HeavenStudioPlus/Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs
Slaith a653194e07 Moved all minigame initialization to Awake()
I just moved everything that was in start to awake. There are a few other changes I made, like using init functions rather than awake in scripts that depended on something that was initialized in another script's awake (to make sure things always happen in the right order), as well as some other stuff in some specific minigames
2022-03-25 19:08:46 -07:00

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5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using System;
using Starpelly;
using HeavenStudio.Util;
namespace HeavenStudio.Games
{
using Scripts_MrUpbeat;
public class MrUpbeat : Minigame
{
[Header("References")]
public GameObject metronome;
public UpbeatMan man;
public GameObject bt;
private static MultiSound beeps; //only used when this game isn't active.
public GameEvent beat = new GameEvent();
public bool canGo = false;
public int beatCount = 0;
public float beatOffset = 0f;
public static MrUpbeat instance;
private void Awake()
{
instance = this;
canGo = false;
man.stepTimes = 0;
SetInterval(0);
var pos = Conductor.instance.songPositionInBeats;
StartCoroutine(Upbeat(pos - Mathf.Round(pos)));
List<float> gos = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "mrUpbeat/go").Select(c => c.beat).ToList();
if (gos.Count > 0)
{
var nextInterval = gos.IndexOf(Mathp.GetClosestInList(gos, Conductor.instance.songPositionInBeats));
beatOffset = gos[nextInterval];
}
}
private void Update()
{
List<Beatmap.Entity> gos = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel == "mrUpbeat/go");
for (int i = 0; i < gos.Count; i++)
{
if ((gos[i].beat - 0.15f) <= Conductor.instance.songPositionInBeats && (gos[i].beat + gos[i].length) - 0.15f > Conductor.instance.songPositionInBeats)
{
canGo = true;
break;
} else
{
canGo = false;
}
}
if (canGo)
{
var songPos = Conductor.instance.songPositionInBeats - beatOffset;
metronome.transform.eulerAngles = new Vector3(0, 0, 270 - Mathf.Cos(Mathf.PI * songPos) * 60);
}
if (Conductor.instance.ReportBeat(ref beat.lastReportedBeat))
{
StartCoroutine(Upbeat());
if (canGo)
{
if (beatCount % 2 == 0)
Jukebox.PlayOneShotGame("mrUpbeat/metronomeRight");
else
Jukebox.PlayOneShotGame("mrUpbeat/metronomeLeft");
Beat(Mathf.Round(Conductor.instance.songPositionInBeats));
}
}
}
public override void OnGameSwitch(float beat)
{
foreach (Beatmap.Entity entity in GameManager.instance.Beatmap.entities)
{
if (entity.beat > beat) //the list is sorted based on the beat of the entity, so this should work fine.
{
break;
}
if (entity.datamodel != "mrUpbeat/prepare" || entity.beat + entity.length < beat) //check for prepares that happen before the switch
{
continue;
}
SetInterval(entity.beat);
break;
}
if(beeps != null)
{
beeps.Delete(); //the beeps are only for when the game isn't active
beeps = null;
}
}
public void SetInterval(float beat)
{
beatCount = 0;
man.targetBeat = beat + 320f;
man.Idle();
}
public void Go(float beat)
{
beatCount = 0;
}
public void Ding(bool applause)
{
Jukebox.PlayOneShotGame("mrUpbeat/ding");
if (applause)
Jukebox.PlayOneShot("applause");
}
public void Beat(float beat)
{
beatCount++;
GameObject _beat = Instantiate(bt);
_beat.transform.parent = bt.transform.parent;
_beat.SetActive(true);
UpbeatStep s = _beat.GetComponent<UpbeatStep>();
s.startBeat = beat;
s.beatOffset = beatOffset;
}
private IEnumerator Upbeat(float offset = 0)
{
yield return new WaitForSeconds(Conductor.instance.secPerBeat * 0.5f - offset);
man.Blip();
}
public static void Beep(float beat, float length)
{
if(GameManager.instance.currentGame == "mrUpbeat") //this function is only meant for making beeps while the game is inactive
{
return;
}
if (beeps != null)
{
beeps.Delete();
}
MultiSound.Sound[] beepSounds = new MultiSound.Sound[Mathf.CeilToInt(length)];
for(int i = 0; i < beepSounds.Length; i++)
{
beepSounds[i] = new MultiSound.Sound("mrUpbeat/blip", beat + 0.5f + i);
}
beeps = MultiSound.Play(beepSounds, forcePlay:true);
}
}
}