60d29f19c6
* make BeatActions coroutines instead of componentrs * pooled scheduled sounds implement S' entity seek * remove debug prints from last two changes * implement absolute time tracking implement DSP time resyncing * optimize GameManager * update TMPro * update IDE packages * fix dsp sync making the drift worse * fix issue with the JSL dll * relocate debug print * make scheduled pitch setter functional * any cpu
67 lines
1.9 KiB
C#
67 lines
1.9 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HeavenStudio.Util
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{
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public class BeatAction
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{
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private int index;
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private List<Action> actions = new List<Action>();
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private Coroutine coroutine;
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private MonoBehaviour behaviour;
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public delegate void EventCallback();
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public class Action
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{
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public double beat { get; set; }
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public EventCallback function { get; set; }
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public Action(double beat, EventCallback function)
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{
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this.beat = beat;
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this.function = function;
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}
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}
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public static BeatAction New(MonoBehaviour behaviour, List<Action> actions)
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{
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if (behaviour == null)
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{
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Debug.LogWarning("Starting a BeatAction with no assigned behaviour. The Conductor will be used instead.");
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behaviour = Conductor.instance;
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}
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BeatAction beatAction = new BeatAction();
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beatAction.actions = actions;
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beatAction.behaviour = behaviour;
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beatAction.coroutine = behaviour.StartCoroutine(beatAction.BeatActionRoutine());
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return beatAction;
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}
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IEnumerator BeatActionRoutine()
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{
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int idx = 0;
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WaitUntil waitUntil = new WaitUntil(() => Conductor.instance.songPositionInBeatsAsDouble >= actions[idx].beat || !Conductor.instance.isPlaying);
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while (idx < actions.Count)
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{
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yield return waitUntil;
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if (!Conductor.instance.isPlaying)
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yield break;
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actions[idx].function.Invoke();
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idx++;
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}
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this.actions = null;
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yield break;
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}
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public void Delete()
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{
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behaviour.StopCoroutine(coroutine);
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this.actions = null;
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}
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}
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} |