mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
166 lines
No EOL
5.2 KiB
C#
166 lines
No EOL
5.2 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using Starpelly;
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using Newtonsoft.Json;
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using RhythmHeavenMania.Games;
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namespace RhythmHeavenMania
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{
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public class GameManager : MonoBehaviour
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{
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public static GameManager instance;
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private EventCaller eventCaller;
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public Beatmap Beatmap;
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[HideInInspector] public List<Beatmap.Entity> playerEntities;
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public int currentEvent, currentPlayerEvent;
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public TextAsset txt;
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public float startOffset;
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public Camera GameCamera, CursorCam;
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public CircleCursor CircleCursor;
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[Header("Games")]
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Coroutine currentGameSwitchIE;
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public string currentGame;
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private void Awake()
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{
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instance = this;
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}
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// before Start() since this is very important
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private void OnEnable()
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{
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SortEventsList();
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string json = txt.text;
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Beatmap = JsonConvert.DeserializeObject<Beatmap>(json);
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SortEventsList();
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GlobalGameManager.Init();
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eventCaller = GetComponent<EventCaller>();
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eventCaller.Init();
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Conductor.instance.SetBpm(Beatmap.bpm);
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StartCoroutine(Begin());
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SetCurrentGame(eventCaller.GamesHolder.transform.GetComponentsInChildren<Transform>()[1].name);
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}
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private IEnumerator Begin()
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{
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yield return new WaitForSeconds(startOffset);
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Conductor.instance.musicSource.Play();
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}
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private void Update()
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{
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if (Beatmap.entities.Count < 1)
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return;
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if (Input.GetKeyDown(KeyCode.A))
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{
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Conductor.instance.musicSource.time += 3;
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SetCurrentEventToClosest();
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GetGame(currentGame).holder.GetComponent<Minigame>().OnTimeChange();
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}
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else if (Input.GetKeyDown(KeyCode.S))
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{
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Conductor.instance.musicSource.time -= 3;
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SetCurrentEventToClosest();
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GetGame(currentGame).holder.GetComponent<Minigame>().OnTimeChange();
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}
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List<float> entities = Beatmap.entities.Select(c => c.beat).ToList();
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if (currentEvent < Beatmap.entities.Count && currentEvent >= 0)
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{
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if (Conductor.instance.songPositionInBeats >= entities[currentEvent])
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{
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// allows for multiple events on the same beat to be executed on the same frame, so no more 1-frame delay
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List<Beatmap.Entity> entitesAtSameBeat = Beatmap.entities.FindAll(c => c.beat == Beatmap.entities[currentEvent].beat);
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for (int i = 0; i < entitesAtSameBeat.Count; i++)
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{
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eventCaller.CallEvent(entitesAtSameBeat[i].datamodel);
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currentEvent++;
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}
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// eventCaller.CallEvent(Beatmap.entities[currentEvent].datamodel);
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// currentEvent++;
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}
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}
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}
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public void SortEventsList()
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{
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Beatmap.entities.Sort((x, y) => x.beat.CompareTo(y.beat));
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}
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public void SetCurrentEventToClosest()
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{
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if (Beatmap.entities.Count > 0)
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{
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List<float> entities = Beatmap.entities.Select(c => c.beat).ToList();
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List<float> entities_p = playerEntities.Select(c => c.beat).ToList();
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currentEvent = entities.IndexOf(Mathp.GetClosestInList(entities, Conductor.instance.songPositionInBeats));
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currentPlayerEvent = entities_p.IndexOf(Mathp.GetClosestInList(entities_p, Conductor.instance.songPositionInBeats));
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}
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}
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public void SwitchGame(string game)
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{
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if (currentGameSwitchIE != null) StopCoroutine(currentGameSwitchIE);
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currentGameSwitchIE = StartCoroutine(SwitchGameIE(game));
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}
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IEnumerator SwitchGameIE(string game)
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{
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this.GetComponent<SpriteRenderer>().enabled = true;
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GetGame(currentGame).holder.GetComponent<Minigame>().OnGameSwitch();
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GetGame(currentGame).holder.SetActive(false);
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GetGame(game).holder.SetActive(true);
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GameCamera.orthographic = true;
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GetGame(game).holder.GetComponent<Minigame>().OnGameSwitch();
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SetCurrentGame(game);
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yield return new WaitForSeconds(0.1666f);
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this.GetComponent<SpriteRenderer>().enabled = false;
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}
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public EventCaller.MiniGame GetGame(string name)
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{
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return eventCaller.minigames.Find(c => c.name == name);
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}
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// never gonna use this
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public EventCaller.MiniGame GetCurrentGame()
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{
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return eventCaller.minigames.Find(c => c.name == transform.GetComponentsInChildren<Transform>()[1].name);
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}
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public void SetCurrentGame(string game)
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{
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currentGame = game;
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CircleCursor.InnerCircle.GetComponent<SpriteRenderer>().color = Colors.Hex2RGB(GetGame(currentGame).color);
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}
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}
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} |