start sequencing judgement

This commit is contained in:
minenice55 2023-11-25 01:33:15 -05:00
parent 30b580020b
commit dda9cb1305
49 changed files with 1505 additions and 95 deletions

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View file

@ -68,7 +68,7 @@ namespace HeavenStudio
GameObject Games = new GameObject();
Games.name = "Games";
gameManager.playOnStart = playOnStart;
gameManager.playMode = playOnStart;
gameManager.GamesHolder = Games;
gameManager.CircleCursor = Cursor.transform.GetChild(0).GetComponent<CircleCursor>();

View file

@ -44,14 +44,14 @@ namespace HeavenStudio
currentPreEvent, currentPreSwitch, currentPreSequence;
[NonSerialized] public double endBeat;
[NonSerialized] public float startOffset;
[NonSerialized] public bool playOnStart;
[NonSerialized] public bool playMode;
[NonSerialized] public double startBeat;
[NonSerialized] public GameObject currentGameO;
private Minigame _currentMinigame;
[NonSerialized] public bool autoplay;
[NonSerialized] public bool canInput = true;
[NonSerialized] public RiqEntity currentSection, nextSection;
public double sectionProgress { get; private set; }
public double SectionProgress { get; private set; }
public bool GameHasSplitColours
{
@ -186,7 +186,7 @@ namespace HeavenStudio
SetGame("noGame");
}
if (playOnStart)
if (playMode)
{
StartCoroutine(WaitReadyAndPlayCo(startBeat));
}
@ -297,7 +297,7 @@ namespace HeavenStudio
Conductor.instance.SetBpm(Beatmap.TempoChanges[0]["tempo"]);
Conductor.instance.SetVolume(Beatmap.VolumeChanges[0]["volume"]);
Conductor.instance.firstBeatOffset = Beatmap.data.offset;
if (!playOnStart)
if (!playMode)
{
Stop(0);
}
@ -326,7 +326,7 @@ namespace HeavenStudio
}
}
public void ScoreInputAccuracy(double accuracy, bool late, double time, double weight = 1, bool doDisplay = true)
public void ScoreInputAccuracy(double beat, double accuracy, bool late, double time, double weight = 1, bool doDisplay = true, int category = 0)
{
totalInputs += weight;
totalPlayerAccuracy += accuracy * weight;
@ -563,16 +563,16 @@ namespace HeavenStudio
if (currentSection == null)
{
sectionProgress = 0;
SectionProgress = 0;
}
else
{
double currectSectionStart = cond.GetSongPosFromBeat(currentSection.beat);
if (nextSection == null)
sectionProgress = (cond.songPosition - currectSectionStart) / (cond.GetSongPosFromBeat(endBeat) - currectSectionStart);
SectionProgress = (cond.songPosition - currectSectionStart) / (cond.GetSongPosFromBeat(endBeat) - currectSectionStart);
else
sectionProgress = (cond.songPosition - currectSectionStart) / (cond.GetSongPosFromBeat(nextSection.beat) - currectSectionStart);
SectionProgress = (cond.songPosition - currectSectionStart) / (cond.GetSongPosFromBeat(nextSection.beat) - currectSectionStart);
}
}
@ -642,7 +642,7 @@ namespace HeavenStudio
miniGame.OnPlay(beat);
}
if (playOnStart)
if (playMode)
{
CircleCursor.LockCursor(true);
}
@ -674,7 +674,7 @@ namespace HeavenStudio
SectionMedalsManager.instance.OnRemixEnd();
// pass this data to rating screen + stats
Debug.Log($"== Playthrough statistics of {Beatmap["remixtitle"]} (played at {System.DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss")}) ==");
Debug.Log($"== Playthrough statistics of {Beatmap["remixtitle"]} (played at {System.DateTime.Now:yyyy-MM-dd HH:mm:ss}) ==");
Debug.Log($"Average input offset for playthrough: {averageInputOffset}ms");
Debug.Log($"Accuracy for playthrough: {(PlayerAccuracy * 100): 0.00}");
Debug.Log($"Cleared {clearedSections.FindAll(c => c).Count} sections out of {Beatmap.SectionMarkers.Count}");
@ -690,7 +690,7 @@ namespace HeavenStudio
{
Play(0, restartDelay);
}
else if (playOnStart)
else if (playMode)
{
// when rating screen gets added playOnStart will instead move to that scene
GlobalGameManager.LoadScene("Title", 0.35f, 0.5f);

View file

@ -435,7 +435,8 @@ namespace HeavenStudio.Games
public void ScoreMiss(double weight = 1f)
{
GameManager.instance.ScoreInputAccuracy(0, true, NgLateTime(), weight, false);
double beat = Conductor.instance?.songPositionInBeatsAsDouble ?? -1;
GameManager.instance.ScoreInputAccuracy(beat, 0, true, NgLateTime(), weight, false);
if (weight > 0)
{
GoForAPerfect.instance.Miss();

View file

@ -269,7 +269,7 @@ namespace HeavenStudio.Games
if (countsForAccuracy && !(noAutoplay || autoplayOnly) && isEligible)
{
GameManager.instance.ScoreInputAccuracy(TimeToAccuracy(time), time > 1.0, time);
GameManager.instance.ScoreInputAccuracy(startBeat + timer, TimeToAccuracy(time), time > 1.0, time);
if (state >= 1f || state <= -1f)
{
GoForAPerfect.instance.Miss();
@ -343,7 +343,7 @@ namespace HeavenStudio.Games
if (countsForAccuracy && !(noAutoplay || autoplayOnly))
{
GameManager.instance.ScoreInputAccuracy(0, true, 2.0, 1.0, false);
GameManager.instance.ScoreInputAccuracy(startBeat + timer, 0, true, 2.0, 1.0, false);
GoForAPerfect.instance.Miss();
SectionMedalsManager.instance.MakeIneligible();
}

View file

@ -1,18 +1,136 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Timeline;
using UnityEngine.UI;
using TMPro;
using Jukebox;
using UnityEngine.Playables;
public class JudgementManager : MonoBehaviour
namespace HeavenStudio
{
// Start is called before the first frame update
void Start()
[RequireComponent(typeof(PlayableDirector), typeof(AudioSource))]
public class JudgementManager : MonoBehaviour
{
}
public enum InputCategory : int
{
Normal = 0,
Keep = 1,
Aim = 2,
Repeat = 3
// higher values are (will be) custom categories
}
// Update is called once per frame
void Update()
{
[Serializable]
public struct MedalInfo
{
public double beat;
public string name;
public double score;
public bool cleared;
}
[Serializable]
public struct InputInfo
{
public double beat;
public double accuracyState;
public double timeOffset;
public float weight;
public int category;
}
[Serializable]
public struct JudgementInfo
{
public List<InputInfo> inputs;
public List<MedalInfo> medals;
public double finalScore;
public bool star, perfect;
public DateTime time;
}
const string MessageAdd = "Also... ";
static JudgementInfo judgementInfo;
static RiqBeatmap playedBeatmap;
public static void SetPlayInfo(JudgementInfo info, RiqBeatmap beatmap)
{
judgementInfo = info;
playedBeatmap = beatmap;
}
[SerializeField] TMP_Text message0;
[SerializeField] TMP_Text message1;
[SerializeField] TMP_Text message2;
[SerializeField] TMP_Text barText;
[SerializeField] Slider barSlider;
[SerializeField] AudioClip messageMid, messageLast;
[SerializeField] GameObject rankLogo;
[SerializeField] Animator rankAnim;
[SerializeField] CanvasScaler scaler;
AudioSource audioSource;
bool twoMessage = false, barStarted = false;
public void PrepareJudgement()
{
barText.text = "0";
barSlider.value = 0;
twoMessage = true;
if (twoMessage)
{
message0.gameObject.SetActive(false);
message1.gameObject.SetActive(true);
message2.gameObject.SetActive(true);
message1.text = " ";
message2.text = " ";
}
else
{
message0.gameObject.SetActive(true);
message1.gameObject.SetActive(false);
message2.gameObject.SetActive(false);
message0.text = " ";
}
}
public void ShowMessage0()
{
if (twoMessage) return;
audioSource.PlayOneShot(messageLast);
message0.text = "single line message";
}
public void ShowMessage1()
{
if (!twoMessage) return;
audioSource.PlayOneShot(messageMid);
message1.text = "message line 1";
}
public void ShowMessage2()
{
if (!twoMessage) return;
audioSource.PlayOneShot(messageLast);
message2.text = "message line 2";
}
private void Start()
{
audioSource = GetComponent<AudioSource>();
}
private void Update()
{
float w = Screen.width / 1920f;
float h = Screen.height / 1080f;
scaler.scaleFactor = Mathf.Min(w, h);
}
}
}
}

View file

@ -27,13 +27,13 @@ namespace HeavenStudio.Common
// Update is called once per frame
void Update()
{
SectionProgress.value = (float) GameManager.instance.sectionProgress;
SectionProgress.value = (float) GameManager.instance.SectionProgress;
}
public void OnBeatChanged(double beat)
{
gameObject.SetActive(GameManager.instance.currentSection != null);
SectionProgress.value = (float) GameManager.instance.sectionProgress;
SectionProgress.value = (float) GameManager.instance.SectionProgress;
}
public void OnSectionChange(RiqEntity section)
@ -42,7 +42,7 @@ namespace HeavenStudio.Common
{
gameObject.SetActive(true);
SectionText.text = section["sectionName"];
SectionProgress.value = (float) GameManager.instance.sectionProgress;
SectionProgress.value = (float) GameManager.instance.SectionProgress;
if (PersistentDataManager.gameSettings.perfectChallengeType == PersistentDataManager.PerfectChallengeType.Off) return;
if (!OverlaysManager.OverlaysEnabled) return;

View file

@ -23,7 +23,7 @@ namespace HeavenStudio.Common
PersistentDataManager.SaveSettings();
tabsManager.CleanTabs();
if (GameManager.instance != null && GameManager.instance.CircleCursor != null && GameManager.instance.playOnStart)
if (GameManager.instance != null && GameManager.instance.CircleCursor != null && GameManager.instance.playMode)
{
GameManager.instance.CircleCursor.LockCursor(true);
}
@ -40,7 +40,7 @@ namespace HeavenStudio.Common
BuildDateDisplay.text = GlobalGameManager.buildTime;
if (GameManager.instance != null && GameManager.instance.CircleCursor != null && GameManager.instance.playOnStart)
if (GameManager.instance != null && GameManager.instance.CircleCursor != null && GameManager.instance.playMode)
{
GameManager.instance.CircleCursor.LockCursor(false);
}