411 lines
14 KiB
C#
411 lines
14 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using Starpelly;
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using Newtonsoft.Json;
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using RhythmHeavenMania.Games;
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namespace RhythmHeavenMania
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{
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public class GameManager : MonoBehaviour
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{
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[Header("Lists")]
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public Beatmap Beatmap = new Beatmap();
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[HideInInspector] public List<Beatmap.Entity> playerEntities = new List<Beatmap.Entity>();
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private List<GameObject> preloadedGames = new List<GameObject>();
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public List<GameObject> SoundObjects = new List<GameObject>();
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[Header("Components")]
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public TextAsset txt;
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public Camera GameCamera, CursorCam;
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public CircleCursor CircleCursor;
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[HideInInspector] public GameObject GamesHolder;
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public Games.Global.Flash fade;
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[Header("Games")]
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public string currentGame;
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Coroutine currentGameSwitchIE;
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[Header("Properties")]
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public int currentEvent, currentTempoEvent;
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public float startOffset;
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public bool playOnStart;
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public float startBeat;
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[NonSerialized] public GameObject currentGameO;
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public bool autoplay;
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public event Action<float> onBeatChanged;
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public int BeatmapEntities()
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{
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return Beatmap.entities.Count + Beatmap.tempoChanges.Count;
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}
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public static GameManager instance { get; private set; }
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private EventCaller eventCaller;
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private void Awake()
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{
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// autoplay = true;
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instance = this;
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}
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public void Init()
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{
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this.transform.localScale = new Vector3(30000000, 30000000);
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SpriteRenderer sp = this.gameObject.AddComponent<SpriteRenderer>();
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sp.enabled = false;
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sp.color = Color.black;
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sp.sprite = Resources.Load<Sprite>("Sprites/GeneralPurpose/Square");
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sp.sortingOrder = 30000;
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this.gameObject.layer = 3;
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GameObject fade = new GameObject();
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this.fade = fade.AddComponent<Games.Global.Flash>();
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if (txt != null)
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{
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string json = txt.text;
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Beatmap = JsonConvert.DeserializeObject<Beatmap>(json);
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}
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else
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{
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Beatmap = new Beatmap();
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Beatmap.bpm = 120f;
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}
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SortEventsList();
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GlobalGameManager.Init();
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eventCaller = this.gameObject.AddComponent<EventCaller>();
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eventCaller.GamesHolder = GamesHolder.transform;
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eventCaller.Init();
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Conductor.instance.SetBpm(Beatmap.bpm);
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if (playOnStart)
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{
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Play(startBeat);
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}
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// SetCurrentGame(eventCaller.GamesHolder.transform.GetComponentsInChildren<Transform>()[1].name);
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if (Beatmap.entities.Count >= 1)
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{
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SetCurrentGame(Beatmap.entities[0].datamodel.Split(0));
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SetGame(Beatmap.entities[0].datamodel.Split(0));
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}
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else
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{
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SetGame("noGame");
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}
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}
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public void LoadRemix(string json)
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{
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SortEventsList();
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Beatmap = JsonConvert.DeserializeObject<Beatmap>(json);
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Conductor.instance.SetBpm(Beatmap.bpm);
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Stop(0);
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SetCurrentEventToClosest(0);
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if (Beatmap.entities.Count >= 1)
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{
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SetCurrentGame(Beatmap.entities[0].datamodel.Split(0));
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SetGame(Beatmap.entities[0].datamodel.Split(0));
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}
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else
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{
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SetGame("noGame");
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}
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}
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// LateUpdate works a bit better(?) but causes some bugs (like issues with bop animations).
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private void Update()
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{
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if (Beatmap.entities.Count < 1)
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return;
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if (!Conductor.instance.isPlaying)
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return;
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List<float> entities = Beatmap.entities.Select(c => c.beat).ToList();
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List<float> tempoChanges = Beatmap.tempoChanges.Select(c => c.beat).ToList();
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if (currentEvent < Beatmap.entities.Count && currentEvent >= 0)
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{
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if (Conductor.instance.songPositionInBeats >= entities[currentEvent] /*&& SongPosLessThanClipLength(Conductor.instance.songPositionInBeats)*/)
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{
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// allows for multiple events on the same beat to be executed on the same frame, so no more 1-frame delay
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var entitesAtSameBeat = Beatmap.entities.FindAll(c => c.beat == Beatmap.entities[currentEvent].beat && !EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0])));
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var fxEntities = Beatmap.entities.FindAll(c => c.beat == Beatmap.entities[currentEvent].beat && EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0])));
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// FX entities should ALWAYS execute before gameplay entities
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for (int i = 0; i < fxEntities.Count; i++)
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{
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eventCaller.CallEvent(fxEntities[i].datamodel);
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currentEvent++;
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}
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for (int i = 0; i < entitesAtSameBeat.Count; i++)
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{
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var entity = entitesAtSameBeat[i];
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// if game isn't loaded, preload game so whatever event that would be called will still run outside if needed
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if (entitesAtSameBeat[i].datamodel.Split('/')[0] != currentGame && !preloadedGames.Contains(preloadedGames.Find(c => c.name == entitesAtSameBeat[i].datamodel.Split('/')[0])))
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{
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PreloadGame(entitesAtSameBeat[i].datamodel.Split('/')[0]);
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}
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eventCaller.CallEvent(entitesAtSameBeat[i].datamodel);
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// Thank you to @shshwdr for bring this to my attention
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currentEvent++;
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}
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// currentEvent += gameManagerEntities.Count;
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}
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}
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if (currentTempoEvent < Beatmap.tempoChanges.Count && currentTempoEvent >= 0)
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{
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if (Conductor.instance.songPositionInBeats >= tempoChanges[currentTempoEvent])
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{
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Conductor.instance.songBpm = Beatmap.tempoChanges[currentTempoEvent].tempo;
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Conductor.instance.timeSinceLastTempoChange = Time.time;
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currentTempoEvent++;
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}
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}
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}
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#region Play Events
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public void Play(float beat)
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{
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StartCoroutine(PlayCo(beat));
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onBeatChanged?.Invoke(beat);
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}
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private IEnumerator PlayCo(float beat)
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{
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yield return null;
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bool paused = Conductor.instance.isPaused;
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Conductor.instance.SetBpm(Beatmap.bpm);
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Conductor.instance.Play(beat);
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if (!paused)
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{
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SetCurrentEventToClosest(beat);
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}
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for (int i = 0; i < SoundObjects.Count; i++) Destroy(SoundObjects[i].gameObject);
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}
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public void Pause()
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{
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Conductor.instance.Pause();
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}
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public void Stop(float beat)
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{
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Conductor.instance.Stop(beat);
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SetCurrentEventToClosest(beat);
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onBeatChanged?.Invoke(beat);
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}
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#endregion
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#region List Functions
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public void SortEventsList()
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{
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Beatmap.entities.Sort((x, y) => x.beat.CompareTo(y.beat));
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Beatmap.tempoChanges.Sort((x, y) => x.beat.CompareTo(y.beat));
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}
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public void SetCurrentEventToClosest(float beat)
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{
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SortEventsList();
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onBeatChanged?.Invoke(beat);
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if (Beatmap.entities.Count > 0)
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{
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List<float> entities = Beatmap.entities.Select(c => c.beat).ToList();
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currentEvent = entities.IndexOf(Mathp.GetClosestInList(entities, beat));
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var gameSwitchs = Beatmap.entities.FindAll(c => c.datamodel.Split(1) == "switchGame");
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string newGame = Beatmap.entities[currentEvent].datamodel.Split(0);
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if (gameSwitchs.Count > 0)
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{
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int index = gameSwitchs.FindIndex(c => c.beat == Mathp.GetClosestInList(gameSwitchs.Select(c => c.beat).ToList(), beat));
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var closestGameSwitch = gameSwitchs[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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}
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else if (closestGameSwitch.beat > beat)
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{
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if (index == 0)
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{
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newGame = Beatmap.entities[0].datamodel.Split(0);
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}
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else
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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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}
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else
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{
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newGame = Beatmap.entities[Beatmap.entities.IndexOf(closestGameSwitch) - 1].datamodel.Split(0);
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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 == Mathp.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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SetGame(newGame);
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}
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}
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else
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{
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SetGame("noGame");
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}
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if (Beatmap.tempoChanges.Count > 0)
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{
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List<float> tempoChanges = Beatmap.tempoChanges.Select(c => c.beat).ToList();
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currentTempoEvent = tempoChanges.IndexOf(Mathp.GetClosestInList(tempoChanges, beat));
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}
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}
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#endregion
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public void SwitchGame(string game)
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{
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if (game != currentGame)
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{
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if (currentGameSwitchIE != null)
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StopCoroutine(currentGameSwitchIE);
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currentGameSwitchIE = StartCoroutine(SwitchGameIE(game));
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}
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}
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IEnumerator SwitchGameIE(string game)
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{
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this.GetComponent<SpriteRenderer>().enabled = true;
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SetGame(game);
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GameCamera.transform.localPosition = new Vector3(GameCamera.transform.localPosition.x, GameCamera.transform.localPosition.y, -10);
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yield return new WaitForSeconds(0.1f);
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this.GetComponent<SpriteRenderer>().enabled = false;
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}
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private void SetGame(string game, bool onGameSwitch = true)
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{
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Destroy(currentGameO);
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var instantiate = true;
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if (preloadedGames.Count > 0)
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{
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for (int i = 0; i < preloadedGames.Count; i++)
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{
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if (preloadedGames[i].gameObject != null)
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{
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if (preloadedGames[i].gameObject.name == game)
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{
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preloadedGames[i].SetActive(true);
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currentGameO = preloadedGames[i];
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preloadedGames.Remove(preloadedGames[i]);
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instantiate = false;
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}
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}
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}
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}
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if (instantiate)
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{
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currentGameO = Instantiate(GetGame(game));
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currentGameO.transform.parent = eventCaller.GamesHolder.transform;
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currentGameO.name = game;
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}
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/*if (onGameSwitch)
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{
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if (GetGame(currentGame).GetComponent<Minigame>() != null)
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GetGame(game).GetComponent<Minigame>().OnGameSwitch();
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}*/
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SetCurrentGame(game);
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}
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private void PreloadGame(string game)
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{
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if (preloadedGames.Contains(preloadedGames.Find(c => c.name == game)))
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return;
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var g = Instantiate(GetGame(game));
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g.transform.parent = eventCaller.GamesHolder.transform;
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g.SetActive(false);
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g.name = game;
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preloadedGames.Add(g);
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}
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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 (gameInfo != null)
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{
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if (gameInfo.fxOnly)
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{
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name = Beatmap.entities.FindAll(c => {
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var gameName = c.datamodel.Split(0);
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var newGameInfo = GetGameInfo(gameName);
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if (newGameInfo == null)
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return false;
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else
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return !newGameInfo.fxOnly;
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}).ToList()[0].datamodel.Split(0);
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}
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}
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return Resources.Load<GameObject>($"Games/{name}");
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}
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public Minigames.Minigame GetGameInfo(string name)
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{
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return EventCaller.instance.minigames.Find(c => c.name == name);
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}
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// never gonna use this
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public Minigames.Minigame GetCurrentGame()
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{
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return eventCaller.minigames.Find(c => c.name == transform.GetComponentsInChildren<Transform>()[1].name);
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}
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public void SetCurrentGame(string game)
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{
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currentGame = game;
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if (GetGameInfo(currentGame) != null) CircleCursor.InnerCircle.GetComponent<SpriteRenderer>().color = Colors.Hex2RGB(GetGameInfo(currentGame).color);
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else
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CircleCursor.InnerCircle.GetComponent<SpriteRenderer>().color = Color.white;
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}
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private bool SongPosLessThanClipLength(float t)
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{
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if (Conductor.instance.musicSource.clip != null)
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return Conductor.instance.GetSongPosFromBeat(t) < Conductor.instance.musicSource.clip.length;
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else
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return true;
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}
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}
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} |