HeavenStudioPlus/Assets/Scripts/Util/BeatAction.cs
minenice55 0e1c9bad68 workaround sneaky spirits pause jank
make BeatAction also wait for conductor DSP to start
remove leftover logic from old conductor sync
fix #630
fix #632
fix #633
2024-01-17 18:43:26 -05:00

66 lines
No EOL
2.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cysharp.Threading.Tasks;
using System.Threading;
namespace HeavenStudio.Util
{
public class BeatAction
{
public delegate void EventCallback();
public class Action
{
public double beat { get; set; }
public EventCallback function { get; set; }
public Action(double beat, EventCallback function)
{
this.beat = beat;
this.function = function;
}
}
public static CancellationTokenSource New(MonoBehaviour behaviour, List<Action> actions)
{
if (behaviour == null)
{
Debug.LogWarning("Starting a BeatAction with no assigned behaviour. The Game Manager will be used instead.");
behaviour = GameManager.instance;
}
CancellationTokenSource cancelToken = new CancellationTokenSource();
RunAsync(behaviour, actions, cancelToken.Token).Forget();
return cancelToken;
}
static async UniTask RunAsync(MonoBehaviour behaviour, List<Action> actions, CancellationToken token)
{
try
{
await BeatActionAsync(behaviour, actions, token);
}
catch (System.OperationCanceledException)
{
Debug.Log("BeatAction cancelled.");
}
}
static async UniTask BeatActionAsync(MonoBehaviour behaviour, List<Action> actions, CancellationToken token)
{
Conductor conductor = Conductor.instance;
int idx = 0;
while (idx < actions.Count)
{
await UniTask.WaitUntil(() => (conductor.songPositionInBeatsAsDouble >= actions[idx].beat && !conductor.WaitingForDsp) || !(conductor.isPlaying || conductor.isPaused) || behaviour == null, cancellationToken: token);
if (behaviour == null || !(conductor.isPlaying || conductor.isPaused))
return;
actions[idx].function.Invoke();
idx++;
}
}
}
}