}
public void NewRemix()
{
AudioLoadDone = false;
Beatmap = new("1", "HeavenStudio");
Beatmap.data.properties = Minigames.propertiesModel;
Beatmap.AddNewTempoChange(0, 120f);
Beatmap.AddNewVolumeChange(0, 100f);
Beatmap.data.offset = 0f;
Conductor.instance.musicSource.clip = null;
RiqFileHandler.WriteRiq(Beatmap);
AudioLoadDone = true;
}
public IEnumerator LoadMusic()
{
ChartLoadError = false;
IEnumerator load = RiqFileHandler.LoadSong();
while (true)
{
object current = load.Current;
try
{
if (load.MoveNext() == false)
{
break;
}
current = load.Current;
}
catch (System.IO.FileNotFoundException f)
{
Debug.LogWarning("chart has no music: " + f.Message);
Conductor.instance.musicSource.clip = null;
AudioLoadDone = true;
yield break;
}
catch (Exception e)
{
Debug.LogError($"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")
{
string origin = Beatmap.data.riqOrigin?.DisplayName() ?? "Unknown Origin";
GlobalGameManager.ShowErrorMessage("Warning",
$"This chart came from\n<alpha=#AA>{origin}</color>\nand uses content not included in Heaven Studio.\n\n<color=\"yellow\">You may be able to edit this chart in Heaven Studio to be used in its original program.</color>");
}
}
}
public void ScoreInputAccuracy(double accuracy, bool late, double time, double weight = 1, bool doDisplay = true)
{
totalInputs += weight;
totalPlayerAccuracy += accuracy * weight;
if (accuracy < Minigame.rankOkThreshold && weight > 0)
{
SkillStarManager.instance.KillStar();
}
if (SkillStarManager.instance.IsEligible && !skillStarCollected && accuracy >= 1f)
{
if (SkillStarManager.instance.DoStarJust())
skillStarCollected = true;
}
// push the hit event to the timing display
if (doDisplay)
TimingAccuracyDisplay.instance.MakeAccuracyVfx(time, late);
}
public void SeekAheadAndPreload(double start, float seekTime = 8f)
{
List<RiqEntity> entitiesAtSameBeat = ListPool<RiqEntity>.Get();
List<RiqEntity> gameSwitchs = ListPool<RiqEntity>.Get();
Minigames.Minigame inf;
//seek ahead to preload games that have assetbundles
//check game switches first
foreach (RiqEntity entity in Beatmap.Entities)
{
if (entity.datamodel.Split(1) == "switchGame")
{
gameSwitchs.Add(entity);
}
}
if (currentPreSwitch < gameSwitchs.Count && currentPreSwitch >= 0)
{
if (start + seekTime >= gameSwitchs[currentPreSwitch].beat)
{
string gameName = gameSwitchs[currentPreSwitch].datamodel.Split(2);
inf = GetGameInfo(gameName);
if (inf != null && inf.usesAssetBundle && !inf.AssetsLoaded)
{
Debug.Log($"ASYNC loading assetbundles for game {gameName}");
StartCoroutine(inf.LoadCommonAssetBundleAsync());
StartCoroutine(inf.LoadLocalizedAssetBundleAsync());
}
currentPreSwitch++;
}
}
//then check game entities
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.usesAssetBundle && !inf.AssetsLoaded)
{
Debug.Log($"ASYNC loading assetbundles for game {gameName}");
StartCoroutine(inf.LoadCommonAssetBundleAsync());
StartCoroutine(inf.LoadLocalizedAssetBundleAsync());
}
currentPreEvent++;
}
}
}
ListPool<RiqEntity>.Release(entitiesAtSameBeat);
ListPool<RiqEntity>.Release(gameSwitchs);
}
public void SeekAheadAndDoPreEvent(double start)
{
if (currentPreSequence < Beatmap.Entities.Count && currentPreSequence >= 0)
{
List<RiqEntity> entitiesAtSameBeat = ListPool<RiqEntity>.Get();
RiqEntity seekEntity = Beatmap.Entities[currentPreSequence];
foreach (RiqEntity entity in Beatmap.Entities)
{
if (entity.beat == seekEntity.beat)
{
entitiesAtSameBeat.Add(entity);
}
}
SortEventsByPriority(entitiesAtSameBeat);
float seekTime = eventCaller.GetGameAction(
eventCaller.GetMinigame(seekEntity.datamodel.Split(0)), seekEntity.datamodel.Split(1)).preFunctionLength;
if (start + seekTime >= eventBeats[currentPreSequence])
{
foreach (RiqEntity entity in entitiesAtSameBeat)
{
currentPreSequence++;
string gameName = entity.datamodel.Split('/')[0];
var inf = GetGameInfo(gameName);
if (inf != null && inf.usesAssetBundle && inf.AssetsLoaded && !inf.SequencesPreloaded)
{
Debug.Log($"Preloading game {gameName}");
PreloadGameSequences(gameName);
}
eventCaller.CallPreEvent(entity);
}
}
ListPool<RiqEntity>.Release(entitiesAtSameBeat);
}
}
private void Update()
{
if (BeatmapEntities() < 1) //bruh really you forgot to ckeck tempo changes
return;
if (!Conductor.instance.isPlaying)
return;
Conductor cond = Conductor.instance;
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])
{
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 >= eventBeats[currentEvent])
{
List<RiqEntity> entitiesAtSameBeat = 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
using (PooledObject<List<RiqEntity>> pool = ListPool<RiqEntity>.Get(out List<RiqEntity> currentBeatEntities))
{
currentBeatEntities = Beatmap.Entities.FindAll(c => c.beat == Beatmap.Entities[currentEvent].beat);
foreach (RiqEntity entity in currentBeatEntities)
{
if (EventCaller.FXOnlyGames().Contains(eventCaller.GetMinigame(entity.datamodel.Split('/')[0])))
{
fxEntities.Add(entity);
}
else
{
entitiesAtSameBeat.Add(entity);
}
}
}
SortEventsByPriority(fxEntities);
SortEventsByPriority(entitiesAtSameBeat);
// FX entities should ALWAYS execute before gameplay entities
foreach (RiqEntity entity in fxEntities)
{
eventCaller.CallEvent(entity, 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++;
}
ListPool<RiqEntity>.Release(entitiesAtSameBeat);
ListPool<RiqEntity>.Release(fxEntities);
}
}
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);
// 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!");
KillAllSounds();
if (playOnStart || restart)
{
Play(0, restartDelay);
}
// when rating screen gets added playOnStart will instead move to that scene
}
private IEnumerator WaitReadyAndPlayCo(double beat)
{
WaitUntil yieldOverlays = new WaitUntil(() => OverlaysManager.OverlaysReady);
WaitUntil yieldBeatmap = new WaitUntil(() => Beatmap != null && Beatmap.Entities.Count > 0);
WaitUntil yieldAudio = new WaitUntil(() => AudioLoadDone || (ChartLoadError && !GlobalGameManager.IsShowingDialog));
// wait for overlays to be ready
yield return yieldOverlays;
// wait for first game to be loaded
yield return yieldBeatmap;
//wait for audio clip to be loaded
yield return yieldAudio;
SkillStarManager.instance.KillStar();
TimingAccuracyDisplay.instance.StopStarFlash();
GoForAPerfect.instance.Disable();
SectionMedalsManager.instance?.OnRemixEnd();
GlobalGameManager.UpdateDiscordStatus(Beatmap["remixtitle"], false, true);
Play(beat, 1f);
yield break;
}
public void KillAllSounds()
{
Debug.Log("Killing all sounds");
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));
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();
}
void SortEventsByPriority(List<RiqEntity> entities)
{
entities.Sort((x, y) =>
{
Minigames.Minigame xGame = eventCaller.GetMinigame(x.datamodel.Split(0));
Minigames.GameAction xAction = eventCaller.GetGameAction(xGame, x.datamodel.Split(1));
Minigames.Minigame yGame = eventCaller.GetMinigame(y.datamodel.Split(0));
Minigames.GameAction yAction = eventCaller.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 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)
{
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 == 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;
//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;
}
}
currentSection = default(RiqEntity);
nextSection = default(RiqEntity);
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);
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 = currentGameO.GetComponent<Minigame>();
if (miniGame != null)
miniGame.OnGameSwitch(beat);
while (beat + 0.25 > Conductor.instance.songPositionInBeats)
{
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)
{
Destroy(currentGameO);
currentGameO = Instantiate(GetGame(game));
currentGameO.transform.parent = eventCaller.GamesHolder.transform;
currentGameO.name = game;
SetCurrentGame(game, useMinigameColor);
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
// this is fucked!! figure out a way to make this async
return gameInfo.GetCommonAssetBundle().LoadAsset<GameObject>(name);
}
name = gameInfo.LoadableName;
}
}
return Resources.Load<GameObject>($"Games/{name}");
}
public Minigames.Minigame GetGameInfo(string name)
{
return eventCaller.minigames.Find(c => c.name == name);
}
public void SetCurrentGame(string game, bool useMinigameColor = true)
{
currentGame = game;
if (GetGameInfo(currentGame) != null)
{
CircleCursor.InnerCircle.GetComponent<SpriteRenderer>().color = Colors.Hex2RGB(GetGameInfo(currentGame).color);
if (useMinigameColor) HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(Colors.Hex2RGB(GetGameInfo(currentGame).color), true);
//else HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(HeavenStudio.GameCamera.currentColor, false);
else HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(Color.black, false);
}
else
{
CircleCursor.InnerCircle.GetComponent<SpriteRenderer>().color = Color.white;
//HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(HeavenStudio.GameCamera.currentColor, false);
HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(Color.black, false);
}
}
private void SetAmbientGlowToCurrentMinigameColor()
{
if (GetGameInfo(currentGame) != null)
HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(Colors.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();
}
}
}