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31f4b1126e
* Sick Beats (WIP) * sfx * I wish create ScheduleMissableInput sometime * deleted: Assets/Resources/Sprites/Games/SickBeats/Animations/virus/virusCome.anim * Simple Flick * ScheduleMissableInput
359 lines
No EOL
13 KiB
C#
359 lines
No EOL
13 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Common;
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namespace HeavenStudio.Games
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{
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public class PlayerActionEvent : MonoBehaviour
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{
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static List<PlayerActionEvent> allEvents = new List<PlayerActionEvent>();
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public static bool EnableAutoplayCheat = true;
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public delegate void ActionEventCallback(PlayerActionEvent caller);
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public delegate void ActionEventCallbackState(PlayerActionEvent caller, float state);
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public delegate bool ActionEventHittableQuery();
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public ActionEventCallbackState OnHit; //Function to trigger when an input has been done perfectly
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public ActionEventCallback OnMiss; //Function to trigger when an input has been missed
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public ActionEventCallback OnBlank; //Function to trigger when an input has been recorded while this is pending
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public ActionEventHittableQuery IsHittable; //Checks if an input can be hit. Returning false will skip button checks.
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public ActionEventCallback OnDestroy; //Function to trigger whenever this event gets destroyed. /!\ Shouldn't be used for a minigame! Use OnMiss instead /!\
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public PlayerInput.InputAction InputAction;
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public double startBeat;
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public double timer;
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public float weight = 1f;
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public bool isEligible = true;
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public bool canHit = true; //Indicates if you can still hit the cue or not. If set to false, it'll guarantee a miss
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public bool enabled = true; //Indicates if the PlayerActionEvent is enabled. If set to false, it'll not trigger any events and destroy itself AFTER it's not relevant anymore
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public bool triggersAutoplay = true;
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public string minigame;
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bool lockedByEvent = false;
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bool markForDeletion = false;
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float pitchWhenHit = 1f;
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public bool autoplayOnly = false; //Indicates if the input event only triggers when it's autoplay. If set to true, NO Miss or Blank events will be triggered when you're not autoplaying.
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public bool noAutoplay = false; //Indicates if this PlayerActionEvent is recognized by the autoplay. /!\ Overrides autoPlayOnly /!\
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public bool perfectOnly = false; //Indicates that the input only recognize perfect inputs.
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public bool countsForAccuracy = true; //Indicates if the input counts for the accuracy or not. If set to false, it'll not be counted in the accuracy calculation
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public bool missable = false; //Indicates if the miss input counts for the accuracy or not. If set to true, it'll not be counted in the accuracy calculation
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public void setHitCallback(ActionEventCallbackState OnHit)
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{
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this.OnHit = OnHit;
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}
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public void setMissCallback(ActionEventCallback OnMiss)
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{
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this.OnMiss = OnMiss;
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}
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public void setHittableQuery(ActionEventHittableQuery IsHittable)
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{
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this.IsHittable = IsHittable;
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}
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public void Enable() { enabled = true; }
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public void Disable() { enabled = false; }
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public void QueueDeletion() { markForDeletion = true; }
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public bool IsCorrectInput(out double dt)
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{
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dt = 0;
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if (InputAction != null)
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{
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return PlayerInput.GetIsAction(InputAction, out dt);
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}
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return false;
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}
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public void CanHit(bool canHit)
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{
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this.canHit = canHit;
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}
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public void Start()
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{
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allEvents.Add(this);
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}
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public void Update()
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{
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Conductor cond = Conductor.instance;
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GameManager gm = GameManager.instance;
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if (markForDeletion) CleanUp();
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if (!cond.NotStopped()) CleanUp(); // If the song is stopped entirely in the editor, destroy itself as we don't want duplicates
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if (noAutoplay && autoplayOnly) autoplayOnly = false;
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if (noAutoplay && triggersAutoplay) triggersAutoplay = false;
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if (!enabled) return;
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if (minigame != GameManager.instance.currentGame) return;
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double normalizedTime = GetNormalizedTime();
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if (gm.autoplay && gm.canInput)
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{
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AutoplayInput(normalizedTime);
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return;
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}
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//BUGFIX: ActionEvents destroyed too early
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if (normalizedTime > Minigame.NgLateTime(cond.SongPitch)) Miss();
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if (lockedByEvent)
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{
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return;
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}
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if (!CheckEventLock())
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{
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return;
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}
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if (!autoplayOnly && (IsHittable == null || IsHittable != null && IsHittable()) && IsCorrectInput(out double dt))
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{
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normalizedTime -= dt;
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if (IsExpectingInputNow())
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{
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double stateProg = ((normalizedTime - Minigame.JustEarlyTime()) / (Minigame.JustLateTime() - Minigame.JustEarlyTime()) - 0.5f) * 2;
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Hit(stateProg, normalizedTime);
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}
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else
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{
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Blank();
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}
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}
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}
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public void LateUpdate()
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{
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if (markForDeletion)
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{
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allEvents.Remove(this);
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OnDestroy(this);
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Destroy(this.gameObject);
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}
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foreach (PlayerActionEvent evt in allEvents)
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{
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evt.lockedByEvent = false;
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}
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}
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private bool CheckEventLock()
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{
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foreach (PlayerActionEvent toCompare in allEvents)
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{
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if (toCompare == this) continue;
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if (toCompare.autoplayOnly) continue;
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if (InputAction != null)
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{
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if (toCompare.InputAction == null) continue;
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int catIdx = (int)PlayerInput.CurrentControlStyle;
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if (toCompare.InputAction != null
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&& toCompare.InputAction.inputLockCategory[catIdx] != InputAction.inputLockCategory[catIdx]) continue;
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}
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double t1 = this.startBeat + this.timer;
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double t2 = toCompare.startBeat + toCompare.timer;
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double songPos = Conductor.instance.songPositionInBeatsAsDouble;
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// compare distance between current time and the events
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// events that happen at the exact same time with the exact same inputs will return true
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if (Math.Abs(t1 - songPos) > Math.Abs(t2 - songPos))
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return false;
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else if (t1 != t2) // if they are the same time, we don't want to lock the event
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toCompare.lockedByEvent = true;
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}
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return true;
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}
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private void AutoplayInput(double normalizedTime, bool autoPlay = false)
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{
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if (triggersAutoplay && (GameManager.instance.autoplay || autoPlay) && normalizedTime >= 1f - (Time.deltaTime * 0.5f))
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{
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AutoplayEvent();
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if (!autoPlay)
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TimelineAutoplay();
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}
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}
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// TODO: move this to timeline code instead
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private void TimelineAutoplay()
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{
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if (Editor.Editor.instance == null) return;
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if (!GameManager.instance.canInput) return;
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if (Editor.Track.Timeline.instance != null && !Editor.Editor.instance.fullscreen)
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{
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Editor.Track.Timeline.instance.AutoplayBTN.GetComponent<Animator>().Play("Ace", 0, 0);
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}
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}
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public bool IsExpectingInputNow()
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{
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if (IsHittable != null)
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{
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if (!IsHittable()) return false;
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}
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if (!enabled) return false;
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if (!isEligible) return false;
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double normalizedBeat = GetNormalizedTime();
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return normalizedBeat > Minigame.NgEarlyTime() && normalizedBeat < Minigame.NgLateTime();
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}
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double GetNormalizedTime()
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{
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var cond = Conductor.instance;
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double currTime = cond.songPositionAsDouble;
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double targetTime = cond.GetSongPosFromBeat(startBeat + timer);
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// HS timing window uses 1 as the middle point instead of 0
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return 1 + (currTime - targetTime);
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}
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//For the Autoplay
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public void AutoplayEvent()
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{
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if (!GameManager.instance.canInput)
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{
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CleanUp();
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return;
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}
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if (EnableAutoplayCheat)
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{
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Hit(0f, 1f);
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}
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else
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{
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double normalizedBeat = GetNormalizedTime();
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double stateProg = ((normalizedBeat - Minigame.JustEarlyTime()) / (Minigame.JustLateTime() - Minigame.JustEarlyTime()) - 0.5f) * 2;
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Hit(stateProg, normalizedBeat);
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}
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}
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//The state parameter is either -1 -> Early, 0 -> Perfect, 1 -> Late
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public void Hit(double state, double time)
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{
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GameManager gm = GameManager.instance;
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if (OnHit != null && enabled)
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{
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if (canHit)
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{
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CleanUp();
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pitchWhenHit = Conductor.instance.SongPitch;
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double normalized = time - 1f;
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int offset = Mathf.CeilToInt((float)normalized * 1000);
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if (gm.canInput)
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{
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gm.AvgInputOffset = offset;
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}
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state = System.Math.Max(-1.0, System.Math.Min(1.0, state));
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if (countsForAccuracy && gm.canInput && !(noAutoplay || autoplayOnly) && isEligible)
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{
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gm.ScoreInputAccuracy(startBeat + timer, TimeToAccuracy(time, pitchWhenHit), time > 1.0, time, weight, true);
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if (state >= 1f || state <= -1f)
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{
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GoForAPerfect.instance.Miss();
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SectionMedalsManager.instance.MakeIneligible();
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}
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else
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{
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GoForAPerfect.instance.Hit();
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}
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}
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OnHit(this, (float)state);
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}
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else
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{
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Blank();
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}
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}
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}
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double TimeToAccuracy(double time, float pitch = -1)
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{
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if (pitch < 0) pitch = pitchWhenHit;
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if (time >= Minigame.AceEarlyTime(pitch) && time <= Minigame.AceLateTime(pitch))
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{
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// Ace
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return 1.0;
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}
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double state = 0;
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if (time >= Minigame.JustEarlyTime(pitch) && time <= Minigame.JustLateTime(pitch))
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{
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// Good Hit
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if (time > 1.0)
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{
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// late half of timing window
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state = 1.0 - ((time - Minigame.AceLateTime(pitch)) / (Minigame.JustLateTime(pitch) - Minigame.AceLateTime(pitch)));
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state *= 1.0 - Minigame.rankHiThreshold;
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state += Minigame.rankHiThreshold;
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}
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else
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{
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//early half of timing window
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state = ((time - Minigame.JustEarlyTime(pitch)) / (Minigame.AceEarlyTime(pitch) - Minigame.JustEarlyTime(pitch)));
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state *= 1.0 - Minigame.rankHiThreshold;
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state += Minigame.rankHiThreshold;
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}
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}
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else
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{
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if (time > 1.0)
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{
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// late half of timing window
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state = 1.0 - ((time - Minigame.JustLateTime(pitch)) / (Minigame.NgLateTime(pitch) - Minigame.JustLateTime(pitch)));
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state *= Minigame.rankOkThreshold;
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}
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else
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{
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//early half of timing window
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state = ((time - Minigame.JustEarlyTime(pitch)) / (Minigame.AceEarlyTime(pitch) - Minigame.JustEarlyTime(pitch)));
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state *= Minigame.rankOkThreshold;
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}
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}
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return state;
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}
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public void Miss()
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{
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GameManager gm = GameManager.instance;
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CleanUp();
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if (OnMiss != null && enabled && !autoplayOnly)
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{
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OnMiss(this);
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}
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if (countsForAccuracy && !missable && gm.canInput && !(noAutoplay || autoplayOnly))
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{
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gm.ScoreInputAccuracy(startBeat + timer, 0, true, 2.0, weight, false);
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GoForAPerfect.instance.Miss();
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SectionMedalsManager.instance.MakeIneligible();
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}
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}
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public void Blank()
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{
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if (OnBlank != null && enabled && !autoplayOnly)
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{
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OnBlank(this);
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}
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}
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public void CleanUp()
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{
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if (markForDeletion) return;
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markForDeletion = true;
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}
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}
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} |