mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-22 09:35:11 +00:00
1346 lines
No EOL
50 KiB
C#
1346 lines
No EOL
50 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 BurstLinq;
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using UnityEngine;
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using UnityEngine.Pool;
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using Jukebox;
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using HeavenStudio.Util;
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using HeavenStudio.Games;
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using HeavenStudio.Common;
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using Cysharp.Threading.Tasks;
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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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const int SoundPoolSizeMin = 32;
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const int SoundPoolSizeMax = 32;
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[Header("Lists")]
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[NonSerialized] public RiqBeatmap Beatmap = new();
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[NonSerialized] public ObjectPool<Sound> SoundObjects;
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[Header("Components")]
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[NonSerialized] public Camera GameCamera, CursorCam, OverlayCamera, StaticCamera;
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[NonSerialized] public CircleCursor CircleCursor;
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[NonSerialized] public GameObject GamesHolder;
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[NonSerialized] public Games.Global.Flash fade;
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[NonSerialized] public Games.Global.Filter filter;
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[Header("Games")]
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Coroutine currentGameSwitchIE;
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[NonSerialized]
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public int currentEvent, currentTempoEvent, currentVolumeEvent, currentSectionEvent,
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currentPreEvent, currentPreSwitch, currentPreSequence;
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public string currentGame { get; private set; }
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public GameObject minigameObj { get; private set; }
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public Minigame minigame { get; private set; }
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public RiqEntity lastSection { get; private set; }
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public RiqEntity currentSection { get; private set; }
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public double endBeat { get; private set; }
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public double startBeat { get; private set; }
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public double nextSectionBeat { get; private set; }
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public double SectionProgress { get; private set; }
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public float MarkerWeight { get; private set; }
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public int MarkerCategory { get; private set; }
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public bool playMode { get; private set; }
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public bool autoplay { get; private set; }
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public bool canInput { get; private set; }
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public bool GameHasSplitColours
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{
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get
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{
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var inf = GetGameInfo(currentGame);
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if (inf == null) return false;
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return inf.splitColorL != null && inf.splitColorR != null;
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}
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}
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bool AudioLoadDone;
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bool ChartLoadError;
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//bool exiting; Unused value - Marc
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List<double> eventBeats, preSequenceBeats, tempoBeats, volumeBeats, sectionBeats;
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List<RiqEntity> allGameSwitches;
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public event Action<double> onBeatChanged;
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public event Action<RiqEntity, RiqEntity> onSectionChange;
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public event Action<double> onBeatPulse;
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public event Action<double> onPlay;
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public event Action<double> onPause;
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public event Action<double> onUnPause;
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public int BeatmapEntities()
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{
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return Beatmap.Entities.Count + Beatmap.TempoChanges.Count + Beatmap.VolumeChanges.Count + Beatmap.SectionMarkers.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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public Conductor conductor;
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// average input accuracy (msec)
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List<int> inputOffsetSamples = new List<int>();
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float averageInputOffset = 0;
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public float AvgInputOffset
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{
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get
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{
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return averageInputOffset;
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}
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set
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{
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inputOffsetSamples.Add((int)value);
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averageInputOffset = (float)inputOffsetSamples.Average();
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}
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}
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// input accuracy (%)
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bool skillStarCollected = false, noMiss = true;
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// cleared sections
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List<bool> clearedSections = new List<bool>();
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public bool ClearedSection
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{
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set
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{
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clearedSections.Add(value);
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}
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}
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JudgementManager.JudgementInfo judgementInfo;
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private void Awake()
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{
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instance = this;
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//exiting = false; Unused value - Marc
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}
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public void Init(bool preLoaded = false)
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{
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AudioLoadDone = false;
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ChartLoadError = false;
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currentPreEvent = 0;
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currentPreSwitch = 0;
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currentPreSequence = 0;
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GameObject filter = new GameObject("filter");
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this.filter = filter.AddComponent<Games.Global.Filter>();
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eventCaller = this.gameObject.AddComponent<EventCaller>();
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eventCaller.GamesHolder = GamesHolder.transform;
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eventCaller.Init(this);
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canInput = true;
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// note: serialize this shit in the inspector //
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GameObject textbox = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Textbox"));
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textbox.name = "Textbox";
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GameObject timingDisp = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Overlays/TimingAccuracy"));
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timingDisp.name = "TimingDisplay";
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GameObject skillStarDisp = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Overlays/SkillStar"));
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skillStarDisp.name = "SkillStar";
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GameObject overlays = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Overlays"));
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overlays.name = "Overlays";
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GoForAPerfect.instance.Disable();
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/////
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SoundByte.BasicCheck();
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SoundObjects = new ObjectPool<Sound>(CreatePooledSound, OnTakePooledSound, OnReturnPooledSound, OnDestroyPooledSound, true, SoundPoolSizeMin, SoundPoolSizeMax);
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if (preLoaded)
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{
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LoadRemix(false);
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}
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else
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{
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RiqFileHandler.ClearCache();
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NewRemix();
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}
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SortEventsList();
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conductor.SetBpm(Beatmap.TempoChanges[0]["tempo"]);
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conductor.SetVolume(Beatmap.VolumeChanges[0]["volume"]);
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conductor.firstBeatOffset = Beatmap.data.offset;
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if (!preLoaded)
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{
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if (Beatmap.Entities.Count == 0)
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{
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SetGame("noGame");
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}
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else
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{
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SetCurrentEventToClosest(0, true);
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}
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}
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if (playMode)
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{
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StartCoroutine(WaitReadyAndPlayCo(startBeat, 1f));
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}
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}
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Sound CreatePooledSound()
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{
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GameObject oneShot = new GameObject($"Pooled Scheduled Sound");
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oneShot.transform.SetParent(transform);
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AudioSource audioSource = oneShot.AddComponent<AudioSource>();
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audioSource.playOnAwake = false;
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Sound snd = oneShot.AddComponent<Sound>();
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oneShot.SetActive(false);
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return snd;
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}
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// Called when an item is returned to the pool using Release
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void OnReturnPooledSound(Sound snd)
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{
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snd.Stop();
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}
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// Called when an item is taken from the pool using Get
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void OnTakePooledSound(Sound snd)
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{
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snd.gameObject.SetActive(true);
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}
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// If the pool capacity is reached then any items returned will be destroyed.
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void OnDestroyPooledSound(Sound snd)
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{
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snd.Stop();
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Destroy(snd.gameObject);
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}
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public void NewRemix()
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{
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AudioLoadDone = false;
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Beatmap = new("1", "HeavenStudio");
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Beatmap.data.properties = new(Minigames.propertiesModel);
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RiqEntity t = Beatmap.AddNewTempoChange(0, 120f);
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t.CreateProperty("swingDivision", 1f);
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Beatmap.AddNewVolumeChange(0, 100f);
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Beatmap.data.offset = 0f;
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conductor.musicSource.clip = null;
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RiqFileHandler.WriteRiq(Beatmap);
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AudioLoadDone = true;
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}
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public IEnumerator LoadMusic()
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{
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ChartLoadError = false;
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IEnumerator load = RiqFileHandler.LoadSong();
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while (true)
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{
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object current = load.Current;
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try
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{
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if (load.MoveNext() == false)
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{
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break;
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}
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current = load.Current;
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}
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catch (System.IO.FileNotFoundException f)
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{
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Debug.LogWarning("chart has no music: " + f.Message);
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conductor.musicSource.clip = null;
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AudioLoadDone = true;
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yield break;
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}
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catch (Exception e)
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{
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Debug.LogError($"Failed to load music: {e.Message}");
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GlobalGameManager.ShowErrorMessage("Error Loading Music", e.Message + "\n\n" + e.StackTrace);
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AudioLoadDone = true;
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ChartLoadError = true;
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yield break;
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}
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yield return current;
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}
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conductor.musicSource.clip = RiqFileHandler.StreamedAudioClip;
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AudioLoadDone = true;
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}
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public void LoadRemix(bool editor = false)
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{
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AudioLoadDone = false;
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ChartLoadError = false;
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try
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{
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Beatmap = RiqFileHandler.ReadRiq();
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}
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catch (Exception e)
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{
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Debug.LogError($"Failed to load remix: {e.Message}");
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GlobalGameManager.ShowErrorMessage("Error Loading RIQ", e.Message + "\n\n" + e.StackTrace);
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ChartLoadError = true;
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return;
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}
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if (!editor)
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StartCoroutine(LoadMusic());
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SortEventsList();
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conductor.SetBpm(Beatmap.TempoChanges[0]["tempo"]);
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conductor.SetVolume(Beatmap.VolumeChanges[0]["volume"]);
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conductor.firstBeatOffset = Beatmap.data.offset;
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if (!playMode)
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{
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Stop(0);
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}
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SetCurrentEventToClosest(0, true);
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if (editor)
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{
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if (Beatmap.data.riqOrigin != "HeavenStudio")
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{
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string origin = Beatmap.data.riqOrigin?.DisplayName() ?? "Unknown Origin";
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GlobalGameManager.ShowErrorMessage("Warning",
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$"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>");
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}
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}
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}
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public void ScoreInputAccuracy(double beat, double accuracy, bool late, double time, float pitch = 1, double margin = 0, float weight = 1, bool doDisplay = true)
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{
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// push the hit event to the timing display
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if (doDisplay)
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TimingAccuracyDisplay.instance.MakeAccuracyVfx(time, pitch, margin, late);
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if (weight > 0 && MarkerWeight > 0)
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{
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judgementInfo.inputs.Add(new JudgementManager.InputInfo
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{
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beat = beat,
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accuracyState = accuracy,
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timeOffset = time,
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weight = weight * MarkerWeight,
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category = MarkerCategory
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});
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if (accuracy < Minigame.rankOkThreshold)
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{
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SkillStarManager.instance.KillStar();
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GoForAPerfect.instance.Miss();
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SectionMedalsManager.instance.MakeIneligible();
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noMiss = false;
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}
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}
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if (SkillStarManager.instance.IsEligible && !skillStarCollected && accuracy >= 1f)
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{
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if (SkillStarManager.instance.DoStarJust())
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skillStarCollected = true;
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}
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}
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public void DoSectionCompletion(double beat, bool clear, string name, double score)
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{
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judgementInfo.medals.Add(new JudgementManager.MedalInfo
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{
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beat = beat,
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cleared = clear
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});
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}
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public List<Minigames.Minigame> SeekAheadAndPreload(double start, float seekTime = 8f)
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{
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List<Minigames.Minigame> gamesToPreload = new();
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List<RiqEntity> entitiesAtSameBeat = ListPool<RiqEntity>.Get();
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Minigames.Minigame inf;
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// seek ahead to preload games that have assetbundles
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string[] split;
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if (currentPreSwitch < allGameSwitches.Count && currentPreSwitch >= 0)
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{
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while (currentPreSwitch < allGameSwitches.Count && allGameSwitches[currentPreSwitch].beat <= start + seekTime)
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{
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split = allGameSwitches[currentPreSwitch].datamodel.Split('/');
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string gameName = split[2];
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inf = GetGameInfo(gameName);
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if (inf != null && !(inf.inferred || inf.fxOnly))
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{
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if (inf.UsesAssetBundle && !(inf.AssetsLoaded || inf.AlreadyLoading))
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{
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gamesToPreload.Add(inf);
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Debug.Log($"ASYNC loading assetbundles for game {gameName}");
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inf.LoadAssetsAsync().Forget();
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}
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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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if (currentPreEvent < Beatmap.Entities.Count && currentPreEvent >= 0)
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{
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if (start + seekTime >= eventBeats[currentPreEvent])
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{
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foreach (RiqEntity entity in Beatmap.Entities)
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{
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if (entity.beat == Beatmap.Entities[currentPreEvent].beat && !EventCaller.FXOnlyGames().Contains(eventCaller.GetMinigame(entity.datamodel.Split('/')[0])))
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{
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entitiesAtSameBeat.Add(entity);
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}
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}
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SortEventsByPriority(entitiesAtSameBeat);
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foreach (RiqEntity entity in entitiesAtSameBeat)
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{
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string gameName = entity.datamodel.Split('/')[0];
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inf = GetGameInfo(gameName);
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if (inf != null && !(inf.inferred || inf.fxOnly))
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{
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if (inf.UsesAssetBundle && !inf.AssetsLoaded)
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{
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gamesToPreload.Add(inf);
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Debug.Log($"ASYNC loading assetbundles for game {gameName}");
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inf.LoadAssetsAsync().Forget();
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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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ListPool<RiqEntity>.Release(entitiesAtSameBeat);
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return gamesToPreload;
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}
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public void SeekAheadAndDoPreEvent(double start)
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{
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if (currentPreSequence < Beatmap.Entities.Count && currentPreSequence >= 0)
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{
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List<RiqEntity> entitiesInRange = ListPool<RiqEntity>.Get();
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while (currentPreSequence < preSequenceBeats.Count && start >= preSequenceBeats[currentPreSequence])
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{
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entitiesInRange.Clear();
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foreach (RiqEntity entity in Beatmap.Entities)
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{
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string[] entityDatamodel = entity.datamodel.Split('/');
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double seekTime = eventCaller.GetGameAction(entityDatamodel[0], entityDatamodel[1]).preFunctionLength;
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if (entity.beat - seekTime == preSequenceBeats[currentPreSequence])
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{
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entitiesInRange.Add(entity);
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}
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}
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SortEventsByPriority(entitiesInRange);
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foreach (RiqEntity entity in entitiesInRange)
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{
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// no, the second parameter doesn't matter here. i don't know a good way to make it work better, tho
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eventCaller.CallEvent(entity, true, true);
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currentPreSequence++;
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}
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}
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ListPool<RiqEntity>.Release(entitiesInRange);
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}
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}
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private void Update()
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{
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if (BeatmapEntities() < 1)
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return;
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if (conductor.WaitingForDsp || !conductor.isPlaying)
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return;
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double clampedBeat = Math.Max(conductor.songPositionInBeatsAsDouble, 0);
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if (currentTempoEvent < Beatmap.TempoChanges.Count && currentTempoEvent >= 0)
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{
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if (conductor.songPositionInBeatsAsDouble >= tempoBeats[currentTempoEvent])
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{
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conductor.SetBpm(Beatmap.TempoChanges[currentTempoEvent]["tempo"]);
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currentTempoEvent++;
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}
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}
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if (currentVolumeEvent < Beatmap.VolumeChanges.Count && currentVolumeEvent >= 0)
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{
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if (conductor.songPositionInBeatsAsDouble >= volumeBeats[currentVolumeEvent])
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{
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conductor.SetVolume(Beatmap.VolumeChanges[currentVolumeEvent]["volume"]);
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currentVolumeEvent++;
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}
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}
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if (currentSectionEvent < Beatmap.SectionMarkers.Count && currentSectionEvent >= 0)
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{
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if (conductor.songPositionInBeatsAsDouble >= sectionBeats[currentSectionEvent])
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{
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RiqEntity marker = Beatmap.SectionMarkers[currentSectionEvent];
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if (!string.IsNullOrEmpty(marker["sectionName"]))
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{
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Debug.Log("Section " + marker["sectionName"] + " started");
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lastSection = currentSection;
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if (currentSectionEvent < Beatmap.SectionMarkers.Count)
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currentSection = marker;
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else
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currentSection = null;
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nextSectionBeat = endBeat;
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foreach (RiqEntity futureSection in Beatmap.SectionMarkers)
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{
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if (futureSection.beat < marker.beat) continue;
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if (futureSection == marker) continue;
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if (!string.IsNullOrEmpty(futureSection["sectionName"]))
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{
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nextSectionBeat = futureSection.beat;
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break;
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}
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}
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onSectionChange?.Invoke(currentSection, lastSection);
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}
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if (OverlaysManager.OverlaysEnabled)
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{
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if (PersistentDataManager.gameSettings.perfectChallengeType != PersistentDataManager.PerfectChallengeType.Off)
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{
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if (marker["startPerfect"] && GoForAPerfect.instance != null && GoForAPerfect.instance.perfect && !GoForAPerfect.instance.gameObject.activeSelf)
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{
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GoForAPerfect.instance.Enable(marker.beat);
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}
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}
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}
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MarkerWeight = marker["weight"];
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MarkerCategory = marker["category"];
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currentSectionEvent++;
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}
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}
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if (conductor.songPositionInBeatsAsDouble >= Math.Ceiling(_playStartBeat) + _pulseTally)
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{
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if (minigame != null) minigame.OnBeatPulse(Math.Ceiling(_playStartBeat) + _pulseTally);
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onBeatPulse?.Invoke(Math.Ceiling(_playStartBeat) + _pulseTally);
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_pulseTally++;
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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(clampedBeat, seekTime);
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SeekAheadAndDoPreEvent(clampedBeat);
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if (currentEvent < Beatmap.Entities.Count && currentEvent >= 0)
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{
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List<RiqEntity> entitiesInRange = 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
|
|
while (currentEvent < eventBeats.Count && clampedBeat >= eventBeats[currentEvent] && this.conductor.isPlaying)
|
|
{
|
|
fxEntities.Clear();
|
|
entitiesInRange.Clear();
|
|
using (PooledObject<List<RiqEntity>> pool = ListPool<RiqEntity>.Get(out List<RiqEntity> currentBeatEntities))
|
|
{
|
|
currentBeatEntities = Beatmap.Entities.FindAll(c => c.beat == eventBeats[currentEvent]);
|
|
foreach (RiqEntity entity in currentBeatEntities)
|
|
{
|
|
if (EventCaller.FXOnlyGames().Contains(eventCaller.GetMinigame(entity.datamodel.Split('/')[0])))
|
|
{
|
|
fxEntities.Add(entity);
|
|
}
|
|
else
|
|
{
|
|
entitiesInRange.Add(entity);
|
|
}
|
|
}
|
|
}
|
|
|
|
SortEventsByPriority(fxEntities);
|
|
SortEventsByPriority(entitiesInRange);
|
|
|
|
// FX entities should ALWAYS execute before gameplay entities
|
|
foreach (RiqEntity entity in fxEntities)
|
|
{
|
|
eventCaller.CallEvent(entity, true);
|
|
currentEvent++;
|
|
}
|
|
|
|
foreach (RiqEntity entity in entitiesInRange)
|
|
{
|
|
// if game isn't loaded, run inactive event
|
|
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(entitiesInRange);
|
|
ListPool<RiqEntity>.Release(fxEntities);
|
|
}
|
|
|
|
if (currentSection == null)
|
|
{
|
|
SectionProgress = 0;
|
|
}
|
|
else
|
|
{
|
|
double currectSectionStart = conductor.GetSongPosFromBeat(currentSection.beat);
|
|
|
|
SectionProgress = (conductor.songPosition - currectSectionStart) / (conductor.GetSongPosFromBeat(nextSectionBeat) - 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);
|
|
|
|
if (!conductor.isPlaying)
|
|
return;
|
|
|
|
if (conductor.songPositionInBeatsAsDouble >= Math.Ceiling(_playStartBeat) + _latePulseTally)
|
|
{
|
|
if (minigame != null) minigame.OnLateBeatPulse(Math.Ceiling(_playStartBeat) + _latePulseTally);
|
|
onBeatPulse?.Invoke(Math.Ceiling(_playStartBeat) + _latePulseTally);
|
|
_latePulseTally++;
|
|
}
|
|
}
|
|
|
|
public static void PlaySFXArbitrary(double beat, float length, string game, string name, float pitch, float volume, bool looping, int offset)
|
|
{
|
|
if (string.IsNullOrEmpty(name)) return;
|
|
Sound sound;
|
|
if (game == "common")
|
|
{
|
|
sound = SoundByte.PlayOneShot(name, beat, pitch, volume, looping, null, (offset / 1000f));
|
|
}
|
|
else
|
|
{
|
|
SoundByte.PreloadGameAudioClips(game);
|
|
sound = SoundByte.PlayOneShotGame(game + "/" + name, beat, pitch, volume, looping, true, (offset / 1000f));
|
|
}
|
|
if (looping)
|
|
{
|
|
BeatAction.New(null, new() {
|
|
new(beat + length, () => sound.KillLoop(0)),
|
|
});
|
|
}
|
|
}
|
|
|
|
public void PlayAnimationArbitrary(string animator, string animation, float scale)
|
|
{
|
|
Transform animTrans = minigameObj.transform.Find(animator);
|
|
if (animTrans != null && animTrans.TryGetComponent(out Animator anim))
|
|
{
|
|
anim.DoScaledAnimationAsync(animation, scale);
|
|
}
|
|
}
|
|
|
|
public void ToggleInputs(bool inputs)
|
|
{
|
|
canInput = inputs;
|
|
}
|
|
|
|
public void ToggleAutoplay(bool auto)
|
|
{
|
|
autoplay = auto;
|
|
}
|
|
|
|
public void TogglePlayMode(bool mode)
|
|
{
|
|
playMode = mode;
|
|
}
|
|
|
|
#region Play Events
|
|
|
|
private double _playStartBeat = 0;
|
|
private int _pulseTally = 0;
|
|
private int _latePulseTally = 0;
|
|
|
|
public void Play(double beat, float delay = 0f)
|
|
{
|
|
bool paused = conductor.isPaused;
|
|
_playStartBeat = beat;
|
|
_pulseTally = 0;
|
|
_latePulseTally = 0;
|
|
canInput = true;
|
|
if (!paused)
|
|
{
|
|
inputOffsetSamples.Clear();
|
|
averageInputOffset = 0;
|
|
|
|
TimingAccuracyDisplay.instance.ResetArrow();
|
|
SkillStarManager.instance.Reset();
|
|
skillStarCollected = false;
|
|
noMiss = true;
|
|
|
|
GoForAPerfect.instance.perfect = true;
|
|
GoForAPerfect.instance.Disable();
|
|
|
|
SectionMedalsManager.instance.Reset();
|
|
clearedSections.Clear();
|
|
|
|
judgementInfo = new JudgementManager.JudgementInfo
|
|
{
|
|
inputs = new List<JudgementManager.InputInfo>(),
|
|
medals = new List<JudgementManager.MedalInfo>()
|
|
};
|
|
|
|
MarkerWeight = 1;
|
|
MarkerCategory = 0;
|
|
|
|
if (playMode && delay > 0)
|
|
{
|
|
GlobalGameManager.ForceFade(0, delay * 0.5f, delay * 0.5f);
|
|
}
|
|
}
|
|
|
|
StartCoroutine(PlayCo(beat, delay));
|
|
//onBeatChanged?.Invoke(beat);
|
|
}
|
|
|
|
private IEnumerator PlayCo(double beat, float delay = 0f)
|
|
{
|
|
bool paused = conductor.isPaused;
|
|
|
|
if (!paused)
|
|
{
|
|
conductor.SetBpm(Beatmap.TempoChanges[0]["tempo"]);
|
|
conductor.SetVolume(Beatmap.VolumeChanges[0]["volume"]);
|
|
conductor.firstBeatOffset = Beatmap.data.offset;
|
|
conductor.PlaySetup(beat);
|
|
SetCurrentEventToClosest(beat, true);
|
|
Debug.Log("Playing at " + beat);
|
|
KillAllSounds();
|
|
|
|
if (delay > 0)
|
|
{
|
|
yield return new WaitForSeconds(delay);
|
|
}
|
|
|
|
Minigame miniGame = null;
|
|
if (minigameObj != null && minigameObj.TryGetComponent<Minigame>(out miniGame))
|
|
{
|
|
if (miniGame != null)
|
|
{
|
|
miniGame.OnPlay(beat);
|
|
}
|
|
}
|
|
onPlay?.Invoke(beat);
|
|
|
|
bool hasStartPerfect = false;
|
|
foreach (RiqEntity marker in Beatmap.SectionMarkers)
|
|
{
|
|
if (marker["startPerfect"])
|
|
{
|
|
hasStartPerfect = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (OverlaysManager.OverlaysEnabled && !hasStartPerfect)
|
|
{
|
|
if (PersistentDataManager.gameSettings.perfectChallengeType != PersistentDataManager.PerfectChallengeType.Off)
|
|
{
|
|
GoForAPerfect.instance.Enable(0);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
onUnPause?.Invoke(beat);
|
|
}
|
|
|
|
if (playMode)
|
|
{
|
|
CircleCursor.LockCursor(true);
|
|
}
|
|
Application.backgroundLoadingPriority = ThreadPriority.Low;
|
|
conductor.Play(beat);
|
|
}
|
|
|
|
public void Pause()
|
|
{
|
|
conductor.Pause();
|
|
Util.SoundByte.PauseOneShots();
|
|
onPause?.Invoke(conductor.songPositionInBeatsAsDouble);
|
|
canInput = false;
|
|
}
|
|
|
|
public void Stop(double beat, bool restart = false, float restartDelay = 0f)
|
|
{
|
|
// I feel like I should standardize the names
|
|
if (conductor.isPlaying)
|
|
{
|
|
SkillStarManager.instance.KillStar();
|
|
TimingAccuracyDisplay.instance.StopStarFlash();
|
|
GoForAPerfect.instance.Disable();
|
|
SectionMedalsManager.instance.OnRemixEnd(endBeat, currentSection);
|
|
}
|
|
|
|
Minigame miniGame;
|
|
if (minigameObj != null && minigameObj.TryGetComponent<Minigame>(out miniGame))
|
|
{
|
|
if (miniGame != null)
|
|
{
|
|
miniGame.OnStop(beat);
|
|
}
|
|
}
|
|
|
|
conductor.Stop(beat);
|
|
conductor.SetBeat(beat);
|
|
|
|
KillAllSounds();
|
|
if (restart)
|
|
{
|
|
Play(0, restartDelay);
|
|
}
|
|
else if (playMode)
|
|
{
|
|
//exiting = true; Unused value - Marc
|
|
judgementInfo.star = skillStarCollected;
|
|
judgementInfo.perfect = GoForAPerfect.instance.perfect;
|
|
judgementInfo.noMiss = noMiss;
|
|
judgementInfo.time = DateTime.Now;
|
|
|
|
JudgementManager.SetPlayInfo(judgementInfo, Beatmap);
|
|
GlobalGameManager.LoadScene("Judgement", 0.35f, 0f, DestroyGame);
|
|
CircleCursor.LockCursor(false);
|
|
}
|
|
else
|
|
{
|
|
conductor.SetBeat(beat);
|
|
}
|
|
Application.backgroundLoadingPriority = ThreadPriority.Normal;
|
|
}
|
|
|
|
public void SafePlay(double beat, float delay, bool discord)
|
|
{
|
|
StartCoroutine(WaitReadyAndPlayCo(beat, delay, discord));
|
|
}
|
|
|
|
private IEnumerator WaitReadyAndPlayCo(double beat, float delay = 1f, bool discord = true)
|
|
{
|
|
SoundByte.UnloadAudioClips();
|
|
SoundByte.PreloadAudioClipAsync("skillStar");
|
|
SoundByte.PreloadAudioClipAsync("perfectMiss");
|
|
|
|
conductor.SetBeat(beat);
|
|
|
|
WaitUntil yieldOverlays = new WaitUntil(() => OverlaysManager.OverlaysReady);
|
|
WaitUntil yieldBeatmap = new WaitUntil(() => Beatmap != null && BeatmapEntities() > 0);
|
|
WaitUntil yieldAudio = new WaitUntil(() => AudioLoadDone || (ChartLoadError && !GlobalGameManager.IsShowingDialog));
|
|
WaitUntil yieldGame = null;
|
|
List<Minigames.Minigame> gamesToPreload = SetCurrentEventToClosest(beat, true);
|
|
Debug.Log($"Preloading {gamesToPreload.Count} games");
|
|
if (gamesToPreload.Count > 0)
|
|
{
|
|
yieldGame = new WaitUntil(() => gamesToPreload.All(x => x.AssetsLoaded));
|
|
}
|
|
|
|
// wait for overlays to be ready
|
|
// Debug.Log("waiting for overlays");
|
|
yield return yieldOverlays;
|
|
// wait for beatmap to be loaded
|
|
// Debug.Log("waiting for beatmap");
|
|
yield return yieldBeatmap;
|
|
//wait for audio clip to be loaded
|
|
// Debug.Log("waiting for audio");
|
|
yield return yieldAudio;
|
|
//wait for games to be loaded
|
|
// Debug.Log("waiting for minigames");
|
|
if (yieldGame != null)
|
|
yield return yieldGame;
|
|
|
|
SkillStarManager.instance.KillStar();
|
|
TimingAccuracyDisplay.instance.StopStarFlash();
|
|
GoForAPerfect.instance.Disable();
|
|
SectionMedalsManager.instance?.Reset();
|
|
|
|
if (discord)
|
|
{
|
|
GlobalGameManager.UpdateDiscordStatus(Beatmap["remixtitle"].ToString(), false, true);
|
|
}
|
|
|
|
Play(beat, delay);
|
|
yield break;
|
|
}
|
|
|
|
public void KillAllSounds()
|
|
{
|
|
// Debug.Log("Killing all sounds");
|
|
SoundObjects.Clear();
|
|
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();
|
|
|
|
allGameSwitches = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame" });
|
|
|
|
preSequenceBeats = new List<double>();
|
|
string[] seekEntityDatamodel;
|
|
foreach (RiqEntity entity in Beatmap.Entities)
|
|
{
|
|
seekEntityDatamodel = entity.datamodel.Split('/');
|
|
double seekTime = eventCaller.GetGameAction(seekEntityDatamodel[0], seekEntityDatamodel[1]).preFunctionLength;
|
|
preSequenceBeats.Add(entity.beat - seekTime);
|
|
}
|
|
preSequenceBeats.Sort();
|
|
}
|
|
|
|
void SortEventsByPriority(List<RiqEntity> entities)
|
|
{
|
|
string[] xDatamodel;
|
|
string[] yDatamodel;
|
|
entities.Sort((x, y) =>
|
|
{
|
|
xDatamodel = x.datamodel.Split('/');
|
|
yDatamodel = y.datamodel.Split('/');
|
|
|
|
Minigames.GameAction xAction = eventCaller.GetGameAction(xDatamodel[0], xDatamodel[1]);
|
|
Minigames.GameAction yAction = eventCaller.GetGameAction(yDatamodel[0], yDatamodel[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 List<Minigames.Minigame> SetCurrentEventToClosest(double beat, bool canPreload = false)
|
|
{
|
|
SortEventsList();
|
|
List<Minigames.Minigame> preload = new();
|
|
onBeatChanged?.Invoke(beat);
|
|
if (Beatmap.Entities.Count > 0)
|
|
{
|
|
currentEvent = GetIndexAfter(eventBeats, beat);
|
|
currentPreEvent = GetIndexAfter(eventBeats, beat);
|
|
currentPreSequence = GetIndexAfter(eventBeats, beat);
|
|
|
|
string newGame = Beatmap.Entities[Math.Min(currentEvent, eventBeats.Count - 1)].datamodel.Split(0);
|
|
|
|
if (allGameSwitches.Count > 0)
|
|
{
|
|
int index = GetIndexBefore(allGameSwitches.Select(c => c.beat).ToList(), beat);
|
|
currentPreSwitch = index;
|
|
var closestGameSwitch = allGameSwitches[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 = allGameSwitches[index - 1].datamodel.Split(2);
|
|
}
|
|
else
|
|
{
|
|
newGame = Beatmap.Entities[Beatmap.Entities.IndexOf(closestGameSwitch) - 1].datamodel.Split(0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!GetGameInfo(newGame).fxOnly)
|
|
{
|
|
if (canPreload)
|
|
{
|
|
Minigames.Minigame inf = GetGameInfo(newGame);
|
|
if (inf != null && inf.UsesAssetBundle && !inf.AssetsLoaded)
|
|
{
|
|
preload.Add(inf);
|
|
}
|
|
}
|
|
StartCoroutine(WaitAndSetGame(newGame));
|
|
}
|
|
|
|
List<RiqEntity> allEnds = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "end" });
|
|
if (allEnds.Count > 0)
|
|
endBeat = allEnds.Select(c => c.beat).Min();
|
|
else
|
|
endBeat = conductor.SongLengthInBeatsAsDouble();
|
|
}
|
|
else
|
|
{
|
|
SetGame("noGame");
|
|
endBeat = conductor.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;
|
|
}
|
|
}
|
|
|
|
lastSection = null;
|
|
currentSection = null;
|
|
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, lastSection);
|
|
|
|
preload.AddRange(SeekAheadAndPreload(beat));
|
|
return preload;
|
|
}
|
|
|
|
#endregion
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/// <summary>
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/// While playing a chart, switches the currently active game
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/// Should only be called by chart entities
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/// </summary>
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/// <param name="game">name of the game to switch to</param>
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/// <param name="beat">beat of the chart entity calling the switch</param>
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/// <param name="flash">hide the screen during the switch</param>
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public void SwitchGame(string game, double beat, bool flash)
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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, flash));
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}
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}
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IEnumerator SwitchGameIE(string game, double beat, bool flash)
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{
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if (flash)
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{
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HeavenStudio.StaticCamera.instance.ToggleCanvasVisibility(false);
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}
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SetGame(game, false);
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Minigame miniGame;
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if (minigameObj != null && minigameObj.TryGetComponent<Minigame>(out miniGame))
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{
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if (miniGame != null)
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{
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miniGame.OnGameSwitch(beat);
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}
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}
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while (conductor.GetUnSwungBeat(beat + 0.25) > Math.Max(conductor.unswungSongPositionInBeatsAsDouble, 0))
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{
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if (!conductor.isPlaying)
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{
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HeavenStudio.StaticCamera.instance.ToggleCanvasVisibility(true);
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SetAmbientGlowToCurrentMinigameColor();
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StopCoroutine(currentGameSwitchIE);
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}
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yield return null;
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}
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HeavenStudio.StaticCamera.instance.ToggleCanvasVisibility(true);
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SetAmbientGlowToCurrentMinigameColor();
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}
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/// <summary>
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/// Immediately sets the current minigame to the specified game
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/// </summary>
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/// <param name="game"></param>
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/// <param name="useMinigameColor"></param>
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private void SetGame(string game, bool useMinigameColor = true)
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{
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ResetCamera(); // resetting camera before setting new minigame so minigames can set camera values in their awake call - Rasmus
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GameObject prefab = GetGamePrefab(game);
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if (prefab == null) return;
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Destroy(minigameObj);
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minigameObj = Instantiate(prefab);
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if (minigameObj.TryGetComponent<Minigame>(out var minigame))
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{
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this.minigame = minigame;
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minigame.minigameName = game;
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minigame.gameManager = this;
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minigame.conductor = conductor;
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}
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Vector3 originalScale = minigameObj.transform.localScale;
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minigameObj.transform.parent = eventCaller.GamesHolder.transform;
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minigameObj.transform.localScale = originalScale;
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minigameObj.name = game;
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SetCurrentGame(game, useMinigameColor);
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}
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string currentGameRequest = null;
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/// <summary>
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/// Waits for a given game to preload, then sets it as the current game
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/// </summary>
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/// <param name="game"></param>
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/// <param name="useMinigameColor"></param>
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/// <returns></returns>
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private IEnumerator WaitAndSetGame(string game, bool useMinigameColor = true)
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{
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if (game == currentGameRequest)
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{
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yield break;
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}
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currentGameRequest = game;
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var inf = GetGameInfo(game);
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if (inf != null && inf.UsesAssetBundle)
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{
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if (!(inf.AssetsLoaded || inf.AlreadyLoading))
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{
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// Debug.Log($"ASYNC loading assetbundles for game {game}");
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inf.LoadAssetsAsync().Forget();
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yield return new WaitUntil(() => inf.AssetsLoaded);
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}
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SetGame(game, useMinigameColor);
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currentGameRequest = null;
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}
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else
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{
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SetGame(game, useMinigameColor);
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currentGameRequest = null;
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}
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}
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public void DestroyGame()
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{
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SoundByte.UnloadAudioClips();
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SetGame("noGame");
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}
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/// <summary>
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/// Get the game prefab for a given game name
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/// </summary>
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/// <param name="name"></param>
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/// <returns></returns>
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public GameObject GetGamePrefab(string name)
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{
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if (name is null or "" or "noGame")
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{
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return Resources.Load<GameObject>($"Games/noGame");
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}
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Minigames.Minigame gameInfo = GetGameInfo(name);
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if (gameInfo != null)
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{
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if (gameInfo.inferred)
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{
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return Resources.Load<GameObject>($"Games/noGame");
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}
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if (gameInfo.fxOnly)
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{
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var gameInfos = Beatmap.Entities
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.Select(x => x.datamodel.Split(0))
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.Select(x => GetGameInfo(x))
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.Where(x => x != null)
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.Where(x => !x.fxOnly)
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.Where(x => x.LoadableName is not "noGame" or "" or null);
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if (gameInfos.Count() > 0)
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{
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gameInfo = gameInfos.FirstOrDefault();
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if (gameInfo == null) return Resources.Load<GameObject>($"Games/noGame");
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}
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else
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{
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return Resources.Load<GameObject>($"Games/noGame");
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}
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}
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GameObject prefab;
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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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if (gameInfo.AssetsLoaded && gameInfo.LoadedPrefab != null) return gameInfo.LoadedPrefab;
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// couldn't load cached prefab, try loading from resources (usually indev games with mispacked assetbundles)
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Debug.LogWarning($"Failed to load prefab for game {name} from assetbundle, trying Resources...");
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prefab = Resources.Load<GameObject>($"Games/{name}");
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if (prefab != null)
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{
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return prefab;
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}
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else
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{
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Debug.LogWarning($"Game {name} not found, using noGame");
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return Resources.Load<GameObject>($"Games/noGame");
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}
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}
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// games with no assetbundle (usually indev games)
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prefab = Resources.Load<GameObject>($"Games/{name}");
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if (prefab != null)
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{
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return prefab;
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}
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else
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{
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Debug.LogWarning($"Game {name} not found, using noGame");
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return Resources.Load<GameObject>($"Games/noGame");
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}
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}
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else
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{
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Debug.LogWarning($"Game {name} not found, using noGame");
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return Resources.Load<GameObject>($"Games/noGame");
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}
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}
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public Minigames.Minigame GetGameInfo(string name)
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{
|
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return eventCaller.GetMinigame(name);
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}
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public bool TryGetMinigame<T>(out T mg) where T : Minigame
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{
|
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if (minigame is T tempMinigame)
|
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{
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mg = tempMinigame;
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return true;
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}
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else
|
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{
|
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mg = null;
|
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return false;
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}
|
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}
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|
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Color colMain;
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public void SetCurrentGame(string game, bool useMinigameColor = true)
|
|
{
|
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currentGame = game;
|
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if (GetGameInfo(currentGame) != null)
|
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{
|
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colMain = StringUtils.Hex2RGB(GetGameInfo(currentGame).color);
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CircleCursor.SetCursorColors(colMain, StringUtils.Hex2RGB(GetGameInfo(currentGame).splitColorL), StringUtils.Hex2RGB(GetGameInfo(currentGame).splitColorR));
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if (useMinigameColor) HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(colMain, true);
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else HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(Color.black, false);
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}
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else
|
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{
|
|
CircleCursor.SetCursorColors(Color.white, Color.white, Color.white);
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HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(Color.black, false);
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}
|
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CircleCursor.ClearTrail(false);
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}
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|
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private void SetAmbientGlowToCurrentMinigameColor()
|
|
{
|
|
if (GetGameInfo(currentGame) != null)
|
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HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(StringUtils.Hex2RGB(GetGameInfo(currentGame).color), true);
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}
|
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|
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private bool SongPosLessThanClipLength(float t)
|
|
{
|
|
if (conductor.musicSource.clip != null)
|
|
return conductor.GetSongPosFromBeat(t) < conductor.musicSource.clip.length;
|
|
else
|
|
return true;
|
|
}
|
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|
|
public void ResetCamera()
|
|
{
|
|
HeavenStudio.GameCamera.ResetAdditionalTransforms();
|
|
}
|
|
}
|
|
} |