fix initial pre-load not actually preloading needed games

fix mr upbeat metronome
This commit is contained in:
minenice55 2024-04-08 21:40:45 -04:00
parent 1d253d5eb3
commit e4dd359de7
2 changed files with 66 additions and 49 deletions

View file

@ -722,7 +722,7 @@ namespace HeavenStudio
conductor.SetVolume(Beatmap.VolumeChanges[0]["volume"]); conductor.SetVolume(Beatmap.VolumeChanges[0]["volume"]);
conductor.firstBeatOffset = Beatmap.data.offset; conductor.firstBeatOffset = Beatmap.data.offset;
conductor.PlaySetup(beat); conductor.PlaySetup(beat);
SetCurrentEventToClosest(beat); SetCurrentEventToClosest(beat, true);
Debug.Log("Playing at " + beat); Debug.Log("Playing at " + beat);
KillAllSounds(); KillAllSounds();
@ -844,7 +844,7 @@ namespace HeavenStudio
WaitUntil yieldBeatmap = new WaitUntil(() => Beatmap != null && BeatmapEntities() > 0); WaitUntil yieldBeatmap = new WaitUntil(() => Beatmap != null && BeatmapEntities() > 0);
WaitUntil yieldAudio = new WaitUntil(() => AudioLoadDone || (ChartLoadError && !GlobalGameManager.IsShowingDialog)); WaitUntil yieldAudio = new WaitUntil(() => AudioLoadDone || (ChartLoadError && !GlobalGameManager.IsShowingDialog));
WaitUntil yieldGame = null; WaitUntil yieldGame = null;
List<Minigames.Minigame> gamesToPreload = SeekAheadAndPreload(beat, 4f); List<Minigames.Minigame> gamesToPreload = SetCurrentEventToClosest(beat, true);
Debug.Log($"Preloading {gamesToPreload.Count} games"); Debug.Log($"Preloading {gamesToPreload.Count} games");
if (gamesToPreload.Count > 0) if (gamesToPreload.Count > 0)
{ {
@ -973,9 +973,10 @@ namespace HeavenStudio
return 0; return 0;
} }
public void SetCurrentEventToClosest(double beat, bool canPreload = false) public List<Minigames.Minigame> SetCurrentEventToClosest(double beat, bool canPreload = false)
{ {
SortEventsList(); SortEventsList();
List<Minigames.Minigame> preload = new();
onBeatChanged?.Invoke(beat); onBeatChanged?.Invoke(beat);
if (Beatmap.Entities.Count > 0) if (Beatmap.Entities.Count > 0)
{ {
@ -983,15 +984,13 @@ namespace HeavenStudio
currentPreEvent = GetIndexAfter(eventBeats, beat); currentPreEvent = GetIndexAfter(eventBeats, beat);
currentPreSequence = GetIndexAfter(eventBeats, beat); currentPreSequence = GetIndexAfter(eventBeats, beat);
var gameSwitchs = Beatmap.Entities.FindAll(c => c.datamodel.Split("/")[1] == "switchGame");
string newGame = Beatmap.Entities[Math.Min(currentEvent, eventBeats.Count - 1)].datamodel.Split(0); string newGame = Beatmap.Entities[Math.Min(currentEvent, eventBeats.Count - 1)].datamodel.Split(0);
if (gameSwitchs.Count > 0) if (allGameSwitches.Count > 0)
{ {
int index = GetIndexBefore(gameSwitchs.Select(c => c.beat).ToList(), beat); int index = GetIndexBefore(allGameSwitches.Select(c => c.beat).ToList(), beat);
currentPreSwitch = index; currentPreSwitch = index;
var closestGameSwitch = gameSwitchs[index]; var closestGameSwitch = allGameSwitches[index];
if (closestGameSwitch.beat <= beat) if (closestGameSwitch.beat <= beat)
{ {
newGame = closestGameSwitch.datamodel.Split(2); newGame = closestGameSwitch.datamodel.Split(2);
@ -1006,7 +1005,7 @@ namespace HeavenStudio
{ {
if (index - 1 >= 0) if (index - 1 >= 0)
{ {
newGame = gameSwitchs[index - 1].datamodel.Split(2); newGame = allGameSwitches[index - 1].datamodel.Split(2);
} }
else else
{ {
@ -1014,13 +1013,17 @@ namespace HeavenStudio
} }
} }
} }
// newGame = gameSwitchs[gameSwitchs.IndexOf(gameSwitchs.Find(c => c.beat == MathUtils.GetClosestInList(gameSwitchs.Select(c => c.beat).ToList(), beat)))].datamodel.Split(2);
} }
if (!GetGameInfo(newGame).fxOnly) if (!GetGameInfo(newGame).fxOnly)
{ {
if (canPreload) if (canPreload)
{ {
Minigames.Minigame inf = GetGameInfo(newGame);
if (inf != null)
{
preload.Add(inf);
}
StartCoroutine(WaitAndSetGame(newGame)); StartCoroutine(WaitAndSetGame(newGame));
} }
else else
@ -1090,7 +1093,8 @@ namespace HeavenStudio
} }
onSectionChange?.Invoke(currentSection, lastSection); onSectionChange?.Invoke(currentSection, lastSection);
SeekAheadAndPreload(beat); preload.AddRange(SeekAheadAndPreload(beat));
return preload;
} }
#endregion #endregion

View file

@ -10,7 +10,8 @@ namespace HeavenStudio.Games.Loaders
using static Minigames; using static Minigames;
public static class AgbUpbeatLoader public static class AgbUpbeatLoader
{ {
public static Minigame AddGame(EventCaller eventCaller) { public static Minigame AddGame(EventCaller eventCaller)
{
RiqEntity BackgroundUpdater(string datamodel, RiqEntity e) RiqEntity BackgroundUpdater(string datamodel, RiqEntity e)
{ {
if (datamodel == "mrUpbeat/changeBG" && e.dynamicData.ContainsKey("toggle") && !e.dynamicData.ContainsKey("ease")) if (datamodel == "mrUpbeat/changeBG" && e.dynamicData.ContainsKey("toggle") && !e.dynamicData.ContainsKey("ease"))
@ -197,7 +198,8 @@ namespace HeavenStudio.Games
{ {
List<RiqEntity> prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == "mrUpbeat"); List<RiqEntity> prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == "mrUpbeat");
if (beat >= startBlippingBeat) { if (beat >= startBlippingBeat)
{
double tempBeat = ((beat % 1 == 0.5) ? Mathf.Floor((float)beat) : Mathf.Round((float)beat)) + (startBlippingBeat % 1); double tempBeat = ((beat % 1 == 0.5) ? Mathf.Floor((float)beat) : Mathf.Round((float)beat)) + (startBlippingBeat % 1);
BeatAction.New(instance, new List<BeatAction.Action>() { BeatAction.New(instance, new List<BeatAction.Action>() {
new BeatAction.Action(tempBeat, delegate { man.RecursiveBlipping(tempBeat); }) new BeatAction.Action(tempBeat, delegate { man.RecursiveBlipping(tempBeat); })
@ -209,17 +211,22 @@ namespace HeavenStudio.Games
var bgColorEntity = prevEntities.FindLast(x => x.datamodel.Split(1) == "changeBG" && x.beat <= beat); var bgColorEntity = prevEntities.FindLast(x => x.datamodel.Split(1) == "changeBG" && x.beat <= beat);
var upbeatColorEntity = prevEntities.FindLast(x => x.datamodel.Split(1) == "upbeatColors" && x.beat <= beat); var upbeatColorEntity = prevEntities.FindLast(x => x.datamodel.Split(1) == "upbeatColors" && x.beat <= beat);
if (bgColorEntity != null) { if (bgColorEntity != null)
{
bg.color = bgColorEntity["end"]; bg.color = bgColorEntity["end"];
} }
if (upbeatColorEntity != null) { if (upbeatColorEntity != null)
{
blipMaterial.SetColor("_ColorBravo", upbeatColorEntity["blipColor"]); blipMaterial.SetColor("_ColorBravo", upbeatColorEntity["blipColor"]);
Color shadowColor = upbeatColorEntity["shadowColor"]; Color shadowColor = upbeatColorEntity["shadowColor"];
if (upbeatColorEntity["setShadow"]) foreach (var shadow in shadowSr) { if (upbeatColorEntity["setShadow"]) foreach (var shadow in shadowSr)
{
shadow.color = new Color(shadowColor.r, shadowColor.g, shadowColor.b, 1); shadow.color = new Color(shadowColor.r, shadowColor.g, shadowColor.b, 1);
} }
} else { }
else
{
blipMaterial.SetColor("_ColorBravo", new Color(0, 1f, 0)); blipMaterial.SetColor("_ColorBravo", new Color(0, 1f, 0));
} }
} }
@ -227,31 +234,33 @@ namespace HeavenStudio.Games
public void Update() public void Update()
{ {
bg.color = bgColorEase.GetColor(); bg.color = bgColorEase.GetColor();
if (conductor.isPlaying && !conductor.isPaused) { if (conductor.isPlaying && !conductor.isPaused)
var songPos = conductor.songPositionInBeatsAsDouble; {
double songPos = conductor.songPositionInBeatsAsDouble;
if (songPos >= startSteppingBeat - 2) { if (songPos >= startSteppingBeat - 2)
{
man.canStep = true; man.canStep = true;
} }
if (songPos >= startSteppingBeat) { if (songPos >= startSteppingBeat)
{
RecursiveStepping(startSteppingBeat); RecursiveStepping(startSteppingBeat);
startSteppingBeat = double.MaxValue; startSteppingBeat = double.MaxValue;
} }
if (songPos >= startBlippingBeat) { if (songPos >= startBlippingBeat)
{
man.RecursiveBlipping(startBlippingBeat); man.RecursiveBlipping(startBlippingBeat);
startBlippingBeat = double.MaxValue; startBlippingBeat = double.MaxValue;
} }
if (songPos > metronomeBeat + 1) if (metronomeBeat != double.MaxValue)
{ {
metronomeAnim.Play("MetronomeGo" + currentMetronomeDir, -1, 1); currentMetronomeDir = songPos >= metronomeBeat && songPos <= metronomeBeat + 1
metronomeAnim.speed = 0; ? (stepIterate % 2 == 0) ? "Right" : "Left"
} : (stepIterate % 2 == 1) ? "Right" : "Left";
else if (songPos >= metronomeBeat) metronomeAnim.DoScaledAnimation("MetronomeGo" + currentMetronomeDir, metronomeBeat, 1, clamp: true, ignoreSwing: false);
{
metronomeAnim.DoScaledAnimation("MetronomeGo" + currentMetronomeDir, metronomeBeat, 1, ignoreSwing: false);
} }
} }
} }
@ -282,7 +291,8 @@ namespace HeavenStudio.Games
public static void PrePrepare(double beat, float length, bool mrDownbeat) public static void PrePrepare(double beat, float length, bool mrDownbeat)
{ {
bool isGame = GameManager.instance.currentGame == "mrUpbeat"; bool isGame = GameManager.instance.currentGame == "mrUpbeat";
if (!mrDownbeat) { if (!mrDownbeat)
{
beat = Mathf.Floor((float)beat) + 0.5; beat = Mathf.Floor((float)beat) + 0.5;
length = Mathf.Round(length); length = Mathf.Round(length);
} }
@ -299,12 +309,12 @@ namespace HeavenStudio.Games
private void RecursiveStepping(double beat) private void RecursiveStepping(double beat)
{ {
if (stopStepping) { if (stopStepping)
{
stopStepping = false; stopStepping = false;
return; return;
} }
currentMetronomeDir = (stepIterate % 2 == 1) ? "Right" : "Left"; SoundByte.PlayOneShotGame($"mrUpbeat/metronome{((stepIterate % 2 == 1) ? "Right" : "Left")}");
SoundByte.PlayOneShotGame($"mrUpbeat/metronome{currentMetronomeDir}");
metronomeBeat = beat; metronomeBeat = beat;
ScheduleStep(beat); ScheduleStep(beat);
BeatAction.New(this, new List<BeatAction.Action>() { BeatAction.New(this, new List<BeatAction.Action>() {
@ -319,9 +329,9 @@ namespace HeavenStudio.Games
for (int i = 0; i < length; i++) for (int i = 0; i < length; i++)
{ {
ScheduleStep(beat + i); ScheduleStep(beat + i);
actions.Add(new BeatAction.Action(beat + i, delegate { actions.Add(new BeatAction.Action(beat + i, delegate
currentMetronomeDir = (stepIterate % 2 == 1) ? "Right" : "Left"; {
SoundByte.PlayOneShotGame($"mrUpbeat/metronome{currentMetronomeDir}"); SoundByte.PlayOneShotGame($"mrUpbeat/metronome{((stepIterate % 2 == 1) ? "Right" : "Left")}");
metronomeBeat = beat + i; metronomeBeat = beat + i;
stepIterate++; stepIterate++;
})); }));
@ -335,7 +345,8 @@ namespace HeavenStudio.Games
if (gameSwitch.beat <= beat || gameSwitch.beat >= beat + length + 1) return; if (gameSwitch.beat <= beat || gameSwitch.beat >= beat + length + 1) return;
List<MultiSound.Sound> inactiveBlips = new(); List<MultiSound.Sound> inactiveBlips = new();
for (int i = 0; i < gameSwitch.beat - beat; i++) { for (int i = 0; i < gameSwitch.beat - beat; i++)
{
inactiveBlips.Add(new MultiSound.Sound("mrUpbeat/blip", beat + i)); inactiveBlips.Add(new MultiSound.Sound("mrUpbeat/blip", beat + i));
} }
@ -362,7 +373,8 @@ namespace HeavenStudio.Games
{ {
blipMaterial.SetColor("_ColorBravo", blipColor); blipMaterial.SetColor("_ColorBravo", blipColor);
if (setShadow) foreach (var shadow in shadowSr) { if (setShadow) foreach (var shadow in shadowSr)
{
shadow.color = new Color(shadowColor.r, shadowColor.g, shadowColor.b, 1); shadow.color = new Color(shadowColor.r, shadowColor.g, shadowColor.b, 1);
} }
} }
@ -385,7 +397,8 @@ namespace HeavenStudio.Games
{ {
var sound = new List<MultiSound.Sound>(); var sound = new List<MultiSound.Sound>();
if (a) sound.Add(new MultiSound.Sound("mrUpbeat/a", beat - (0.5f * (length / 4)))); if (a) sound.Add(new MultiSound.Sound("mrUpbeat/a", beat - (0.5f * (length / 4))));
for (int i = 0; i < 4; i++) { 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)); sound.Add(new MultiSound.Sound("mrUpbeat/" + (i + 1), beat + (i * (length / 4)), offset: (i == 3) ? 0.05 : 0));
} }