mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-24 02:25:18 +00:00
d5ae99d8ba
* add accuracy display * temp BG for show * separate overlays prefab make proper shader for star effects * aim shakiness display * implement testing skill star * fully functional skill star * separate section display from editor * fully separate chart section display from timeline * add section to overlays * fix nullreference issues * start game layout settings * add game settings script * fix nonfunctioning scoring * invert y position logic on timing bar * add perfect challenge functionality * fix section not showing up in editor add perfect challenge option * add timing display minimal mode * Update PerfectAndPractice.png * show gismo for minigame bounds in editor * add ability to disable overlays in editor * prepare medals add new timing display graphic * hide screen preview * per-axis camera control added per request * section medals basic functionality * add medal get animations * fix bug with perfect icons * visual enhancements * adjust look of timing display minmode address audio ducking issues(?) * prepare overlay lyt editor add viewport pan, rotate, scale adjust audio setting * add layout editor UI elements * dynamic overlay creation * fix default single timing disp * set up overlay settings controls * start UI events * runtime uuid for component reference * layout editor affects overlay elements * show overlay element previews while editing * advanced audio settings * fix bug in drop-down creation * fallback defaults for the new stuff * fix textbox & overlay visibility bugs
402 lines
No EOL
12 KiB
C#
402 lines
No EOL
12 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Starpelly;
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namespace HeavenStudio
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{
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// [RequireComponent(typeof(AudioSource))]
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public class Conductor : MonoBehaviour
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{
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// Song beats per minute
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// This is determined by the song you're trying to sync up to
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public float songBpm;
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// The number of seconds for each song beat
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public float secPerBeat;
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// The number of seconds for each song beat, inversely scaled to song pitch (higer pitch = shorter time)
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public float pitchedSecPerBeat => (secPerBeat / SongPitch);
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// Current song position, in seconds
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private double songPos; // for Conductor use only
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public float songPosition => (float) songPos;
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public double songPositionAsDouble => songPos;
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// Current song position, in beats
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private double songPosBeat; // for Conductor use only
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public float songPositionInBeats => (float) songPosBeat;
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public double songPositionInBeatsAsDouble => songPosBeat;
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// Current time of the song
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private double time;
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double lastAbsTime;
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// the dspTime we started at
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private double dspStartTime;
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public double dspStartTimeAsDouble => dspStartTime;
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//the beat we started at
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private double startBeat;
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public double startBeatAsDouble => startBeat;
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// an AudioSource attached to this GameObject that will play the music.
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public AudioSource musicSource;
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// The offset to the first beat of the song in seconds
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public float firstBeatOffset;
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// Conductor instance
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public static Conductor instance;
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// Conductor is currently playing song
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public bool isPlaying;
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// Conductor is currently paused, but not fully stopped
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public bool isPaused;
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// Last reported beat based on song position
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private float lastReportedBeat = 0f;
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// Metronome tick sound enabled
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public bool metronome = false;
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Util.Sound metronomeSound;
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// pitch values
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private float timelinePitch = 1f;
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private float minigamePitch = 1f;
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public float SongPitch { get => timelinePitch * minigamePitch; }
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public void SetTimelinePitch(float pitch)
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{
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timelinePitch = pitch;
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musicSource.pitch = SongPitch;
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}
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public void SetMinigamePitch(float pitch)
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{
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minigamePitch = pitch;
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musicSource.pitch = SongPitch;
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}
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void Awake()
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{
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instance = this;
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}
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public void SetBeat(float beat)
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{
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float secFromBeat = (float) GetSongPosFromBeat(beat);
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if (musicSource.clip != null)
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{
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if (secFromBeat < musicSource.clip.length)
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musicSource.time = secFromBeat;
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else
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musicSource.time = 0;
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}
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GameManager.instance.SetCurrentEventToClosest(beat);
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songPosBeat = beat;
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}
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public void Play(float beat)
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{
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GameManager.instance.SortEventsList();
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bool negativeOffset = firstBeatOffset < 0f;
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bool negativeStartTime = false;
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// Debug.Log("starting playback @ beat " + beat + ", offset is " + firstBeatOffset);
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var startPos = GetSongPosFromBeat(beat);
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if (negativeOffset)
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{
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time = startPos;
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}
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else
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{
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negativeStartTime = startPos - firstBeatOffset < 0f;
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if (negativeStartTime)
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time = startPos - firstBeatOffset;
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else
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time = startPos;
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}
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//TODO: make this take into account past tempo changes
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songPosBeat = GetBeatFromSongPos(time - firstBeatOffset);
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// Debug.Log("corrected starting playback @ beat " + songPosBeat);
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isPlaying = true;
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isPaused = false;
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if (SongPosLessThanClipLength(startPos))
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{
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if (negativeOffset)
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{
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var musicStartTime = startPos + firstBeatOffset;
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if (musicStartTime < 0f)
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{
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musicSource.time = (float) startPos;
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musicSource.PlayScheduled(AudioSettings.dspTime - firstBeatOffset / SongPitch);
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}
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else
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{
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musicSource.time = (float) musicStartTime;
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musicSource.PlayScheduled(AudioSettings.dspTime);
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}
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}
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else
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{
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if (negativeStartTime)
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{
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musicSource.time = (float) startPos;
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}
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else
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{
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musicSource.time = (float) startPos + firstBeatOffset;
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}
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musicSource.PlayScheduled(AudioSettings.dspTime);
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}
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}
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lastAbsTime = Time.realtimeSinceStartupAsDouble;
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dspStartTime = AudioSettings.dspTime;
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startBeat = beat;
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// GameManager.instance.SetCurrentEventToClosest(songPositionInBeats);
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}
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public void Pause()
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{
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isPlaying = false;
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isPaused = true;
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musicSource.Pause();
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}
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public void Stop(float time)
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{
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this.time = time;
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songPosBeat = 0;
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isPlaying = false;
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isPaused = false;
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musicSource.Stop();
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}
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float test;
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public void Update()
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{
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if (isPlaying)
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{
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double absTime = Time.realtimeSinceStartupAsDouble;
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double dt = (absTime - lastAbsTime) * SongPitch;
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lastAbsTime = absTime;
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time += dt;
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songPos = time;
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songPosBeat = GetBeatFromSongPos(songPos - firstBeatOffset);
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}
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}
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public void LateUpdate()
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{
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if (metronome && isPlaying)
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{
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if (ReportBeat(ref lastReportedBeat))
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{
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metronomeSound = Util.Jukebox.PlayOneShot("metronome", lastReportedBeat);
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}
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else if (songPositionInBeats < lastReportedBeat)
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{
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lastReportedBeat = Mathf.Round(songPositionInBeats);
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}
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}
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else
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{
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if (metronomeSound != null)
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{
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metronomeSound.Delete();
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metronomeSound = null;
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}
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}
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}
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public bool ReportBeat(ref float lastReportedBeat, float offset = 0, bool shiftBeatToOffset = true)
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{
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bool result = songPositionInBeats + (shiftBeatToOffset ? offset : 0f) >= (lastReportedBeat) + 1f;
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if (result)
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{
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lastReportedBeat += 1f;
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if (lastReportedBeat < songPositionInBeats)
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{
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lastReportedBeat = Mathf.Round(songPositionInBeats);
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}
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}
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return result;
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}
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public float GetLoopPositionFromBeat(float beatOffset, float length)
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{
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return Mathf.Repeat((songPositionInBeats / length) + beatOffset, 1);
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}
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public float GetPositionFromBeat(float startBeat, float length)
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{
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float a = Mathp.Normalize(songPositionInBeats, startBeat, startBeat + length);
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return a;
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}
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public float GetBeatFromPosition(float position, float startBeat, float length)
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{
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return Mathp.DeNormalize(position, startBeat, startBeat + length);
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}
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public float GetPositionFromMargin(float targetBeat, float margin)
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{
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return GetPositionFromBeat(targetBeat - margin, margin);
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}
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public float GetBeatFromPositionAndMargin(float position, float targetBeat, float margin)
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{
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return GetBeatFromPosition(position, targetBeat - margin, margin);
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}
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private List<DynamicBeatmap.TempoChange> GetSortedTempoChanges(DynamicBeatmap chart)
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{
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GameManager.instance.SortEventsList();
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return GameManager.instance.Beatmap.tempoChanges;
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}
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public float GetBpmAtBeat(float beat)
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{
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var chart = GameManager.instance.Beatmap;
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if (chart.tempoChanges.Count == 0)
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return chart.bpm;
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float bpm = chart.bpm;
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foreach (DynamicBeatmap.TempoChange t in chart.tempoChanges)
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{
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if (t.beat > beat)
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{
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break;
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}
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bpm = t.tempo;
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}
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return bpm;
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}
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public double GetSongPosFromBeat(double beat)
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{
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var chart = GameManager.instance.Beatmap;
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float bpm = chart.bpm;
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double counter = 0f;
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float lastTempoChangeBeat = 0f;
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foreach (DynamicBeatmap.TempoChange t in chart.tempoChanges)
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{
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if (t.beat > beat)
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{
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break;
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}
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counter += (t.beat - lastTempoChangeBeat) * 60/bpm;
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bpm = t.tempo;
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lastTempoChangeBeat = t.beat;
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}
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counter += (beat - lastTempoChangeBeat) * 60/bpm;
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return counter;
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}
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//thank you @wooningcharithri#7419 for the psuedo-code
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public double BeatsToSecs(double beats, float bpm)
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{
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return beats / bpm * 60f;
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}
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public double SecsToBeats(double s, float bpm)
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{
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return s / 60f * bpm;
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}
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public double GetBeatFromSongPos(double seconds)
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{
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double lastTempoChangeBeat = 0f;
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double counterSeconds = -firstBeatOffset;
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float lastBpm = GameManager.instance.Beatmap.bpm;
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foreach (DynamicBeatmap.TempoChange t in GameManager.instance.Beatmap.tempoChanges)
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{
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double beatToNext = t.beat - lastTempoChangeBeat;
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double secToNext = BeatsToSecs(beatToNext, lastBpm);
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double nextSecs = counterSeconds + secToNext;
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if (nextSecs >= seconds)
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break;
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lastTempoChangeBeat = t.beat;
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lastBpm = t.tempo;
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counterSeconds = nextSecs;
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}
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return lastTempoChangeBeat + SecsToBeats(seconds - counterSeconds, lastBpm);
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}
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//
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// convert real seconds to beats
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public float GetRestFromRealTime(float seconds)
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{
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return seconds/pitchedSecPerBeat;
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}
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public void SetBpm(float bpm)
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{
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this.songBpm = bpm;
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secPerBeat = 60f / songBpm;
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}
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public void SetVolume(float percent)
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{
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musicSource.volume = percent / 100f;
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}
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public float SongLengthInBeats()
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{
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if (!musicSource.clip) return 0;
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return (float) GetBeatFromSongPos(musicSource.clip.length);
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}
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public bool SongPosLessThanClipLength(float t)
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{
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if (musicSource.clip != null)
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return t < musicSource.clip.length;
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else
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return false;
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}
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public bool SongPosLessThanClipLength(double t)
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{
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if (musicSource.clip != null)
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return t < musicSource.clip.length;
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else
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return false;
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}
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public bool NotStopped()
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{
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return Conductor.instance.isPlaying == true || Conductor.instance.isPaused == true;
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}
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}
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} |