fix pre-function sorting

This commit is contained in:
minenice55 2024-01-14 19:08:02 -05:00
parent a73d561bfc
commit 17b89dfff1
2 changed files with 34 additions and 29 deletions

View file

@ -69,7 +69,7 @@ namespace HeavenStudio
bool AudioLoadDone;
bool ChartLoadError;
List<double> eventBeats, tempoBeats, volumeBeats, sectionBeats;
List<double> eventBeats, preSequenceBeats, tempoBeats, volumeBeats, sectionBeats;
List<RiqEntity> allGameSwitches;
public event Action<double> onBeatChanged;
@ -455,27 +455,23 @@ namespace HeavenStudio
{
if (currentPreSequence < Beatmap.Entities.Count && currentPreSequence >= 0)
{
List<RiqEntity> entitiesAtSameBeat = ListPool<RiqEntity>.Get();
RiqEntity seekEntity = Beatmap.Entities[currentPreSequence];
foreach (RiqEntity entity in Beatmap.Entities)
if (start >= preSequenceBeats[currentPreSequence])
{
if (entity.beat == seekEntity.beat)
List<RiqEntity> entitiesInRange = ListPool<RiqEntity>.Get();
foreach (RiqEntity entity in Beatmap.Entities)
{
entitiesAtSameBeat.Add(entity);
string[] entityDatamodel = entity.datamodel.Split('/');
double seekTime = eventCaller.GetGameAction(entityDatamodel[0], entityDatamodel[1]).preFunctionLength;
if (entity.beat - seekTime == preSequenceBeats[currentPreSequence])
{
Debug.Log($"Calling pre-event for {entity.datamodel} at beat {entity.beat - seekTime} (prefunction length {seekTime})");
entitiesInRange.Add(entity);
}
}
}
SortEventsByPriority(entitiesAtSameBeat);
SortEventsByPriority(entitiesInRange);
string[] seekEntityDatamodel = seekEntity.datamodel.Split('/');
float seekTime = eventCaller.GetGameAction(seekEntityDatamodel[0], seekEntityDatamodel[1]).preFunctionLength;
if (start + seekTime >= eventBeats[currentPreSequence])
{
foreach (RiqEntity entity in entitiesAtSameBeat)
foreach (RiqEntity entity in entitiesInRange)
{
currentPreSequence++;
string gameName = entity.datamodel.Split('/')[0];
var inf = GetGameInfo(gameName);
if (inf != null && inf.usesAssetBundle && inf.AssetsLoaded && !inf.SequencesPreloaded)
@ -484,9 +480,10 @@ namespace HeavenStudio
PreloadGameSequences(gameName);
}
eventCaller.CallPreEvent(entity);
currentPreSequence++;
}
ListPool<RiqEntity>.Release(entitiesInRange);
}
ListPool<RiqEntity>.Release(entitiesAtSameBeat);
}
}
@ -577,13 +574,13 @@ namespace HeavenStudio
{
if (clampedBeat >= eventBeats[currentEvent])
{
List<RiqEntity> entitiesAtSameBeat = ListPool<RiqEntity>.Get();
List<RiqEntity> entitiesInRange = ListPool<RiqEntity>.Get();
List<RiqEntity> fxEntities = ListPool<RiqEntity>.Get();
// allows for multiple events on the same beat to be executed on the same frame, so no more 1-frame delay
using (PooledObject<List<RiqEntity>> pool = ListPool<RiqEntity>.Get(out List<RiqEntity> currentBeatEntities))
{
currentBeatEntities = Beatmap.Entities.FindAll(c => c.beat == Beatmap.Entities[currentEvent].beat);
currentBeatEntities = Beatmap.Entities.FindAll(c => c.beat == eventBeats[currentEvent]);
foreach (RiqEntity entity in currentBeatEntities)
{
if (EventCaller.FXOnlyGames().Contains(eventCaller.GetMinigame(entity.datamodel.Split('/')[0])))
@ -592,13 +589,13 @@ namespace HeavenStudio
}
else
{
entitiesAtSameBeat.Add(entity);
entitiesInRange.Add(entity);
}
}
}
SortEventsByPriority(fxEntities);
SortEventsByPriority(entitiesAtSameBeat);
SortEventsByPriority(entitiesInRange);
// FX entities should ALWAYS execute before gameplay entities
foreach (RiqEntity entity in fxEntities)
@ -607,7 +604,7 @@ namespace HeavenStudio
currentEvent++;
}
foreach (RiqEntity entity in entitiesAtSameBeat)
foreach (RiqEntity entity in entitiesInRange)
{
// if game isn't loaded, preload game so whatever event that would be called will still run outside if needed
if (entity.datamodel.Split('/')[0] != currentGame)
@ -623,7 +620,7 @@ namespace HeavenStudio
currentEvent++;
}
ListPool<RiqEntity>.Release(entitiesAtSameBeat);
ListPool<RiqEntity>.Release(entitiesInRange);
ListPool<RiqEntity>.Release(fxEntities);
}
}
@ -643,10 +640,10 @@ namespace HeavenStudio
private void LateUpdate()
{
OverlaysManager.instance.TogleOverlaysVisibility(Editor.Editor.instance == null || Editor.Editor.instance.fullscreen || ((PersistentDataManager.gameSettings.overlaysInEditor) && (!Editor.Editor.instance.fullscreen)) || HeavenStudio.Editor.GameSettings.InPreview);
if (!Conductor.instance.isPlaying)
return;
if (Conductor.instance.songPositionInBeatsAsDouble >= Math.Ceiling(_playStartBeat) + _latePulseTally)
{
if (_currentMinigame != null) _currentMinigame.OnLateBeatPulse(Math.Ceiling(_playStartBeat) + _latePulseTally);
@ -893,6 +890,15 @@ namespace HeavenStudio
sectionBeats = Beatmap.SectionMarkers.Select(c => c.beat).ToList();
allGameSwitches = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame" });
preSequenceBeats = new List<double>();
foreach (RiqEntity entity in Beatmap.Entities)
{
string[] seekEntityDatamodel = entity.datamodel.Split('/');
double seekTime = eventCaller.GetGameAction(seekEntityDatamodel[0], seekEntityDatamodel[1]).preFunctionLength;
preSequenceBeats.Add(entity.beat - seekTime);
}
preSequenceBeats.Sort();
}
void SortEventsByPriority(List<RiqEntity> entities)
@ -909,7 +915,6 @@ namespace HeavenStudio
return yAction.priority.CompareTo(xAction.priority);
});
}
public static double GetClosestInList(List<double> list, double compareTo)
@ -1177,7 +1182,7 @@ namespace HeavenStudio
{
//game is packed in an assetbundle, load from that instead
if (gameInfo.AssetsLoaded && gameInfo.LoadedPrefab != null) return gameInfo.LoadedPrefab;
try
{
return gameInfo.GetCommonAssetBundle().LoadAsset<GameObject>(name);

View file

@ -37,7 +37,7 @@ namespace HeavenStudio.Games.Loaders
{
new Param("mute", false, "Mute", "Toggle if the mole laugh sound should be muted.")
},
preFunctionLength = 6
preFunctionLength = 3
},
new GameAction("end", "End")
{