HeavenStudio/Assets/Scripts/GameManager.cs

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Starpelly;
using Newtonsoft.Json;
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using RhythmHeavenMania.Games;
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namespace RhythmHeavenMania
{
public class GameManager : MonoBehaviour
{
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[Header("Lists")]
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public Beatmap Beatmap = new Beatmap();
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[HideInInspector] public List<Beatmap.Entity> playerEntities = new List<Beatmap.Entity>();
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private List<GameObject> preloadedGames = new List<GameObject>();
public List<GameObject> SoundObjects = new List<GameObject>();
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[Header("Components")]
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public TextAsset txt;
public Camera GameCamera, CursorCam;
public CircleCursor CircleCursor;
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[HideInInspector] public GameObject GamesHolder;
public Games.Global.Flash fade;
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[Header("Games")]
public string currentGame;
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Coroutine currentGameSwitchIE;
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[Header("Properties")]
public int currentEvent, currentTempoEvent;
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public float startOffset;
public bool playOnStart;
public float startBeat;
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private GameObject currentGameO;
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public bool autoplay;
public event Action<float> onBeatChanged;
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public int BeatmapEntities()
{
return Beatmap.entities.Count + Beatmap.tempoChanges.Count;
}
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public static GameManager instance { get; private set; }
private EventCaller eventCaller;
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private void Awake()
{
// autoplay = true;
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instance = this;
}
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public void Init()
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{
this.transform.localScale = new Vector3(30000000, 30000000);
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SpriteRenderer sp = this.gameObject.AddComponent<SpriteRenderer>();
sp.enabled = false;
sp.color = Color.black;
sp.sprite = Resources.Load<Sprite>("Sprites/GeneralPurpose/Square");
sp.sortingOrder = 30000;
this.gameObject.layer = 3;
GameObject fade = new GameObject();
this.fade = fade.AddComponent<Games.Global.Flash>();
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if (txt != null)
{
string json = txt.text;
Beatmap = JsonConvert.DeserializeObject<Beatmap>(json);
}
else
{
Beatmap = new Beatmap();
Beatmap.bpm = 120f;
}
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SortEventsList();
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GlobalGameManager.Init();
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eventCaller = this.gameObject.AddComponent<EventCaller>();
eventCaller.GamesHolder = GamesHolder.transform;
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eventCaller.Init();
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Conductor.instance.SetBpm(Beatmap.bpm);
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if (playOnStart)
{
Play(startBeat);
}
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// SetCurrentGame(eventCaller.GamesHolder.transform.GetComponentsInChildren<Transform>()[1].name);
if (Beatmap.entities.Count >= 1)
{
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SetCurrentGame(Beatmap.entities[0].datamodel.Split(0));
SetGame(Beatmap.entities[0].datamodel.Split(0));
}
else
{
SetGame("noGame");
}
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}
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public void LoadRemix(string json)
{
SortEventsList();
Beatmap = JsonConvert.DeserializeObject<Beatmap>(json);
Conductor.instance.SetBpm(Beatmap.bpm);
Stop(0);
SetCurrentEventToClosest(0);
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if (Beatmap.entities.Count >= 1)
{
SetCurrentGame(Beatmap.entities[0].datamodel.Split(0));
SetGame(Beatmap.entities[0].datamodel.Split(0));
}
else
{
SetGame("noGame");
}
}
// LateUpdate works a bit better but causes a bit of bugs, so remind me to fix those eventually
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private void Update()
{
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if (Beatmap.entities.Count < 1)
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return;
if (!Conductor.instance.isPlaying)
return;
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List<float> entities = Beatmap.entities.Select(c => c.beat).ToList();
List<float> tempoChanges = Beatmap.tempoChanges.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] /*&& SongPosLessThanClipLength(Conductor.instance.songPositionInBeats)*/)
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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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var entitesAtSameBeat = Beatmap.entities.FindAll(c => c.beat == Beatmap.entities[currentEvent].beat && !EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0])));
var fxEntities = Beatmap.entities.FindAll(c => c.beat == Beatmap.entities[currentEvent].beat && EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0])));
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// FX entities should ALWAYS execute before gameplay entities
for (int i = 0; i < fxEntities.Count; i++)
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{
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eventCaller.CallEvent(fxEntities[i].datamodel);
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currentEvent++;
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}
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for (int i = 0; i < entitesAtSameBeat.Count; i++)
{
var entity = entitesAtSameBeat[i];
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// if game isn't loaded, preload game so whatever event that would be called will still run outside if needed
if (entitesAtSameBeat[i].datamodel.Split('/')[0] != currentGame && !preloadedGames.Contains(preloadedGames.Find(c => c.name == entitesAtSameBeat[i].datamodel.Split('/')[0])))
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{
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PreloadGame(entitesAtSameBeat[i].datamodel.Split('/')[0]);
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}
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eventCaller.CallEvent(entitesAtSameBeat[i].datamodel);
// Thank you to @shshwdr for bring this to my attention
currentEvent++;
}
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// currentEvent += gameManagerEntities.Count;
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}
}
if (currentTempoEvent < Beatmap.tempoChanges.Count && currentTempoEvent >= 0)
{
if (Conductor.instance.songPositionInBeats >= tempoChanges[currentTempoEvent])
{
Conductor.instance.songBpm = Beatmap.tempoChanges[currentTempoEvent].tempo;
Conductor.instance.timeSinceLastTempoChange = Time.time;
currentTempoEvent++;
}
}
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}
#region Play Events
public void Play(float beat)
{
StartCoroutine(PlayCo(beat));
onBeatChanged?.Invoke(beat);
}
private IEnumerator PlayCo(float beat)
{
yield return null;
bool paused = Conductor.instance.isPaused;
Conductor.instance.SetBpm(Beatmap.bpm);
Conductor.instance.Play(beat);
if (!paused)
{
SetCurrentEventToClosest(beat);
}
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for (int i = 0; i < SoundObjects.Count; i++) Destroy(SoundObjects[i].gameObject);
}
public void Pause()
{
Conductor.instance.Pause();
}
public void Stop(float beat)
{
Conductor.instance.Stop(beat);
SetCurrentEventToClosest(beat);
onBeatChanged?.Invoke(beat);
}
#endregion
#region List Functions
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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));
Beatmap.tempoChanges.Sort((x, y) => x.beat.CompareTo(y.beat));
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}
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public void SetCurrentEventToClosest(float beat)
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{
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SortEventsList();
onBeatChanged?.Invoke(beat);
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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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currentEvent = entities.IndexOf(Mathp.GetClosestInList(entities, beat));
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var gameSwitchs = Beatmap.entities.FindAll(c => c.datamodel.Split(1) == "switchGame");
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string newGame = Beatmap.entities[currentEvent].datamodel.Split(0);
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if (gameSwitchs.Count > 0)
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{
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int index = gameSwitchs.FindIndex(c => c.beat == Mathp.GetClosestInList(gameSwitchs.Select(c => c.beat).ToList(), beat));
var closestGameSwitch = gameSwitchs[index];
if (closestGameSwitch.beat <= beat)
{
newGame = closestGameSwitch.datamodel.Split(2);
}
else if (closestGameSwitch.beat > beat)
{
if (index == 0)
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{
newGame = Beatmap.entities[0].datamodel.Split(0);
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}
else
{
if (index - 1 >= 0)
{
newGame = gameSwitchs[index - 1].datamodel.Split(2);
}
else
{
newGame = Beatmap.entities[Beatmap.entities.IndexOf(closestGameSwitch) - 1].datamodel.Split(0);
}
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}
}
// newGame = gameSwitchs[gameSwitchs.IndexOf(gameSwitchs.Find(c => c.beat == Mathp.GetClosestInList(gameSwitchs.Select(c => c.beat).ToList(), beat)))].datamodel.Split(2);
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}
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if (!GetGameInfo(newGame).fxOnly)
{
SetGame(newGame);
}
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}
else
{
SetGame("noGame");
}
if (Beatmap.tempoChanges.Count > 0)
{
List<float> tempoChanges = Beatmap.tempoChanges.Select(c => c.beat).ToList();
currentTempoEvent = tempoChanges.IndexOf(Mathp.GetClosestInList(tempoChanges, beat));
}
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}
#endregion
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public void SwitchGame(string game)
{
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if (game != currentGame)
{
if (currentGameSwitchIE != null)
StopCoroutine(currentGameSwitchIE);
currentGameSwitchIE = StartCoroutine(SwitchGameIE(game));
}
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}
IEnumerator SwitchGameIE(string game)
{
this.GetComponent<SpriteRenderer>().enabled = true;
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SetGame(game);
GameCamera.transform.localPosition = new Vector3(GameCamera.transform.localPosition.x, GameCamera.transform.localPosition.y, -10);
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yield return new WaitForSeconds(0.1f);
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this.GetComponent<SpriteRenderer>().enabled = false;
}
private void SetGame(string game, bool onGameSwitch = true)
{
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Destroy(currentGameO);
var instantiate = true;
if (preloadedGames.Count > 0)
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{
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for (int i = 0; i < preloadedGames.Count; i++)
{
if (preloadedGames[i].gameObject != null)
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{
if (preloadedGames[i].gameObject.name == game)
{
preloadedGames[i].SetActive(true);
currentGameO = preloadedGames[i];
preloadedGames.Remove(preloadedGames[i]);
instantiate = false;
}
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}
}
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}
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if (instantiate)
{
currentGameO = Instantiate(GetGame(game));
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currentGameO.transform.parent = eventCaller.GamesHolder.transform;
currentGameO.name = game;
}
/*if (onGameSwitch)
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{
if (GetGame(currentGame).GetComponent<Minigame>() != null)
GetGame(game).GetComponent<Minigame>().OnGameSwitch();
}*/
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SetCurrentGame(game);
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}
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private void PreloadGame(string game)
{
if (preloadedGames.Contains(preloadedGames.Find(c => c.name == game)))
return;
var g = Instantiate(GetGame(game));
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g.transform.parent = eventCaller.GamesHolder.transform;
g.SetActive(false);
g.name = game;
preloadedGames.Add(g);
}
public GameObject GetGame(string name)
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{
var gameInfo = GetGameInfo(name);
if (gameInfo != null)
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{
if (gameInfo.fxOnly)
{
name = Beatmap.entities.FindAll(c => {
var gameName = c.datamodel.Split(0);
var newGameInfo = GetGameInfo(gameName);
if (newGameInfo == null)
return false;
else
return !newGameInfo.fxOnly;
}).ToList()[0].datamodel.Split(0);
}
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}
return Resources.Load<GameObject>($"Games/{name}");
}
public Minigames.Minigame GetGameInfo(string name)
{
return EventCaller.instance.minigames.Find(c => c.name == name);
}
// never gonna use this
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public Minigames.Minigame GetCurrentGame()
{
return eventCaller.minigames.Find(c => c.name == transform.GetComponentsInChildren<Transform>()[1].name);
}
public void SetCurrentGame(string game)
{
currentGame = game;
if (GetGameInfo(currentGame) != null) CircleCursor.InnerCircle.GetComponent<SpriteRenderer>().color = Colors.Hex2RGB(GetGameInfo(currentGame).color);
else
CircleCursor.InnerCircle.GetComponent<SpriteRenderer>().color = Color.white;
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}
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private bool SongPosLessThanClipLength(float t)
{
if (Conductor.instance.musicSource.clip != null)
return Conductor.instance.GetSongPosFromBeat(t) < Conductor.instance.musicSource.clip.length;
else
return true;
}
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}
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}