mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-25 11:05:16 +00:00
b660b4dcbd
* Loading improvements: prepwork for loading from assetbundles * note for sfx * cleaner code * correct type * put loaded assetbundle in the minigame data instead also lays groundwork for future localization stuff * add samurai slice gold, coin toss assetbundles * very messy "already loaded" checks * make Dj School load from assetbundle
530 lines
No EOL
19 KiB
C#
530 lines
No EOL
19 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using Starpelly;
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using Newtonsoft.Json;
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using HeavenStudio.Games;
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namespace HeavenStudio
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{
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public class GameManager : MonoBehaviour
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{
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[Header("Lists")]
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public Beatmap Beatmap = new Beatmap();
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[HideInInspector] public List<Beatmap.Entity> playerEntities = new List<Beatmap.Entity>();
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private List<GameObject> preloadedGames = new List<GameObject>();
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public List<GameObject> SoundObjects = new List<GameObject>();
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[Header("Components")]
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public TextAsset txt;
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public Camera GameCamera, CursorCam, OverlayCamera;
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public CircleCursor CircleCursor;
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[HideInInspector] public GameObject GamesHolder;
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public Games.Global.Flash fade;
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public GameObject textbox;
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[Header("Games")]
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public string currentGame;
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Coroutine currentGameSwitchIE;
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[Header("Properties")]
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public int currentEvent, currentTempoEvent, currentPreEvent, currentPreSwitch;
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public float startOffset;
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public bool playOnStart;
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public float startBeat;
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[NonSerialized] public GameObject currentGameO;
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public bool autoplay;
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public bool canInput = true;
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public event Action<float> onBeatChanged;
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public int BeatmapEntities()
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{
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return Beatmap.entities.Count + Beatmap.tempoChanges.Count;
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}
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public static GameManager instance { get; private set; }
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private EventCaller eventCaller;
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private void Awake()
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{
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// autoplay = true;
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instance = this;
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}
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public void Init()
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{
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currentPreEvent= 0;
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currentPreSwitch = 0;
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this.transform.localScale = new Vector3(30000000, 30000000);
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SpriteRenderer sp = this.gameObject.AddComponent<SpriteRenderer>();
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sp.enabled = false;
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sp.color = Color.black;
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sp.sprite = Resources.Load<Sprite>("Sprites/GeneralPurpose/Square");
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sp.sortingOrder = 30000;
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gameObject.layer = LayerMask.NameToLayer("Flash");
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GameObject fade = new GameObject();
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this.fade = fade.AddComponent<Games.Global.Flash>();
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if (txt != null)
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{
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string json = txt.text;
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Beatmap = JsonConvert.DeserializeObject<Beatmap>(json);
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}
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else
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{
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NewRemix();
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}
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SortEventsList();
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GlobalGameManager.Init();
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eventCaller = this.gameObject.AddComponent<EventCaller>();
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eventCaller.GamesHolder = GamesHolder.transform;
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eventCaller.Init();
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Conductor.instance.SetBpm(Beatmap.bpm);
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Conductor.instance.SetVolume(Beatmap.musicVolume);
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Conductor.instance.firstBeatOffset = Beatmap.firstBeatOffset;
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GameObject textbox = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Textbox"));
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textbox.name = "Textbox";
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if (playOnStart)
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{
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Play(startBeat);
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}
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// SetCurrentGame(eventCaller.GamesHolder.transform.GetComponentsInChildren<Transform>()[1].name);
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if (Beatmap.entities.Count >= 1)
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{
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SetCurrentGame(Beatmap.entities[0].datamodel.Split(0));
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SetGame(Beatmap.entities[0].datamodel.Split(0));
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}
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else
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{
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SetGame("noGame");
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}
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}
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public void NewRemix()
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{
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Beatmap = new Beatmap();
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Beatmap.bpm = 120f;
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Beatmap.musicVolume = 100;
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Beatmap.firstBeatOffset = 0f;
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Conductor.instance.musicSource.clip = null;
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}
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public void LoadRemix(string json = "")
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{
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SortEventsList();
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if (json != "")
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{
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Beatmap = JsonConvert.DeserializeObject<Beatmap>(json);
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}
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else
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{
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NewRemix();
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}
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Conductor.instance.SetBpm(Beatmap.bpm);
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Conductor.instance.SetVolume(Beatmap.musicVolume);
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Conductor.instance.firstBeatOffset = Beatmap.firstBeatOffset;
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Stop(0);
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SetCurrentEventToClosest(0);
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if (Beatmap.entities.Count >= 1)
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{
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SetCurrentGame(Beatmap.entities[0].datamodel.Split(0));
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SetGame(Beatmap.entities[0].datamodel.Split(0));
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}
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else
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{
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SetGame("noGame");
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}
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}
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public void SeekAheadAndPreload(float start, float seekTime = 8f)
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{
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//seek ahead to preload games that have assetbundles
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//check game switches first
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var gameSwitchs = Beatmap.entities.FindAll(c => c.datamodel.Split(1) == "switchGame");
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if (currentPreSwitch < gameSwitchs.Count && currentPreSwitch >= 0)
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{
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if (start + seekTime >= gameSwitchs[currentPreSwitch].beat)
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{
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string gameName = gameSwitchs[currentPreSwitch].datamodel.Split(2);
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var inf = GetGameInfo(gameName);
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if (inf.usesAssetBundle && !inf.AssetsLoaded)
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{
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Debug.Log("ASYNC loading assetbundle for game " + gameName);
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StartCoroutine(inf.LoadCommonAssetBundleAsync());
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StartCoroutine(inf.LoadLocalizedAssetBundleAsync());
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}
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currentPreSwitch++;
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}
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}
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//then check game entities
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List<float> entities = Beatmap.entities.Select(c => c.beat).ToList();
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if (currentPreEvent < Beatmap.entities.Count && currentPreEvent >= 0)
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{
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if (start + seekTime >= entities[currentPreEvent])
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{
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var entitiesAtSameBeat = Beatmap.entities.FindAll(c => c.beat == Beatmap.entities[currentPreEvent].beat && !EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0])));
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for (int i = 0; i < entitiesAtSameBeat.Count; i++)
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{
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string gameName = entitiesAtSameBeat[i].datamodel.Split('/')[0];
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var inf = GetGameInfo(gameName);
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if (inf.usesAssetBundle && !inf.AssetsLoaded)
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{
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Debug.Log("ASYNC loading assetbundle for game " + gameName);
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StartCoroutine(inf.LoadCommonAssetBundleAsync());
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StartCoroutine(inf.LoadLocalizedAssetBundleAsync());
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}
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}
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currentPreEvent++;
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}
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}
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}
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// LateUpdate works a bit better(?) but causes some bugs (like issues with bop animations).
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private void Update()
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{
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if (BeatmapEntities() < 1) //bruh really you forgot to ckeck tempo changes
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return;
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if (!Conductor.instance.isPlaying)
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return;
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List<float> entities = Beatmap.entities.Select(c => c.beat).ToList();
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List<float> tempoChanges = Beatmap.tempoChanges.Select(c => c.beat).ToList();
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if (currentTempoEvent < Beatmap.tempoChanges.Count && currentTempoEvent >= 0)
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{
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// Debug.Log("Checking Tempo Change at " + tempoChanges[currentTempoEvent] + ", current beat " + Conductor.instance.songPositionInBeats);
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if (Conductor.instance.songPositionInBeats >= tempoChanges[currentTempoEvent])
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{
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// Debug.Log("Tempo Change at " + Conductor.instance.songPositionInBeats + " of bpm " + Beatmap.tempoChanges[currentTempoEvent].tempo);
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Conductor.instance.SetBpm(Beatmap.tempoChanges[currentTempoEvent].tempo);
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Conductor.instance.timeSinceLastTempoChange = Time.time;
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currentTempoEvent++;
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}
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}
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float seekTime = 8f;
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//seek ahead to preload games that have assetbundles
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SeekAheadAndPreload(Conductor.instance.songPositionInBeats, seekTime);
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if (currentEvent < Beatmap.entities.Count && currentEvent >= 0)
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{
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if (Conductor.instance.songPositionInBeats >= entities[currentEvent] /*&& SongPosLessThanClipLength(Conductor.instance.songPositionInBeats)*/)
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{
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// allows for multiple events on the same beat to be executed on the same frame, so no more 1-frame delay
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var entitiesAtSameBeat = Beatmap.entities.FindAll(c => c.beat == Beatmap.entities[currentEvent].beat && !EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0])));
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var fxEntities = Beatmap.entities.FindAll(c => c.beat == Beatmap.entities[currentEvent].beat && EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0])));
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// FX entities should ALWAYS execute before gameplay entities
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for (int i = 0; i < fxEntities.Count; i++)
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{
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eventCaller.CallEvent(fxEntities[i], true);
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currentEvent++;
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}
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for (int i = 0; i < entitiesAtSameBeat.Count; i++)
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{
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var entity = entitiesAtSameBeat[i];
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// if game isn't loaded, preload game so whatever event that would be called will still run outside if needed
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if (entitiesAtSameBeat[i].datamodel.Split('/')[0] != currentGame && !preloadedGames.Contains(preloadedGames.Find(c => c.name == entitiesAtSameBeat[i].datamodel.Split('/')[0])))
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{
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eventCaller.CallEvent(entitiesAtSameBeat[i], false);
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}
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else
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{
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eventCaller.CallEvent(entitiesAtSameBeat[i], true);
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}
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// Thank you to @shshwdr for bring this to my attention
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currentEvent++;
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}
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// currentEvent += gameManagerEntities.Count;
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}
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}
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}
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public void ToggleInputs(bool inputs)
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{
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canInput = inputs;
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}
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#region Play Events
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public void Play(float beat)
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{
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canInput = true;
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StartCoroutine(PlayCo(beat));
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onBeatChanged?.Invoke(beat);
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}
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private IEnumerator PlayCo(float beat)
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{
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yield return null;
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bool paused = Conductor.instance.isPaused;
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Conductor.instance.SetBpm(Beatmap.bpm);
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Conductor.instance.SetVolume(Beatmap.musicVolume);
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Conductor.instance.firstBeatOffset = Beatmap.firstBeatOffset;
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Conductor.instance.Play(beat);
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if (!paused)
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{
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SetCurrentEventToClosest(beat);
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}
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KillAllSounds();
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}
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public void Pause()
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{
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Conductor.instance.Pause();
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KillAllSounds();
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}
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public void Stop(float beat)
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{
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Conductor.instance.Stop(beat);
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SetCurrentEventToClosest(beat);
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onBeatChanged?.Invoke(beat);
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KillAllSounds();
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}
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public void KillAllSounds()
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{
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for (int i = 0; i < SoundObjects.Count; i++)
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Destroy(SoundObjects[i].gameObject);
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SoundObjects.Clear();
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}
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#endregion
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#region List Functions
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public void SortEventsList()
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{
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Beatmap.entities.Sort((x, y) => x.beat.CompareTo(y.beat));
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Beatmap.tempoChanges.Sort((x, y) => x.beat.CompareTo(y.beat));
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}
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public void SetCurrentEventToClosest(float beat)
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{
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SortEventsList();
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onBeatChanged?.Invoke(beat);
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if (Beatmap.entities.Count > 0)
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{
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List<float> entities = Beatmap.entities.Select(c => c.beat).ToList();
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currentEvent = entities.IndexOf(Mathp.GetClosestInList(entities, beat));
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currentPreEvent = entities.IndexOf(Mathp.GetClosestInList(entities, beat));
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var gameSwitchs = Beatmap.entities.FindAll(c => c.datamodel.Split(1) == "switchGame");
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string newGame = Beatmap.entities[currentEvent].datamodel.Split(0);
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if (gameSwitchs.Count > 0)
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{
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int index = gameSwitchs.FindIndex(c => c.beat == Mathp.GetClosestInList(gameSwitchs.Select(c => c.beat).ToList(), beat));
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currentPreSwitch = index;
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var closestGameSwitch = gameSwitchs[index];
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if (closestGameSwitch.beat <= beat)
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{
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newGame = closestGameSwitch.datamodel.Split(2);
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}
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else if (closestGameSwitch.beat > beat)
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{
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if (index == 0)
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{
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newGame = Beatmap.entities[0].datamodel.Split(0);
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}
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else
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{
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if (index - 1 >= 0)
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{
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newGame = gameSwitchs[index - 1].datamodel.Split(2);
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}
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else
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{
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newGame = Beatmap.entities[Beatmap.entities.IndexOf(closestGameSwitch) - 1].datamodel.Split(0);
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}
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}
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}
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// newGame = gameSwitchs[gameSwitchs.IndexOf(gameSwitchs.Find(c => c.beat == Mathp.GetClosestInList(gameSwitchs.Select(c => c.beat).ToList(), beat)))].datamodel.Split(2);
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}
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if (!GetGameInfo(newGame).fxOnly)
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{
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SetGame(newGame);
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}
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}
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else
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{
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SetGame("noGame");
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}
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if (Beatmap.tempoChanges.Count > 0)
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{
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currentTempoEvent = 0;
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List<float> tempoChanges = Beatmap.tempoChanges.Select(c => c.beat).ToList();
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//for tempo changes, just go over all of em until the last one we pass
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for (int t = 0; t < tempoChanges.Count; t++)
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{
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// Debug.Log("checking tempo event " + t + " against beat " + beat + "( tc beat " + tempoChanges[t] + ")");
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if (tempoChanges[t] > beat)
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{
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break;
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}
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currentTempoEvent = t;
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}
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// Debug.Log("currentTempoEvent is now " + currentTempoEvent);
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}
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SeekAheadAndPreload(beat);
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}
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#endregion
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public void SwitchGame(string game, float beat)
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{
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if (game != currentGame)
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{
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if (currentGameSwitchIE != null)
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StopCoroutine(currentGameSwitchIE);
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currentGameSwitchIE = StartCoroutine(SwitchGameIE(game, beat));
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}
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}
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IEnumerator SwitchGameIE(string game, float beat)
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{
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this.GetComponent<SpriteRenderer>().enabled = true;
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SetGame(game);
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Minigame miniGame = currentGameO.GetComponent<Minigame>();
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if (miniGame != null)
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miniGame.OnGameSwitch(beat);
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yield return new WaitForSeconds(0.1f);
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this.GetComponent<SpriteRenderer>().enabled = false;
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}
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private void SetGame(string game)
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{
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Destroy(currentGameO);
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var instantiate = true;
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if (preloadedGames.Count > 0)
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{
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for (int i = 0; i < preloadedGames.Count; i++)
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{
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if (preloadedGames[i].gameObject != null)
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{
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if (preloadedGames[i].gameObject.name == game)
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{
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preloadedGames[i].SetActive(true);
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currentGameO = preloadedGames[i];
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preloadedGames.Remove(preloadedGames[i]);
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instantiate = false;
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}
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}
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}
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}
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if (instantiate)
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{
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currentGameO = Instantiate(GetGame(game));
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currentGameO.transform.parent = eventCaller.GamesHolder.transform;
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currentGameO.name = game;
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}
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SetCurrentGame(game);
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ResetCamera();
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}
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private void PreloadGame(string game)
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{
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if (preloadedGames.Contains(preloadedGames.Find(c => c.name == game)))
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return;
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var g = Instantiate(GetGame(game));
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g.transform.parent = eventCaller.GamesHolder.transform;
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g.SetActive(false);
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g.name = game;
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preloadedGames.Add(g);
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}
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public GameObject GetGame(string name)
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{
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var gameInfo = GetGameInfo(name);
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if (gameInfo != null)
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{
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if (gameInfo.fxOnly)
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{
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name = Beatmap.entities.FindAll(c => {
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var gameName = c.datamodel.Split(0);
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var newGameInfo = GetGameInfo(gameName);
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if (newGameInfo == null)
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return false;
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else
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return !newGameInfo.fxOnly;
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}).ToList()[0].datamodel.Split(0);
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}
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else
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{
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if (gameInfo.usesAssetBundle)
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{
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//game is packed in an assetbundle, load from that instead
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return gameInfo.GetCommonAssetBundle().LoadAsset<GameObject>(name);
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}
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}
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}
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return Resources.Load<GameObject>($"Games/{name}");
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}
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public Minigames.Minigame GetGameInfo(string name)
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{
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return EventCaller.instance.minigames.Find(c => c.name == name);
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}
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public void SetCurrentGame(string game)
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{
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currentGame = game;
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if (GetGameInfo(currentGame) != null) CircleCursor.InnerCircle.GetComponent<SpriteRenderer>().color = Colors.Hex2RGB(GetGameInfo(currentGame).color);
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else
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CircleCursor.InnerCircle.GetComponent<SpriteRenderer>().color = Color.white;
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}
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private bool SongPosLessThanClipLength(float t)
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{
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if (Conductor.instance.musicSource.clip != null)
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return Conductor.instance.GetSongPosFromBeat(t) < Conductor.instance.musicSource.clip.length;
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else
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return true;
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}
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public void ResetCamera()
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{
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HeavenStudio.GameCamera.ResetAdditionalTransforms();
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}
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}
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|
} |