mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-29 21:13:07 +00:00
460 lines
No EOL
25 KiB
C#
460 lines
No EOL
25 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
|
|
using UnityEngine;
|
|
using DG.Tweening;
|
|
|
|
using HeavenStudio.Util;
|
|
using HeavenStudio.Editor.Track;
|
|
using HeavenStudio.Games;
|
|
|
|
using System;
|
|
using System.Linq;
|
|
using System.Reflection;
|
|
using System.IO;
|
|
|
|
namespace HeavenStudio
|
|
{
|
|
|
|
public class Minigames
|
|
{
|
|
public class Minigame
|
|
{
|
|
|
|
public string name;
|
|
public string displayName;
|
|
public string color;
|
|
public GameObject holder;
|
|
public bool threeD;
|
|
public bool fxOnly;
|
|
public List<GameAction> actions = new List<GameAction>();
|
|
|
|
public List<string> tags;
|
|
public string defaultLocale = "en";
|
|
public string wantAssetBundle = "";
|
|
public List<string> supportedLocales;
|
|
|
|
public bool usesAssetBundle => (wantAssetBundle != "");
|
|
public bool hasLocales => (supportedLocales.Count > 0);
|
|
public bool AssetsLoaded => (((hasLocales && localeLoaded && currentLoadedLocale == defaultLocale) || (!hasLocales)) && commonLoaded);
|
|
public bool SequencesPreloaded => soundSequences != null;
|
|
|
|
private AssetBundle bundleCommon = null;
|
|
private bool commonLoaded = false;
|
|
private bool commonPreloaded = false;
|
|
private string currentLoadedLocale = "";
|
|
private AssetBundle bundleLocalized = null;
|
|
private bool localeLoaded = false;
|
|
private bool localePreloaded = false;
|
|
|
|
private SoundSequence.SequenceKeyValue[] soundSequences = null;
|
|
|
|
public SoundSequence.SequenceKeyValue[] LoadedSoundSequences
|
|
{
|
|
get => soundSequences;
|
|
set => soundSequences = value;
|
|
}
|
|
|
|
public Minigame(string name, string displayName, string color, bool threeD, bool fxOnly, List<GameAction> actions, List<string> tags = null, string assetBundle = "", string defaultLocale = "en", List<string> supportedLocales = null)
|
|
{
|
|
this.name = name;
|
|
this.displayName = displayName;
|
|
this.color = color;
|
|
this.actions = actions;
|
|
this.threeD = threeD;
|
|
this.fxOnly = fxOnly;
|
|
|
|
this.tags = tags ?? new List<string>();
|
|
this.wantAssetBundle = assetBundle;
|
|
this.defaultLocale = defaultLocale;
|
|
this.supportedLocales = supportedLocales ?? new List<string>();
|
|
}
|
|
|
|
public AssetBundle GetLocalizedAssetBundle()
|
|
{
|
|
if (!hasLocales) return null;
|
|
if (!usesAssetBundle) return null;
|
|
if (bundleLocalized == null || currentLoadedLocale != defaultLocale) //TEMPORARY: use the game's default locale until we add localization support
|
|
{
|
|
if (localeLoaded) return bundleLocalized;
|
|
// TODO: try/catch for missing assetbundles
|
|
currentLoadedLocale = defaultLocale;
|
|
bundleLocalized = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/locale." + defaultLocale));
|
|
localeLoaded = true;
|
|
}
|
|
return bundleLocalized;
|
|
}
|
|
|
|
public AssetBundle GetCommonAssetBundle()
|
|
{
|
|
if (commonLoaded) return bundleCommon;
|
|
if (!usesAssetBundle) return null;
|
|
if (bundleCommon == null)
|
|
{
|
|
// TODO: try/catch for missing assetbundles
|
|
bundleCommon = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/common"));
|
|
commonLoaded = true;
|
|
}
|
|
return bundleCommon;
|
|
}
|
|
|
|
public IEnumerator LoadCommonAssetBundleAsync()
|
|
{
|
|
if (commonPreloaded || commonLoaded) yield break;
|
|
commonPreloaded = true;
|
|
if (!usesAssetBundle) yield break;
|
|
if (bundleCommon != null) yield break;
|
|
|
|
AssetBundleCreateRequest asyncBundleRequest = AssetBundle.LoadFromFileAsync(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/common"));
|
|
if (bundleCommon != null) yield break;
|
|
yield return asyncBundleRequest;
|
|
|
|
AssetBundle localAssetBundle = asyncBundleRequest.assetBundle;
|
|
if (bundleCommon != null) yield break;
|
|
yield return localAssetBundle;
|
|
|
|
if (localAssetBundle == null) yield break;
|
|
|
|
bundleCommon = localAssetBundle;
|
|
commonLoaded = true;
|
|
}
|
|
|
|
public IEnumerator LoadLocalizedAssetBundleAsync()
|
|
{
|
|
if (localePreloaded) yield break;
|
|
localePreloaded = true;
|
|
if (!hasLocales) yield break;
|
|
if (!usesAssetBundle) yield break;
|
|
if (localeLoaded && bundleLocalized != null && currentLoadedLocale == defaultLocale) yield break;
|
|
|
|
AssetBundleCreateRequest asyncBundleRequest = AssetBundle.LoadFromFileAsync(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/locale." + defaultLocale));
|
|
if (localeLoaded && bundleLocalized != null && currentLoadedLocale == defaultLocale) yield break;
|
|
yield return asyncBundleRequest;
|
|
|
|
AssetBundle localAssetBundle = asyncBundleRequest.assetBundle;
|
|
if (localeLoaded && bundleLocalized != null && currentLoadedLocale == defaultLocale) yield break;
|
|
yield return localAssetBundle;
|
|
|
|
if (localAssetBundle == null) yield break;
|
|
|
|
bundleLocalized = localAssetBundle;
|
|
currentLoadedLocale = defaultLocale;
|
|
localeLoaded = true;
|
|
}
|
|
}
|
|
|
|
public class GameAction
|
|
{
|
|
public string actionName;
|
|
public string displayName;
|
|
public EventCallback function = delegate { };
|
|
public float defaultLength = 1;
|
|
public bool resizable = false;
|
|
public List<Param> parameters = null;
|
|
public bool hidden = false;
|
|
public int priority = 0;
|
|
public EventCallback inactiveFunction = delegate { };
|
|
public EventCallback preFunction = delegate { };
|
|
public float preFunctionLength = 2.0f;
|
|
|
|
/// <summary>
|
|
/// <para>Creates a block that can be used in the editor. The block's function and attributes are defined in the parentheses.</para>
|
|
/// <para>Note: Every parameter after the second one is an optional parameter. You can change optional parameters by adding (name): (value) after the second parameter.</para>
|
|
/// </summary>
|
|
/// <param name="actionName">Entity model name</param>
|
|
/// <param name="displayName">Name of the block used in the UI</param>
|
|
/// <param name="defaultLength">How long the block appears in the editor</param>
|
|
/// <param name="resizable">Allows the user to resize the block</param>
|
|
/// <param name="parameters">Extra parameters for this block that change how it functions.</param>
|
|
/// <param name="function"><para>What the block does when read during playback</para>
|
|
/// <para>Only does this if the game that it is associated with is loaded.</para></param>
|
|
/// <param name="inactiveFunction">What the block does when read while the game it's associated with isn't loaded.</param>
|
|
/// <param name="prescheduleFunction">What the block does when the GameManager seeks to this cue for pre-scheduling.</param>
|
|
/// <param name="hidden">Prevents the block from being shown in the game list. Block will still function normally if it is in the timeline.</param>
|
|
/// <param name="preFunction">Runs two beats before this event is reached.</param>
|
|
/// <param name="priority">Priority of this event. Higher priority events will be run first.</param>
|
|
public GameAction(string actionName, string displayName, float defaultLength = 1, bool resizable = false, List<Param> parameters = null, EventCallback function = null, EventCallback inactiveFunction = null, EventCallback prescheduleFunction = null, bool hidden = false, EventCallback preFunction = null, int priority = 0, float preFunctionLength = 2.0f)
|
|
{
|
|
this.actionName = actionName;
|
|
if (displayName == String.Empty) this.displayName = actionName;
|
|
else this.displayName = displayName;
|
|
this.defaultLength = defaultLength;
|
|
this.resizable = resizable;
|
|
this.parameters = parameters;
|
|
this.hidden = hidden;
|
|
|
|
this.function = function ?? delegate { };
|
|
this.inactiveFunction = inactiveFunction ?? delegate { };
|
|
this.preFunction = prescheduleFunction ?? delegate { };
|
|
this.priority = priority;
|
|
this.preFunctionLength = preFunctionLength;
|
|
|
|
|
|
//todo: converting to new versions of GameActions
|
|
}
|
|
|
|
/// <summary>
|
|
/// <para>Shorthand constructor for a GameAction with only required data</para>
|
|
/// </summary>
|
|
/// <param name="actionName">Entity model name</param>
|
|
/// <param name="displayName">Name of the block used in the UI</param>
|
|
public GameAction(string actionName, string displayName)
|
|
{
|
|
this.actionName = actionName;
|
|
if (displayName == String.Empty) this.displayName = actionName;
|
|
else this.displayName = displayName;
|
|
}
|
|
}
|
|
|
|
[System.Serializable]
|
|
public class Param
|
|
{
|
|
public string propertyName;
|
|
public object parameter;
|
|
public string propertyCaption;
|
|
public string tooltip;
|
|
|
|
/// <summary>
|
|
/// A parameter that changes the function of a GameAction.
|
|
/// </summary>
|
|
/// <param name="propertyName">The name of the variable that's being changed.</param>
|
|
/// <param name="parameter">The value of the parameter</param>
|
|
/// <param name="propertyCaption">The name shown in the editor. Can be anything you want.</param>
|
|
public Param(string propertyName, object parameter, string propertyCaption, string tooltip = "")
|
|
{
|
|
this.propertyName = propertyName;
|
|
this.parameter = parameter;
|
|
this.propertyCaption = propertyCaption;
|
|
this.tooltip = tooltip;
|
|
}
|
|
}
|
|
|
|
public delegate void EventCallback();
|
|
public delegate void ParamChangeCallback(string paramName, object paramValue, DynamicBeatmap.DynamicEntity entity);
|
|
|
|
// overengineered af but it's a modified version of
|
|
// https://stackoverflow.com/a/19877141
|
|
static List<Func<EventCaller, Minigame>> loadRunners;
|
|
static void BuildLoadRunnerList() {
|
|
loadRunners = System.Reflection.Assembly.GetExecutingAssembly()
|
|
.GetTypes()
|
|
.Where(x => x.Namespace == "HeavenStudio.Games.Loaders" && x.GetMethod("AddGame", BindingFlags.Public | BindingFlags.Static) != null)
|
|
.Select(t => (Func<EventCaller, Minigame>) Delegate.CreateDelegate(
|
|
typeof(Func<EventCaller, Minigame>),
|
|
null,
|
|
t.GetMethod("AddGame", BindingFlags.Public | BindingFlags.Static),
|
|
false
|
|
))
|
|
.ToList();
|
|
|
|
}
|
|
|
|
public static void Init(EventCaller eventCaller)
|
|
{
|
|
eventCaller.minigames = new List<Minigame>()
|
|
{
|
|
new Minigame("gameManager", "Game Manager", "", false, true, new List<GameAction>()
|
|
{
|
|
new GameAction("switchGame", "Switch Game", 0.5f, false,
|
|
function: delegate { GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat); },
|
|
inactiveFunction: delegate { GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat); }
|
|
),
|
|
new GameAction("end", "End Remix",
|
|
function: delegate {
|
|
Debug.Log("end");
|
|
if (Timeline.instance != null)
|
|
Timeline.instance?.Stop(0);
|
|
else
|
|
GameManager.instance.Stop(0);
|
|
}
|
|
),
|
|
new GameAction("skill star", "Skill Star", 1f, true),
|
|
new GameAction("toggle inputs", "Toggle Inputs", 0.5f, true,
|
|
new List<Param>()
|
|
{
|
|
new Param("toggle", true, "Enable Inputs")
|
|
},
|
|
delegate
|
|
{
|
|
GameManager.instance.ToggleInputs(eventCaller.currentEntity["toggle"]);
|
|
}
|
|
),
|
|
|
|
// These are still here for backwards-compatibility but are hidden in the editor
|
|
new GameAction("flash", "", 1f, true,
|
|
new List<Param>()
|
|
{
|
|
new Param("colorA", Color.white, "Start Color"),
|
|
new Param("colorB", Color.white, "End Color"),
|
|
new Param("valA", new EntityTypes.Float(0, 1, 1), "Start Opacity"),
|
|
new Param("valB", new EntityTypes.Float(0, 1, 0), "End Opacity"),
|
|
new Param("ease", EasingFunction.Ease.Linear, "Ease")
|
|
},
|
|
hidden: true
|
|
),
|
|
new GameAction("move camera", "", 1f, true, new List<Param>()
|
|
{
|
|
new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left"),
|
|
new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down"),
|
|
new Param("valC", new EntityTypes.Float(-0, 250, 10), "In / Out"),
|
|
new Param("ease", EasingFunction.Ease.Linear, "Ease Type")
|
|
},
|
|
hidden: true ),
|
|
new GameAction("rotate camera", "", 1f, true, new List<Param>()
|
|
{
|
|
new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Pitch"),
|
|
new Param("valB", new EntityTypes.Integer(-360, 360, 0), "Yaw"),
|
|
new Param("valC", new EntityTypes.Integer(-360, 360, 0), "Roll"),
|
|
new Param("ease", EasingFunction.Ease.Linear, "Ease Type")
|
|
},
|
|
hidden: true ),
|
|
}),
|
|
|
|
new Minigame("countIn", "Count-Ins", "", false, true, new List<GameAction>()
|
|
{
|
|
new GameAction("4 beat count-in", "4 Beat Count-In", 4f, true,
|
|
new List<Param>()
|
|
{
|
|
new Param("type", SoundEffects.CountInType.Normal, "Type", "The sounds to play for the count-in")
|
|
},
|
|
delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length / 4f, e["type"]); }
|
|
),
|
|
new GameAction("8 beat count-in", "8 Beat Count-In", 8f, true,
|
|
new List<Param>()
|
|
{
|
|
new Param("type", SoundEffects.CountInType.Normal, "Type", "The sounds to play for the count-in")
|
|
},
|
|
delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length / 8f, e["type"]); }
|
|
),
|
|
new GameAction("count", "Count", 1f, false,
|
|
new List<Param>()
|
|
{
|
|
new Param("type", SoundEffects.CountNumbers.One, "Number", "The sound to play"),
|
|
new Param("toggle", false, "Alt", "Whether or not the alternate version should be played")
|
|
},
|
|
delegate { var e = eventCaller.currentEntity; SoundEffects.Count(e["type"], e["toggle"]); }
|
|
),
|
|
new GameAction("cowbell", "Cowbell",
|
|
function: delegate { SoundEffects.Cowbell(); }
|
|
),
|
|
new GameAction("ready!", "Ready!", 2f, true,
|
|
function: delegate { var e = eventCaller.currentEntity; SoundEffects.Ready(e.beat, e.length / 2f); }
|
|
),
|
|
new GameAction("and", "And", 0.5f,
|
|
function: delegate { SoundEffects.And(); }
|
|
),
|
|
new GameAction("go!", "Go!", 1f, false,
|
|
new List<Param>()
|
|
{
|
|
new Param("toggle", false, "Alt", "Whether or not the alternate version should be played")
|
|
},
|
|
function: delegate { SoundEffects.Go(eventCaller.currentEntity["toggle"]); }
|
|
),
|
|
|
|
// These are still here for backwards-compatibility but are hidden in the editor
|
|
new GameAction("4 beat count-in (alt)", "", 4f, function: delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length, 1); }, hidden: true),
|
|
new GameAction("4 beat count-in (cowbell)", "", 4f, function: delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length, 2); }, hidden: true),
|
|
new GameAction("8 beat count-in (alt)", "", 8f, function: delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length, 1); }, hidden: true),
|
|
new GameAction("8 beat count-in (cowbell)", "", 8f, function: delegate { var e = eventCaller.currentEntity; SoundEffects.EightBeatCountIn(e.beat, e.length, 2); }, hidden: true),
|
|
|
|
new GameAction("one", "", function: delegate { SoundEffects.Count(0, false); }, hidden: true),
|
|
new GameAction("two", "", function: delegate { SoundEffects.Count(1, false); }, hidden: true),
|
|
new GameAction("three", "", function: delegate { SoundEffects.Count(2, false); }, hidden: true),
|
|
new GameAction("four", "", function: delegate { SoundEffects.Count(3, false); }, hidden: true),
|
|
new GameAction("one (alt)", "", function: delegate { SoundEffects.Count(0, true); }, hidden: true),
|
|
new GameAction("two (alt)", "", function: delegate { SoundEffects.Count(1, true); }, hidden: true),
|
|
new GameAction("three (alt)", "", function: delegate { SoundEffects.Count(2, true); }, hidden: true),
|
|
new GameAction("four (alt)", "", function: delegate { SoundEffects.Count(3, true); }, hidden: true),
|
|
new GameAction("go! (alt)", "", function: delegate { SoundEffects.Go(true); }, hidden: true),
|
|
}),
|
|
|
|
new Minigame("vfx", "Visual Effects", "", false, true, new List<GameAction>()
|
|
{
|
|
new GameAction("flash", "Flash", 1f, true,
|
|
new List<Param>()
|
|
{
|
|
new Param("colorA", Color.white, "Start Color"),
|
|
new Param("colorB", Color.white, "End Color"),
|
|
new Param("valA", new EntityTypes.Float(0, 1, 1), "Start Opacity"),
|
|
new Param("valB", new EntityTypes.Float(0, 1, 0), "End Opacity"),
|
|
new Param("ease", EasingFunction.Ease.Linear, "Ease")
|
|
}
|
|
),
|
|
new GameAction("filter", "Filter", 1f, true,
|
|
new List<Param>()
|
|
{
|
|
new Param("filter", Games.Global.Filter.FilterType.grayscale, "Filter"),
|
|
new Param("inten", new EntityTypes.Float(0, 100, 100), "Intensity"),
|
|
new Param("fadein", new EntityTypes.Float(0, 100, 0), "Fade In"),
|
|
new Param("fadeout", new EntityTypes.Float(0, 100, 0), "Fade Out")
|
|
}
|
|
),
|
|
new GameAction("move camera", "Move Camera", 1f, true, new List<Param>()
|
|
{
|
|
new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left"),
|
|
new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down"),
|
|
new Param("valC", new EntityTypes.Float(-0, 250, 10), "In / Out"),
|
|
new Param("ease", EasingFunction.Ease.Linear, "Ease Type")
|
|
}
|
|
),
|
|
new GameAction("rotate camera", "Rotate Camera", 1f, true, new List<Param>()
|
|
{
|
|
new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Pitch"),
|
|
new Param("valB", new EntityTypes.Integer(-360, 360, 0), "Yaw"),
|
|
new Param("valC", new EntityTypes.Integer(-360, 360, 0), "Roll"),
|
|
new Param("ease", EasingFunction.Ease.Linear, "Ease Type")
|
|
}
|
|
),
|
|
|
|
new GameAction("screen shake", "Screen Shake", 1f, true,
|
|
new List<Param>()
|
|
{
|
|
new Param("valA", new EntityTypes.Float(0, 10, 0), "Horizontal Intensity"),
|
|
new Param("valB", new EntityTypes.Float(0, 10, 1), "Vertical Intensity")
|
|
}
|
|
),
|
|
|
|
new GameAction("display textbox", "Display Textbox", 1f, true, new List<Param>()
|
|
{
|
|
new Param("text1", "", "Text", "The text to display in the textbox (Rich Text is supported!)"),
|
|
new Param("type", Games.Global.Textbox.TextboxAnchor.TopMiddle, "Anchor", "Where to anchor the textbox"),
|
|
new Param("valA", new EntityTypes.Float(0.25f, 4, 1), "Textbox Width", "Textbox width multiplier"),
|
|
new Param("valB", new EntityTypes.Float(0.5f, 8, 1), "Textbox Height", "Textbox height multiplier")
|
|
}
|
|
),
|
|
new GameAction("display open captions", "Display Open Captions", 1f, true,
|
|
new List<Param>()
|
|
{
|
|
new Param("text1", "", "Text", "The text to display in the captions (Rich Text is supported!)"),
|
|
new Param("type", Games.Global.Textbox.TextboxAnchor.BottomMiddle, "Anchor", "Where to anchor the captions"),
|
|
new Param("valA", new EntityTypes.Float(0.25f, 4, 1), "Captions Width", "Captions width multiplier"),
|
|
new Param("valB", new EntityTypes.Float(0.5f, 8, 1), "Captions Height", "Captions height multiplier")
|
|
}
|
|
),
|
|
new GameAction("display closed captions", "Display Closed Captions", 1f, true,
|
|
new List<Param>()
|
|
{
|
|
new Param("text1", "", "Text", "The text to display in the captions (Rich Text is supported!)"),
|
|
new Param("type", Games.Global.Textbox.ClosedCaptionsAnchor.Top, "Anchor", "Where to anchor the captions"),
|
|
new Param("valA", new EntityTypes.Float(0.5f, 4, 1), "Captions Height", "Captions height multiplier")
|
|
}
|
|
),
|
|
new GameAction("display song artist", "Display Song Info", 1f, true,
|
|
new List<Param>()
|
|
{
|
|
new Param("text1", "", "Title", "Text to display in the upper label (Rich Text is supported!)"),
|
|
new Param("text2", "", "Artist", "Text to display in the lower label (Rich Text is supported!)"),
|
|
}
|
|
),
|
|
}),
|
|
};
|
|
|
|
BuildLoadRunnerList();
|
|
foreach(var load in loadRunners)
|
|
{
|
|
Debug.Log("Running game loader " + RuntimeReflectionExtensions.GetMethodInfo(load).DeclaringType.Name);
|
|
eventCaller.minigames.Add(load(eventCaller));
|
|
}
|
|
}
|
|
}
|
|
} |