add calculation for accuracy

This commit is contained in:
minenice55 2023-01-24 18:54:08 -05:00
parent 4b13f559eb
commit 8b33e77791
5 changed files with 103 additions and 23 deletions

View file

@ -60,6 +60,7 @@ namespace HeavenStudio
public static GameManager instance { get; private set; } public static GameManager instance { get; private set; }
private EventCaller eventCaller; private EventCaller eventCaller;
// average input accuracy (msec)
List<int> inputOffsetSamples = new List<int>(); List<int> inputOffsetSamples = new List<int>();
float averageInputOffset = 0; float averageInputOffset = 0;
public float AvgInputOffset public float AvgInputOffset
@ -75,6 +76,18 @@ namespace HeavenStudio
} }
} }
// input accuracy (%)
double totalInputs = 0;
double totalPlayerAccuracy = 0;
public double PlayerAccuracy
{
get
{
if (totalInputs == 0) return 0;
return totalPlayerAccuracy / totalInputs;
}
}
private void Awake() private void Awake()
{ {
// autoplay = true; // autoplay = true;
@ -190,6 +203,11 @@ namespace HeavenStudio
} }
} }
public static void ScoreInputAccuracy(double accuracy, float weight = 1)
{
}
public void SeekAheadAndPreload(double start, float seekTime = 8f) public void SeekAheadAndPreload(double start, float seekTime = 8f)
{ {
//seek ahead to preload games that have assetbundles //seek ahead to preload games that have assetbundles

View file

@ -9,6 +9,7 @@ namespace HeavenStudio.Games
public class Minigame : MonoBehaviour public class Minigame : MonoBehaviour
{ {
public static float earlyTime = 0.07f, perfectTime = 0.04f, aceEarlyTime = 0.01f, aceLateTime = 0.01f, lateTime = 0.04f, endTime = 0.07f; public static float earlyTime = 0.07f, perfectTime = 0.04f, aceEarlyTime = 0.01f, aceLateTime = 0.01f, lateTime = 0.04f, endTime = 0.07f;
public static float rankHiThreshold = 0.8f, rankOkThreshold = 0.6f;
[SerializeField] public SoundSequence.SequenceKeyValue[] SoundSequences; [SerializeField] public SoundSequence.SequenceKeyValue[] SoundSequences;
public List<Minigame.Eligible> EligibleHits = new List<Minigame.Eligible>(); public List<Minigame.Eligible> EligibleHits = new List<Minigame.Eligible>();
@ -171,7 +172,7 @@ namespace HeavenStudio.Games
public static float AceStartTime() public static float AceStartTime()
{ {
return 1f + ScaleTimingMargin(aceEarlyTime); return 1f - ScaleTimingMargin(aceEarlyTime);
} }
public static float AceEndTime() public static float AceEndTime()

View file

@ -11,6 +11,7 @@ namespace HeavenStudio.Games
public class PlayerActionEvent : PlayerActionObject public class PlayerActionEvent : PlayerActionObject
{ {
public static bool EnableAutoplayCheat = false;
public delegate void ActionEventCallback(PlayerActionEvent caller); public delegate void ActionEventCallback(PlayerActionEvent caller);
public delegate void ActionEventCallbackState(PlayerActionEvent caller, float state); public delegate void ActionEventCallbackState(PlayerActionEvent caller, float state);
@ -33,6 +34,8 @@ namespace HeavenStudio.Games
public InputType inputType; //The type of input. Check the InputType class to see a list of all of them public InputType inputType; //The type of input. Check the InputType class to see a list of all of them
public bool perfectOnly = false; //Indicates that the input only recognize perfect inputs. public bool perfectOnly = false; //Indicates that the input only recognize perfect inputs.
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
public void setHitCallback(ActionEventCallbackState OnHit) public void setHitCallback(ActionEventCallbackState OnHit)
{ {
@ -60,31 +63,31 @@ namespace HeavenStudio.Games
if (noAutoplay && autoplayOnly) autoplayOnly = false; if (noAutoplay && autoplayOnly) autoplayOnly = false;
if (noAutoplay && triggersAutoplay){ triggersAutoplay = false; } if (noAutoplay && triggersAutoplay){ triggersAutoplay = false; }
float normalizedBeat = GetNormalizedTime(); double normalizedTime = GetNormalizedTime();
float stateProg = ((normalizedBeat - Minigame.PerfectTime()) / (Minigame.LateTime() - Minigame.PerfectTime()) - 0.5f) * 2; double stateProg = ((normalizedTime - Minigame.PerfectTime()) / (Minigame.LateTime() - Minigame.PerfectTime()) - 0.5f) * 2;
StateCheck(normalizedBeat); StateCheck(normalizedTime);
//BUGFIX: ActionEvents destroyed too early //BUGFIX: ActionEvents destroyed too early
if (normalizedBeat > Minigame.EndTime()) Miss(); if (normalizedTime > Minigame.EndTime()) Miss();
if (IsCorrectInput() && !autoplayOnly) if (IsCorrectInput() && !autoplayOnly)
{ {
if (state.perfect) if (state.perfect)
{ {
Hit(stateProg); Hit(stateProg, normalizedTime);
if (normalizedBeat >= Minigame.AceStartTime() && normalizedBeat <= Minigame.AceEndTime()) if (normalizedTime >= Minigame.AceStartTime() && normalizedTime <= Minigame.AceEndTime())
{ {
// push an ace event // push an ace event
} }
} }
else if (state.early && !perfectOnly) else if (state.early && !perfectOnly)
{ {
Hit(-1f); Hit(-1f, normalizedTime);
} }
else if (state.late && !perfectOnly) else if (state.late && !perfectOnly)
{ {
Hit(1f); Hit(1f, normalizedTime);
} }
else else
{ {
@ -95,18 +98,18 @@ namespace HeavenStudio.Games
public bool IsExpectingInputNow() public bool IsExpectingInputNow()
{ {
float normalizedBeat = GetNormalizedTime(); double normalizedBeat = GetNormalizedTime();
return normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.EndTime(); return normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.EndTime();
} }
float GetNormalizedTime() double GetNormalizedTime()
{ {
var cond = Conductor.instance; var cond = Conductor.instance;
double currTime = cond.GetSongPosFromBeat(cond.songPositionInBeatsAsDouble); double currTime = cond.GetSongPosFromBeat(cond.songPositionInBeatsAsDouble);
double targetTime = cond.GetSongPosFromBeat(startBeat + timer); double targetTime = cond.GetSongPosFromBeat(startBeat + timer);
double min = targetTime - 1f; double min = targetTime - 1f;
double max = targetTime + 1f; double max = targetTime + 1f;
return 1f + (float)(((currTime - min) / (max - min))-0.5f)*2; return 1f + (((currTime - min) / (max - min))-0.5f)*2;
} }
public bool IsCorrectInput() public bool IsCorrectInput()
@ -138,30 +141,88 @@ namespace HeavenStudio.Games
//For the Autoplay //For the Autoplay
public override void OnAce() public override void OnAce()
{ {
float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat,timer); if (EnableAutoplayCheat)
// allows ace detection with this new system {
float stateProg = ((normalizedBeat - Minigame.PerfectTime()) / (Minigame.LateTime() - Minigame.PerfectTime()) - 0.5f) * 2; Hit(0f, 1f);
Hit(stateProg); }
else
{
double normalizedBeat = GetNormalizedTime();
double stateProg = ((normalizedBeat - Minigame.PerfectTime()) / (Minigame.LateTime() - Minigame.PerfectTime()) - 0.5f) * 2;
Hit(stateProg, normalizedBeat);
}
} }
//The state parameter is either -1 -> Early, 0 -> Perfect, 1 -> Late //The state parameter is either -1 -> Early, 0 -> Perfect, 1 -> Late
public void Hit(float state) public void Hit(double state, double time)
{ {
if (OnHit != null && enabled) if (OnHit != null && enabled)
{ {
if(canHit) if(canHit)
{ {
float normalized = GetNormalizedTime() - 1f; double normalized = time - 1f;
int offset = Mathf.CeilToInt((float)normalized * 1000); int offset = Mathf.CeilToInt((float)normalized * 1000);
GameManager.instance.AvgInputOffset = offset; GameManager.instance.AvgInputOffset = offset;
OnHit(this, state); OnHit(this, (float) state);
if (countsForAccuracy && !(noAutoplay || autoplayOnly))
TimeToAccuracy(time);
CleanUp(); CleanUp();
} else } else
{ {
Blank(); Blank();
} }
} }
}
double TimeToAccuracy(double time)
{
if (time >= Minigame.AceStartTime() && time <= Minigame.AceEndTime())
{
// Ace
Debug.Log("Accuracy (Ace): " + 1.0);
return 1.0;
}
double state = 0;
if (time >= Minigame.PerfectTime() && time <= Minigame.LateTime())
{
// Good Hit
if (time > 1.0)
{
// late half of timing window
state = 1.0 - ((time - Minigame.AceEndTime()) / (Minigame.LateTime() - Minigame.AceEndTime()));
state *= 1.0 - Minigame.rankHiThreshold;
state += Minigame.rankHiThreshold;
Debug.Log("Accuracy (Late): " + state);
}
else
{
//early half of timing window
state = ((time - Minigame.PerfectTime()) / (Minigame.AceStartTime() - Minigame.PerfectTime()));
state *= 1.0 - Minigame.rankHiThreshold;
state += Minigame.rankHiThreshold;
Debug.Log("Accuracy (Early): " + state);
}
}
else
{
if (time > 1.0)
{
// late half of timing window
state = 1.0 - ((time - Minigame.LateTime()) / (Minigame.EndTime() - Minigame.LateTime()));
state *= Minigame.rankOkThreshold;
Debug.Log("Accuracy (Late NG): " + state);
}
else
{
//early half of timing window
state = ((time - Minigame.PerfectTime()) / (Minigame.AceStartTime() - Minigame.PerfectTime()));
state *= Minigame.rankOkThreshold;
Debug.Log("Accuracy (Early NG): " + state);
}
}
return state;
} }
public void Miss() public void Miss()

View file

@ -28,7 +28,7 @@ namespace HeavenStudio.Games
autoPlayEnabledOnStart = GameManager.instance.autoplay; autoPlayEnabledOnStart = GameManager.instance.autoplay;
} }
private void CheckForAce(float normalizedBeat, bool autoPlay = false) private void CheckForAce(double normalizedBeat, bool autoPlay = false)
{ {
if (aceTimes == 0) if (aceTimes == 0)
{ {
@ -53,7 +53,7 @@ namespace HeavenStudio.Games
} }
// could possibly add support for custom early, perfect, and end times if needed. // could possibly add support for custom early, perfect, and end times if needed.
public void StateCheck(float normalizedBeat, bool autoPlay = false) public void StateCheck(double normalizedBeat, bool autoPlay = false)
{ {
CheckForAce(normalizedBeat, autoPlay); CheckForAce(normalizedBeat, autoPlay);
if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime()) if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime())

View file

@ -59,7 +59,7 @@ namespace HeavenStudio.Games.Scripts_RhythmTweezers
// Auto-release if holding at release time. // Auto-release if holding at release time.
if (normalizedBeat >= 1f) if (normalizedBeat >= 1f)
endEvent.Hit(0f); endEvent.Hit(0f, 1f);
} }
loop.transform.localScale = Vector2.one / holder.transform.localScale; loop.transform.localScale = Vector2.one / holder.transform.localScale;