HeavenStudio/Assets/Scripts/EventCaller.cs
Braedon 6ac919a232 Fixed some bugs, including one where the game refuses to load a new game. Also migrating a few games to the new Input system. (Read desc)
However the new input system has a bug where if you press with two events eligible for a press, both of them interact. I don't know whether to fix this or not.
2022-01-23 02:01:59 -05:00

130 lines
5 KiB
C#

using System;
using System.Linq;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
namespace RhythmHeavenMania
{
public class EventCaller : MonoBehaviour
{
public Transform GamesHolder;
public float currentBeat;
public float currentLength;
public float currentValA;
public string currentSwitchGame;
public int currentType;
public delegate void EventCallback();
public static EventCaller instance { get; private set; }
public List<Minigames.Minigame> minigames = new List<Minigames.Minigame>()
{
};
public Minigames.Minigame GetMinigame(string gameName)
{
return minigames.Find(c => c.name == gameName);
}
public Minigames.GameAction GetGameAction(Minigames.Minigame game, string action)
{
return game.actions.Find(c => c.actionName == action);
}
public void Init()
{
instance = this;
Minigames.Init(this);
List<Minigames.Minigame> minigamesInBeatmap = new List<Minigames.Minigame>();
for (int i = 0; i < GameManager.instance.Beatmap.entities.Count; i++)
{
if (!minigamesInBeatmap.Contains(minigames.Find(c => c.name == GameManager.instance.Beatmap.entities[i].datamodel.Split('/')[0])) && GameManager.instance.Beatmap.entities[i].datamodel.Split('/')[0] != "gameManager")
{
minigamesInBeatmap.Add(minigames.Find(c => c.name == GameManager.instance.Beatmap.entities[i].datamodel.Split('/')[0]));
}
}
for (int i = 0; i < minigamesInBeatmap.Count; i++)
{
// minigames[minigames.FindIndex(c => c.name == minigamesInBeatmap[i].name)].holder = Resources.Load<GameObject>($"Games/{minigamesInBeatmap[i].name}");
}
}
private void Update()
{
if (GameManager.instance.currentEvent >= 0 && GameManager.instance.currentEvent < GameManager.instance.Beatmap.entities.Count)
currentBeat = GameManager.instance.Beatmap.entities[GameManager.instance.currentEvent].beat;
}
public void CallEvent(string event_)
{
string[] details = event_.Split('/');
Minigames.Minigame game = minigames.Find(c => c.name == details[0]);
try
{
currentLength = GameManager.instance.Beatmap.entities[GameManager.instance.currentEvent].length;
currentType = GameManager.instance.Beatmap.entities[GameManager.instance.currentEvent].type;
currentValA = GameManager.instance.Beatmap.entities[GameManager.instance.currentEvent].valA;
if (details.Length > 2) currentSwitchGame = details[2];
Minigames.GameAction action = game.actions.Find(c => c.actionName == details[1]);
action.function.Invoke();
}
catch (Exception ex)
{
Debug.LogWarning("Event not found! May be spelled wrong or it is not implemented." + ex);
}
}
public static List<Beatmap.Entity> GetAllInGameManagerList(string gameName, string[] include)
{
List<Beatmap.Entity> temp1 = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
List<Beatmap.Entity> temp2 = new List<Beatmap.Entity>();
for (int i = 0; i < temp1.Count; i++)
{
if (include.Any(temp1[i].datamodel.Split('/')[1].Contains))
{
temp2.Add(temp1[i]);
}
}
return temp2;
}
public static List<Beatmap.Entity> GetAllInGameManagerListExclude(string gameName, string[] exclude)
{
List<Beatmap.Entity> temp1 = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
List<Beatmap.Entity> temp2 = new List<Beatmap.Entity>();
for (int i = 0; i < temp1.Count; i++)
{
if (!exclude.Any(temp1[i].datamodel.Split('/')[1].Contains))
{
temp2.Add(temp1[i]);
}
}
return temp2;
}
public static List<Beatmap.Entity> GetAllPlayerEntities(string gameName)
{
return GameManager.instance.playerEntities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
}
public static List<Beatmap.Entity> GetAllPlayerEntitiesExcept(string gameName)
{
return GameManager.instance.playerEntities.FindAll(c => c.datamodel.Split('/')[0] != gameName);
}
// elaborate as fuck, boy
public static List<Beatmap.Entity> GetAllPlayerEntitiesExceptBeforeBeat(string gameName, float beat)
{
return GameManager.instance.playerEntities.FindAll(c => c.datamodel.Split('/')[0] != gameName && c.beat < beat);
}
}
}