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
{
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 = new List<Beatmap.Entity>();
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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;
public CircleCursor CircleCursor;
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[Header("Games")]
Coroutine currentGameSwitchIE;
public string currentGame;
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public float startBeat;
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private GameObject currentGameO;
private List<GameObject> preloadedGames = new List<GameObject>();
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[HideInInspector] public GameObject GamesHolder;
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public bool playOnStart;
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private void Awake()
{
instance = this;
}
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// before Start() since this is very important
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private void Start()
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{
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this.transform.localScale = new Vector3(3000, 3000);
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;
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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 = 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) StartCoroutine(Begin());
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// SetCurrentGame(eventCaller.GamesHolder.transform.GetComponentsInChildren<Transform>()[1].name);
if (Beatmap.entities.Count >= 1)
{
SetCurrentGame(Beatmap.entities[0].datamodel.Split('/')[0]);
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SetGame(Beatmap.entities[0].datamodel.Split('/')[0]);
}
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}
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private IEnumerator Begin()
{
yield return new WaitForSeconds(startOffset);
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Conductor.instance.Play(startBeat);
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}
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private void Update()
{
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if (Beatmap.entities.Count < 1)
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return;
if (!Conductor.instance.musicSource.isPlaying)
return;
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if (Input.GetKeyDown(KeyCode.A))
{
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Conductor.instance.SetTime(Conductor.instance.songPositionInBeats + 3);
GetGame(currentGame).holder.GetComponent<Minigame>().OnTimeChange();
}
else if (Input.GetKeyDown(KeyCode.S))
{
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Conductor.instance.SetTime(Conductor.instance.songPositionInBeats - 3);
GetGame(currentGame).holder.GetComponent<Minigame>().OnTimeChange();
}
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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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{
// 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 && c.datamodel.Split('/')[0] != "gameManager");
var gameManagerEntities = Beatmap.entities.FindAll(c => c.beat == Beatmap.entities[currentEvent].beat && c.datamodel.Split('/')[0] == "gameManager");
// GameManager entities should ALWAYS execute before gameplay entities
for (int i = 0; i < gameManagerEntities.Count; i++)
{
eventCaller.CallEvent(gameManagerEntities[i].datamodel);
}
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for (int i = 0; i < entitesAtSameBeat.Count; 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])))
{
PreloadGame(entitesAtSameBeat[i].datamodel.Split('/')[0]);
}
eventCaller.CallEvent(entitesAtSameBeat[i].datamodel);
}
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currentEvent += entitesAtSameBeat.Count + gameManagerEntities.Count;
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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(float beat)
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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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if (playerEntities != null)
{
List<float> entities_p = playerEntities.Select(c => c.beat).ToList();
currentPlayerEvent = entities_p.IndexOf(Mathp.GetClosestInList(entities_p, beat));
}
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currentEvent = entities.IndexOf(Mathp.GetClosestInList(entities, beat));
print(currentEvent);
string newGame = Beatmap.entities[currentEvent].datamodel.Split('/')[0];
if (newGame != currentGame)
{
SwitchGame(newGame);
}
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}
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}
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public void SwitchGame(string game)
{
if (currentGameSwitchIE != null) StopCoroutine(currentGameSwitchIE);
currentGameSwitchIE = StartCoroutine(SwitchGameIE(game));
}
IEnumerator SwitchGameIE(string game)
{
this.GetComponent<SpriteRenderer>().enabled = true;
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SetGame(game);
yield return new WaitForSeconds(0.1666f);
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.name == game)
{
preloadedGames[i].SetActive(true);
currentGameO = preloadedGames[i];
preloadedGames.Remove(preloadedGames[i]);
instantiate = false;
}
}
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}
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if (instantiate)
{
currentGameO = Instantiate(GetGame(game).holder);
currentGameO.transform.parent = eventCaller.GamesHolder.transform;
currentGameO.name = game;
}
GameCamera.orthographic = true;
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if (onGameSwitch)
{
if (GetGame(currentGame).holder.GetComponent<Minigame>() != null)
GetGame(game).holder.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).holder);
g.transform.parent = eventCaller.GamesHolder.transform;
g.SetActive(false);
g.name = game;
preloadedGames.Add(g);
}
public EventCaller.MiniGame GetGame(string name)
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{
return eventCaller.minigames.Find(c => c.name == name);
}
// never gonna use this
public EventCaller.MiniGame GetCurrentGame()
{
return eventCaller.minigames.Find(c => c.name == transform.GetComponentsInChildren<Transform>()[1].name);
}
public void SetCurrentGame(string game)
{
currentGame = game;
CircleCursor.InnerCircle.GetComponent<SpriteRenderer>().color = Colors.Hex2RGB(GetGame(currentGame).color);
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}
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}
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}