Asset Loading Fix (#843)
* (hopefullyt) fix asset loading issue * let mis-packed games load from res timing display tweak * fix initial pre-load not actually preloading needed games fix mr upbeat metronome * let's try this resyncing again
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@ -96,9 +96,7 @@ namespace HeavenStudio
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private float timelineVolume = 1f;
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private float minigameVolume = 1f;
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const bool doPitchResync = false;
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public void SetTimelinePitch(float pitch, bool resync = false)
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public void SetTimelinePitch(float pitch)
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{
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if (isPaused || deferTimeKeeping) return;
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if (pitch != 0 && pitch != timelinePitch)
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@ -111,17 +109,17 @@ namespace HeavenStudio
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if (musicSource != null && musicSource.clip != null)
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{
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musicSource.pitch = SongPitch;
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if (doPitchResync && isPlaying && resync && !deferTimeKeeping)
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if (isPlaying && !(isPaused || deferTimeKeeping))
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{
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time = MapTimeToPitchChanges(absTime + absTimeAdjust);
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songPos = startPos + time;
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songPosBeat = GetBeatFromSongPos(songPos);
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SeekMusicToTime(songPos, firstBeatOffset);
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songPositionInBeatsAsDouble = GetSwungBeat(songPosBeat);
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}
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}
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}
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public void SetMinigamePitch(float pitch, bool resync = false)
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public void SetMinigamePitch(float pitch)
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{
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if (isPaused || deferTimeKeeping || !isPlaying) return;
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if (pitch != 0 && pitch != minigamePitch)
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@ -134,12 +132,12 @@ namespace HeavenStudio
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if (musicSource != null && musicSource.clip != null)
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{
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musicSource.pitch = SongPitch;
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if (doPitchResync && isPlaying && resync && !deferTimeKeeping)
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if (isPlaying && !(isPaused || deferTimeKeeping))
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{
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time = MapTimeToPitchChanges(absTime + absTimeAdjust);
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songPos = startPos + time;
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songPosBeat = GetBeatFromSongPos(songPos);
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SeekMusicToTime(songPos, firstBeatOffset);
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songPositionInBeatsAsDouble = GetSwungBeat(songPosBeat);
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}
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}
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}
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@ -171,7 +169,7 @@ namespace HeavenStudio
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songPosBeat = GetBeatFromSongPos(time);
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gameManager.SetCurrentEventToClosest(beat);
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gameManager.SetCurrentEventToClosest(beat, true);
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}
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public void PlaySetup(double beat)
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@ -118,24 +118,22 @@ namespace HeavenStudio
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public static List<RiqEntity> GetAllInGameManagerList(string gameName, string[] include)
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{
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List<RiqEntity> temp1 = instance.gameManager.Beatmap.Entities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
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List<RiqEntity> temp2 = new List<RiqEntity>();
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foreach (string s in include)
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Predicate<RiqEntity> match = c =>
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{
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temp2.AddRange(temp1.FindAll(c => c.datamodel.Split('/')[1].Equals(s)));
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}
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return temp2;
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string[] details = c.datamodel.Split('/');
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return details[0] == gameName && include.Contains(details[1]);
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};
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return instance.gameManager.Beatmap.Entities.FindAll(match);
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}
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public static List<RiqEntity> GetAllInGameManagerListExclude(string gameName, string[] exclude)
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{
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List<RiqEntity> temp1 = instance.gameManager.Beatmap.Entities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
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List<RiqEntity> temp2 = new List<RiqEntity>();
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foreach (string s in exclude)
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Predicate<RiqEntity> match = c =>
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{
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temp2.AddRange(temp1.FindAll(c => !c.datamodel.Split('/')[1].Equals(s)));
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}
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return temp2;
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string[] details = c.datamodel.Split('/');
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return details[0] == gameName && !exclude.Contains(details[1]);
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};
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return instance.gameManager.Beatmap.Entities.FindAll(match);
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}
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public static List<Minigames.Minigame> FXOnlyGames()
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@ -22,7 +22,6 @@ namespace HeavenStudio
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[Header("Lists")]
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[NonSerialized] public RiqBeatmap Beatmap = new();
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private Dictionary<string, GameObject> cachedGamePrefabs = new();
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[NonSerialized] public ObjectPool<Sound> SoundObjects;
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[Header("Components")]
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@ -372,7 +371,7 @@ namespace HeavenStudio
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List<RiqEntity> entitiesAtSameBeat = ListPool<RiqEntity>.Get();
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Minigames.Minigame inf;
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//seek ahead to preload games that have assetbundles
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// seek ahead to preload games that have assetbundles
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if (currentPreSwitch < allGameSwitches.Count && currentPreSwitch >= 0)
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{
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if (start + seekTime >= allGameSwitches[currentPreSwitch].beat)
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@ -723,7 +722,7 @@ namespace HeavenStudio
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conductor.SetVolume(Beatmap.VolumeChanges[0]["volume"]);
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conductor.firstBeatOffset = Beatmap.data.offset;
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conductor.PlaySetup(beat);
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SetCurrentEventToClosest(beat);
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SetCurrentEventToClosest(beat, true);
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Debug.Log("Playing at " + beat);
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KillAllSounds();
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@ -845,7 +844,7 @@ namespace HeavenStudio
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WaitUntil yieldBeatmap = new WaitUntil(() => Beatmap != null && BeatmapEntities() > 0);
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WaitUntil yieldAudio = new WaitUntil(() => AudioLoadDone || (ChartLoadError && !GlobalGameManager.IsShowingDialog));
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WaitUntil yieldGame = null;
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List<Minigames.Minigame> gamesToPreload = SeekAheadAndPreload(beat, 4f);
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List<Minigames.Minigame> gamesToPreload = SetCurrentEventToClosest(beat, true);
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Debug.Log($"Preloading {gamesToPreload.Count} games");
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if (gamesToPreload.Count > 0)
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{
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@ -974,9 +973,10 @@ namespace HeavenStudio
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return 0;
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}
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public void SetCurrentEventToClosest(double beat, bool canPreload = false)
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public List<Minigames.Minigame> SetCurrentEventToClosest(double beat, bool canPreload = false)
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{
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SortEventsList();
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List<Minigames.Minigame> preload = new();
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onBeatChanged?.Invoke(beat);
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if (Beatmap.Entities.Count > 0)
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{
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@ -984,15 +984,13 @@ namespace HeavenStudio
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currentPreEvent = GetIndexAfter(eventBeats, beat);
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currentPreSequence = GetIndexAfter(eventBeats, beat);
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var gameSwitchs = Beatmap.Entities.FindAll(c => c.datamodel.Split("/")[1] == "switchGame");
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string newGame = Beatmap.Entities[Math.Min(currentEvent, eventBeats.Count - 1)].datamodel.Split(0);
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if (gameSwitchs.Count > 0)
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if (allGameSwitches.Count > 0)
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{
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int index = GetIndexBefore(gameSwitchs.Select(c => c.beat).ToList(), beat);
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int index = GetIndexBefore(allGameSwitches.Select(c => c.beat).ToList(), beat);
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currentPreSwitch = index;
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var closestGameSwitch = gameSwitchs[index];
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var closestGameSwitch = allGameSwitches[index];
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if (closestGameSwitch.beat <= beat)
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{
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newGame = closestGameSwitch.datamodel.Split(2);
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@ -1007,7 +1005,7 @@ namespace HeavenStudio
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{
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if (index - 1 >= 0)
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{
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newGame = gameSwitchs[index - 1].datamodel.Split(2);
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newGame = allGameSwitches[index - 1].datamodel.Split(2);
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}
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else
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{
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@ -1015,13 +1013,17 @@ namespace HeavenStudio
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}
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}
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}
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// newGame = gameSwitchs[gameSwitchs.IndexOf(gameSwitchs.Find(c => c.beat == MathUtils.GetClosestInList(gameSwitchs.Select(c => c.beat).ToList(), beat)))].datamodel.Split(2);
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}
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if (!GetGameInfo(newGame).fxOnly)
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{
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if (canPreload)
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{
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Minigames.Minigame inf = GetGameInfo(newGame);
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if (inf != null)
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{
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preload.Add(inf);
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}
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StartCoroutine(WaitAndSetGame(newGame));
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}
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else
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@ -1091,7 +1093,8 @@ namespace HeavenStudio
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}
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onSectionChange?.Invoke(currentSection, lastSection);
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SeekAheadAndPreload(beat);
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preload.AddRange(SeekAheadAndPreload(beat));
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return preload;
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}
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#endregion
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@ -1124,7 +1127,7 @@ namespace HeavenStudio
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}
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}
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while (beat + 0.25 > Math.Max(conductor.songPositionInBeatsAsDouble, 0))
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while (conductor.GetUnSwungBeat(beat + 0.25) > Math.Max(conductor.unswungSongPositionInBeatsAsDouble, 0))
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{
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if (!conductor.isPlaying)
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{
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@ -1165,13 +1168,18 @@ namespace HeavenStudio
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public void DestroyGame()
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{
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cachedGamePrefabs.Clear();
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SoundByte.UnloadAudioClips();
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SetGame("noGame");
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}
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string currentGameRequest = null;
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private IEnumerator WaitAndSetGame(string game, bool useMinigameColor = true)
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{
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if (game == currentGameRequest)
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{
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yield break;
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}
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currentGameRequest = game;
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var inf = GetGameInfo(game);
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if (inf != null && inf.usesAssetBundle)
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{
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@ -1179,13 +1187,15 @@ namespace HeavenStudio
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{
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// Debug.Log($"ASYNC loading assetbundles for game {game}");
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inf.LoadAssetsAsync().Forget();
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yield return new WaitUntil(() => inf.AssetsLoaded);
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}
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yield return new WaitUntil(() => inf.AssetsLoaded);
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SetGame(game, useMinigameColor);
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currentGameRequest = null;
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}
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else
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{
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SetGame(game, useMinigameColor);
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currentGameRequest = null;
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}
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}
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@ -1200,10 +1210,14 @@ namespace HeavenStudio
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public GameObject GetGame(string name)
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{
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var gameInfo = GetGameInfo(name);
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if (name is null or "" or "noGame")
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{
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return Resources.Load<GameObject>($"Games/noGame");
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}
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Minigames.Minigame gameInfo = GetGameInfo(name);
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if (gameInfo != null)
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{
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GameObject prefab;
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if (gameInfo.inferred)
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{
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return Resources.Load<GameObject>($"Games/noGame");
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@ -1226,6 +1240,8 @@ namespace HeavenStudio
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return Resources.Load<GameObject>($"Games/noGame");
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}
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}
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GameObject prefab;
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if (gameInfo.usesAssetBundle)
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{
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//game is packed in an assetbundle, load from that instead
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@ -1251,6 +1267,7 @@ namespace HeavenStudio
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}
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}
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}
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// games with no assetbundle (usually indev games)
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prefab = Resources.Load<GameObject>($"Games/{name}");
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if (prefab != null)
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{
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@ -10,7 +10,8 @@ namespace HeavenStudio.Games.Loaders
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using static Minigames;
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public static class AgbUpbeatLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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public static Minigame AddGame(EventCaller eventCaller)
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{
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RiqEntity BackgroundUpdater(string datamodel, RiqEntity e)
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{
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if (datamodel == "mrUpbeat/changeBG" && e.dynamicData.ContainsKey("toggle") && !e.dynamicData.ContainsKey("ease"))
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@ -133,9 +134,9 @@ namespace HeavenStudio.Games.Loaders
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resizable = true,
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},
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},
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new List<string>() {"agb", "keep"},
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new List<string>() { "agb", "keep" },
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"agboffbeat", "en",
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new List<string>() {},
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new List<string>() { },
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chronologicalSortKey: 101
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);
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}
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@ -197,7 +198,8 @@ namespace HeavenStudio.Games
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{
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List<RiqEntity> prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == "mrUpbeat");
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if (beat >= startBlippingBeat) {
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if (beat >= startBlippingBeat)
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{
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double tempBeat = ((beat % 1 == 0.5) ? Mathf.Floor((float)beat) : Mathf.Round((float)beat)) + (startBlippingBeat % 1);
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BeatAction.New(instance, new List<BeatAction.Action>() {
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new BeatAction.Action(tempBeat, delegate { man.RecursiveBlipping(tempBeat); })
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@ -209,17 +211,22 @@ namespace HeavenStudio.Games
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var bgColorEntity = prevEntities.FindLast(x => x.datamodel.Split(1) == "changeBG" && x.beat <= beat);
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var upbeatColorEntity = prevEntities.FindLast(x => x.datamodel.Split(1) == "upbeatColors" && x.beat <= beat);
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if (bgColorEntity != null) {
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if (bgColorEntity != null)
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{
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bg.color = bgColorEntity["end"];
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}
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if (upbeatColorEntity != null) {
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if (upbeatColorEntity != null)
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{
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blipMaterial.SetColor("_ColorBravo", upbeatColorEntity["blipColor"]);
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Color shadowColor = upbeatColorEntity["shadowColor"];
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if (upbeatColorEntity["setShadow"]) foreach (var shadow in shadowSr) {
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shadow.color = new Color(shadowColor.r, shadowColor.g, shadowColor.b, 1);
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}
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} else {
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if (upbeatColorEntity["setShadow"]) foreach (var shadow in shadowSr)
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{
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shadow.color = new Color(shadowColor.r, shadowColor.g, shadowColor.b, 1);
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}
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}
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else
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{
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blipMaterial.SetColor("_ColorBravo", new Color(0, 1f, 0));
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}
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}
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@ -227,31 +234,33 @@ namespace HeavenStudio.Games
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public void Update()
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{
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bg.color = bgColorEase.GetColor();
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if (conductor.isPlaying && !conductor.isPaused) {
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var songPos = conductor.songPositionInBeatsAsDouble;
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if (conductor.isPlaying && !conductor.isPaused)
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{
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double songPos = conductor.songPositionInBeatsAsDouble;
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if (songPos >= startSteppingBeat - 2) {
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if (songPos >= startSteppingBeat - 2)
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{
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man.canStep = true;
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}
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if (songPos >= startSteppingBeat) {
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if (songPos >= startSteppingBeat)
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{
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RecursiveStepping(startSteppingBeat);
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startSteppingBeat = double.MaxValue;
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}
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if (songPos >= startBlippingBeat) {
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if (songPos >= startBlippingBeat)
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{
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man.RecursiveBlipping(startBlippingBeat);
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startBlippingBeat = double.MaxValue;
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}
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if (songPos > metronomeBeat + 1)
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if (metronomeBeat != double.MaxValue)
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{
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metronomeAnim.Play("MetronomeGo" + currentMetronomeDir, -1, 1);
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metronomeAnim.speed = 0;
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}
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else if (songPos >= metronomeBeat)
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{
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metronomeAnim.DoScaledAnimation("MetronomeGo" + currentMetronomeDir, metronomeBeat, 1, ignoreSwing: false);
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currentMetronomeDir = songPos >= metronomeBeat && songPos <= metronomeBeat + 1
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? (stepIterate % 2 == 0) ? "Right" : "Left"
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: (stepIterate % 2 == 1) ? "Right" : "Left";
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metronomeAnim.DoScaledAnimation("MetronomeGo" + currentMetronomeDir, metronomeBeat, 1, clamp: true, ignoreSwing: false);
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}
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}
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}
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@ -282,7 +291,8 @@ namespace HeavenStudio.Games
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public static void PrePrepare(double beat, float length, bool mrDownbeat)
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{
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bool isGame = GameManager.instance.currentGame == "mrUpbeat";
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if (!mrDownbeat) {
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if (!mrDownbeat)
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{
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beat = Mathf.Floor((float)beat) + 0.5;
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length = Mathf.Round(length);
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}
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@ -299,12 +309,12 @@ namespace HeavenStudio.Games
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private void RecursiveStepping(double beat)
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{
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if (stopStepping) {
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if (stopStepping)
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{
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stopStepping = false;
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return;
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}
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currentMetronomeDir = (stepIterate % 2 == 1) ? "Right" : "Left";
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SoundByte.PlayOneShotGame($"mrUpbeat/metronome{currentMetronomeDir}");
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SoundByte.PlayOneShotGame($"mrUpbeat/metronome{((stepIterate % 2 == 1) ? "Right" : "Left")}");
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metronomeBeat = beat;
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ScheduleStep(beat);
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BeatAction.New(this, new List<BeatAction.Action>() {
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@ -319,9 +329,9 @@ namespace HeavenStudio.Games
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for (int i = 0; i < length; i++)
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{
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ScheduleStep(beat + i);
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actions.Add(new BeatAction.Action(beat + i, delegate {
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currentMetronomeDir = (stepIterate % 2 == 1) ? "Right" : "Left";
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SoundByte.PlayOneShotGame($"mrUpbeat/metronome{currentMetronomeDir}");
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actions.Add(new BeatAction.Action(beat + i, delegate
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{
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SoundByte.PlayOneShotGame($"mrUpbeat/metronome{((stepIterate % 2 == 1) ? "Right" : "Left")}");
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metronomeBeat = beat + i;
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stepIterate++;
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}));
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@ -335,7 +345,8 @@ namespace HeavenStudio.Games
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if (gameSwitch.beat <= beat || gameSwitch.beat >= beat + length + 1) return;
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List<MultiSound.Sound> inactiveBlips = new();
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for (int i = 0; i < gameSwitch.beat - beat; i++) {
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for (int i = 0; i < gameSwitch.beat - beat; i++)
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{
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inactiveBlips.Add(new MultiSound.Sound("mrUpbeat/blip", beat + i));
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}
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@ -362,9 +373,10 @@ namespace HeavenStudio.Games
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{
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blipMaterial.SetColor("_ColorBravo", blipColor);
|
||||
|
||||
if (setShadow) foreach (var shadow in shadowSr) {
|
||||
shadow.color = new Color(shadowColor.r, shadowColor.g, shadowColor.b, 1);
|
||||
}
|
||||
if (setShadow) foreach (var shadow in shadowSr)
|
||||
{
|
||||
shadow.color = new Color(shadowColor.r, shadowColor.g, shadowColor.b, 1);
|
||||
}
|
||||
}
|
||||
|
||||
public void BlipEvents(string inputLetter, bool shouldGrow, bool resetBlip, bool shouldBlip, int blipLength)
|
||||
|
@ -384,11 +396,12 @@ namespace HeavenStudio.Games
|
|||
public static void CountIn(double beat, float length, bool a)
|
||||
{
|
||||
var sound = new List<MultiSound.Sound>();
|
||||
if (a) sound.Add(new MultiSound.Sound("mrUpbeat/a", beat - (0.5f * (length/4))));
|
||||
for (int i = 0; i < 4; i++) {
|
||||
if (a) sound.Add(new MultiSound.Sound("mrUpbeat/a", beat - (0.5f * (length / 4))));
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
sound.Add(new MultiSound.Sound("mrUpbeat/" + (i + 1), beat + (i * (length / 4)), offset: (i == 3) ? 0.05 : 0));
|
||||
}
|
||||
|
||||
|
||||
MultiSound.Play(sound.ToArray(), forcePlay: true);
|
||||
}
|
||||
|
||||
|
|
|
@ -102,7 +102,7 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
if (Conductor.instance.isPlaying)
|
||||
{
|
||||
Conductor.instance.SetMinigamePitch(1f, true);
|
||||
Conductor.instance.SetMinigamePitch(1f);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -395,8 +395,10 @@ namespace HeavenStudio
|
|||
|
||||
public bool usesAssetBundle => wantAssetBundle is not null or "";
|
||||
public bool hasLocales => supportedLocales.Count > 0;
|
||||
public bool AssetsLoaded => ((hasLocales && localeLoaded && currentLoadedLocale == defaultLocale) || (!hasLocales)) && commonLoaded && loadComplete;
|
||||
public bool AssetsLoaded => ((hasLocales && localeLoaded && currentLoadedLocale == defaultLocale) || (!hasLocales)) && commonLoaded && (!loadingPrefab) && loadComplete;
|
||||
public bool AlreadyLoading => alreadyLoading;
|
||||
public bool LoadingPrefab => loadingPrefab;
|
||||
|
||||
public bool SequencesPreloaded => soundSequences != null;
|
||||
public string LoadableName => inferred ? "noGame" : name;
|
||||
public GameObject LoadedPrefab => loadedPrefab;
|
||||
|
@ -410,6 +412,7 @@ namespace HeavenStudio
|
|||
private bool localePreloaded = false;
|
||||
private GameObject loadedPrefab = null;
|
||||
|
||||
bool loadingPrefab = false;
|
||||
bool loadComplete = false;
|
||||
|
||||
private SoundSequence.SequenceKeyValue[] soundSequences = null;
|
||||
|
@ -510,6 +513,7 @@ namespace HeavenStudio
|
|||
if (alreadyLoading || AssetsLoaded || !usesAssetBundle) return;
|
||||
loadComplete = false;
|
||||
alreadyLoading = true;
|
||||
loadingPrefab = true;
|
||||
await UniTask.WhenAll(LoadCommonAssetBundleAsync(), LoadLocalizedAssetBundleAsync());
|
||||
await UniTask.WhenAll(LoadGamePrefabAsync(), LoadCommonAudioClips(), LoadLocalizedAudioClips());
|
||||
SoundByte.PreloadGameAudioClips(this);
|
||||
|
@ -585,6 +589,7 @@ namespace HeavenStudio
|
|||
soundSequences = minigame.SoundSequences;
|
||||
}
|
||||
loadedPrefab = prefab;
|
||||
loadingPrefab = false;
|
||||
}
|
||||
|
||||
public GameObject LoadGamePrefab()
|
||||
|
@ -636,6 +641,7 @@ namespace HeavenStudio
|
|||
}
|
||||
SoundByte.UnloadAudioClips(name);
|
||||
loadComplete = false;
|
||||
loadingPrefab = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -155,6 +155,8 @@ namespace HeavenStudio.Common
|
|||
{
|
||||
case Rating.OK:
|
||||
it = OK;
|
||||
// makes the explosion smaller with less accurate inputs
|
||||
it.transform.localScale = Vector3.one * (1f - (frac / 2f));
|
||||
break;
|
||||
case Rating.Just:
|
||||
it = Just;
|
||||
|
@ -165,13 +167,6 @@ namespace HeavenStudio.Common
|
|||
}
|
||||
}
|
||||
|
||||
// makes the explosion smaller with less accurate inputs
|
||||
if (it == OK)
|
||||
{
|
||||
float okScalar = 1 - (frac / 2);
|
||||
it.transform.localScale = new Vector3(okScalar, okScalar, it.transform.localScale.z);
|
||||
}
|
||||
|
||||
it.transform.position = barTransform.position + new Vector3(0, barTransform.localScale.y * y, 0);
|
||||
it.GetComponent<ParticleSystem>().Play();
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue