81384fe7fb
* Integration of Jukebox Library (#451) * add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing * a lot * munchy monk input + mustache fixes * fork lifter and pajama party bopping * meat grinder miss bop fix * cloud monkey Real * marching orders Go! was broken * force march doesn't break when it's too early from a game switch * you can use the March! block without the marching now * convert float to double and all that * editor fixes (#459) * ditch loading dialog doesn't show up when it's supposed to * format song offset in editor * remove VorbisPlugin * Update Editor.cs * add updater for marching orders turn * make base datamodels for special entity reading (#463) * make base datamodels for special entity reading * fix crop stomp breaking when no game switch or remix end is set * fix save shortcut fix loading charts with no music * don't infer track when importing a v0 riq from another program * You can now place inputs on top of pass turn for rhythm tweezers * Rockers can do it too now * Some new curves * Converted everything to new curves and made playerballs handle themselves input-wise * working dough converted, need to fix eveerything though * ball transporter anims for pass turn * update Jukebox to latest version fixes for inferred entity loading * new sounds * OnSpawnBall reimplemented * Proper inactive handling now * gandw on balls has been added * Rhythm tweezers pass turn now works like working dough * modernised rockers pass turn * Fixed small balls not working in working dough * Fixed weird curve stuff on game switch in working dough * let play mode start if no song file is loaded fix issue with loading large audio files * add "updater" for the old marching entity --------- Co-authored-by: AstrlJelly <bdlawson115@gmail.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
864 lines
33 KiB
C#
864 lines
33 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 Jukebox;
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using HeavenStudio.Util;
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using HeavenStudio.Games;
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using HeavenStudio.Common;
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namespace HeavenStudio
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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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[NonSerialized] public RiqBeatmap Beatmap = new();
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private List<GameObject> preloadedGames = new List<GameObject>();
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[NonSerialized] public List<GameObject> SoundObjects = new List<GameObject>();
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[Header("Components")]
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[NonSerialized] public Camera GameCamera, CursorCam, OverlayCamera, StaticCamera;
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[NonSerialized] public CircleCursor CircleCursor;
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[NonSerialized] public GameObject GamesHolder;
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[NonSerialized] public Games.Global.Flash fade;
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[NonSerialized] public Games.Global.Filter filter;
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[Header("Games")]
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[NonSerialized] public string currentGame;
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Coroutine currentGameSwitchIE;
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[Header("Properties")]
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[NonSerialized] public string txt = null;
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[NonSerialized] public string ext = null;
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[NonSerialized] public int currentEvent, currentTempoEvent, currentVolumeEvent, currentSectionEvent,
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currentPreEvent, currentPreSwitch, currentPreSequence;
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[NonSerialized] public double endBeat;
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[NonSerialized] public float startOffset;
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[NonSerialized] public bool playOnStart;
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[NonSerialized] public double startBeat;
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[NonSerialized] public GameObject currentGameO;
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[NonSerialized] public bool autoplay;
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[NonSerialized] public bool canInput = true;
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[NonSerialized] public RiqEntity currentSection, nextSection;
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public double sectionProgress { get; private set; }
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bool AudioLoadDone;
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bool ChartLoadError;
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public event Action<double> onBeatChanged;
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public event Action<RiqEntity> onSectionChange;
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public int BeatmapEntities()
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{
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return Beatmap.Entities.Count + Beatmap.TempoChanges.Count + Beatmap.VolumeChanges.Count + Beatmap.SectionMarkers.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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// average input accuracy (msec)
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List<int> inputOffsetSamples = new List<int>();
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float averageInputOffset = 0;
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public float AvgInputOffset
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{
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get
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{
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return averageInputOffset;
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}
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set
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{
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inputOffsetSamples.Add((int)value);
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averageInputOffset = (float)inputOffsetSamples.Average();
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}
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}
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// input accuracy (%)
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double totalInputs = 0;
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double totalPlayerAccuracy = 0;
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public double PlayerAccuracy
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{
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get
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{
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if (totalInputs == 0) return 0;
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return totalPlayerAccuracy / totalInputs;
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}
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}
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bool skillStarCollected = false;
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// cleared sections
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List<bool> clearedSections = new List<bool>();
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public bool ClearedSection
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{
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set
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{
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clearedSections.Add(value);
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}
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}
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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(bool preLoaded = false)
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{
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AudioLoadDone = false;
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ChartLoadError = false;
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currentPreEvent= 0;
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currentPreSwitch = 0;
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currentPreSequence = 0;
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GameObject filter = new GameObject("filter");
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this.filter = filter.AddComponent<Games.Global.Filter>();
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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(120f);
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Conductor.instance.SetVolume(100f);
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Conductor.instance.firstBeatOffset = Beatmap.data.offset;
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// note: serialize this shit in the inspector //
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GameObject textbox = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Textbox"));
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textbox.name = "Textbox";
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GameObject timingDisp = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Overlays/TimingAccuracy"));
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timingDisp.name = "TimingDisplay";
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GameObject skillStarDisp = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Overlays/SkillStar"));
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skillStarDisp.name = "SkillStar";
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GameObject overlays = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Overlays"));
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overlays.name = "Overlays";
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GoForAPerfect.instance.Disable();
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/////
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if (preLoaded)
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{
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LoadRemix(false);
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}
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else
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{
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RiqFileHandler.ClearCache();
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NewRemix();
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}
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SortEventsList();
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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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if (playOnStart)
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{
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StartCoroutine(WaitReadyAndPlayCo(startBeat));
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}
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}
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public void NewRemix()
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{
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AudioLoadDone = false;
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Beatmap = new("1", "HeavenStudio");
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Beatmap.data.properties = Minigames.propertiesModel;
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Beatmap.AddNewTempoChange(0, 120f);
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Beatmap.AddNewVolumeChange(0, 100f);
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Beatmap.data.offset = 0f;
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Conductor.instance.musicSource.clip = null;
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RiqFileHandler.WriteRiq(Beatmap);
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AudioLoadDone = true;
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}
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public IEnumerator LoadMusic()
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{
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ChartLoadError = false;
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IEnumerator load = RiqFileHandler.LoadSong();
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while (true)
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{
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object current = load.Current;
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try
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{
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if (load.MoveNext() == false)
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{
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break;
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}
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current = load.Current;
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}
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catch (System.IO.FileNotFoundException f)
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{
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Debug.LogWarning("chart has no music: " + f.Message);
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Conductor.instance.musicSource.clip = null;
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AudioLoadDone = true;
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yield break;
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}
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catch (Exception e)
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{
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Debug.LogError($"Failed to load music: {e.Message}");
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GlobalGameManager.ShowErrorMessage("Error Loading Music", e.Message + "\n\n" + e.StackTrace);
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AudioLoadDone = true;
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ChartLoadError = true;
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yield break;
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}
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yield return current;
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}
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Conductor.instance.musicSource.clip = RiqFileHandler.StreamedAudioClip;
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AudioLoadDone = true;
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}
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public void LoadRemix(bool editor = false)
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{
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AudioLoadDone = false;
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ChartLoadError = false;
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try
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{
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Beatmap = RiqFileHandler.ReadRiq();
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}
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catch (Exception e)
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{
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Debug.LogError($"Failed to load remix: {e.Message}");
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GlobalGameManager.ShowErrorMessage("Error Loading RIQ", e.Message + "\n\n" + e.StackTrace);
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ChartLoadError = true;
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return;
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}
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if (!editor)
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StartCoroutine(LoadMusic());
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SortEventsList();
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Conductor.instance.SetBpm(Beatmap.TempoChanges[0]["tempo"]);
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Conductor.instance.SetVolume(Beatmap.VolumeChanges[0]["volume"]);
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Conductor.instance.firstBeatOffset = Beatmap.data.offset;
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if (!playOnStart)
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{
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Stop(0);
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}
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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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if (editor)
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{
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Debug.Log(Beatmap.data.riqOrigin);
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if (Beatmap.data.riqOrigin != "HeavenStudio")
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{
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GlobalGameManager.ShowErrorMessage("Warning", "This chart was made for another game,\nand thus may not be playable in Heaven Studio.\n<color=\"yellow\">You may be able to edit this chart in Heaven Studio to be used in its original game.</color>\n\n<alpha=#AA>Chart Origin: " + Beatmap.data.riqOrigin.DisplayName());
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}
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}
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}
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public void ScoreInputAccuracy(double accuracy, bool late, double time, double weight = 1, bool doDisplay = true)
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{
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totalInputs += weight;
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totalPlayerAccuracy += accuracy * weight;
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if (accuracy < Minigame.rankOkThreshold && weight > 0)
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{
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SkillStarManager.instance.KillStar();
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}
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if (SkillStarManager.instance.IsEligible && !skillStarCollected && accuracy >= 1f)
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{
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if (SkillStarManager.instance.DoStarJust())
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skillStarCollected = true;
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}
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// push the hit event to the timing display
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if (doDisplay)
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TimingAccuracyDisplay.instance.MakeAccuracyVfx(time, late);
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}
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public void SeekAheadAndPreload(double start, float seekTime = 8f)
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{
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//seek ahead to preload games that have assetbundles
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//check game switches first
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var gameSwitchs = Beatmap.Entities.FindAll(c => c.datamodel.Split(1) == "switchGame");
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if (currentPreSwitch < gameSwitchs.Count && currentPreSwitch >= 0)
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{
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if (start + seekTime >= gameSwitchs[currentPreSwitch].beat)
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{
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string gameName = gameSwitchs[currentPreSwitch].datamodel.Split(2);
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var inf = GetGameInfo(gameName);
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if (inf != null && inf.usesAssetBundle && !inf.AssetsLoaded)
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{
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Debug.Log($"ASYNC loading assetbundles for game {gameName}");
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StartCoroutine(inf.LoadCommonAssetBundleAsync());
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StartCoroutine(inf.LoadLocalizedAssetBundleAsync());
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}
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currentPreSwitch++;
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}
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}
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//then check game entities
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List<double> entities = Beatmap.Entities.Select(c => c.beat).ToList();
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if (currentPreEvent < Beatmap.Entities.Count && currentPreEvent >= 0)
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{
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if (start + seekTime >= entities[currentPreEvent])
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{
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var entitiesAtSameBeat = Beatmap.Entities.FindAll(c => c.beat == Beatmap.Entities[currentPreEvent].beat && !EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0])));
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SortEventsByPriority(entitiesAtSameBeat);
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foreach (RiqEntity entity in entitiesAtSameBeat)
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{
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string gameName = entity.datamodel.Split('/')[0];
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var inf = GetGameInfo(gameName);
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if (inf != null && inf.usesAssetBundle && !inf.AssetsLoaded)
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{
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Debug.Log($"ASYNC loading assetbundles for game {gameName}");
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StartCoroutine(inf.LoadCommonAssetBundleAsync());
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StartCoroutine(inf.LoadLocalizedAssetBundleAsync());
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}
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currentPreEvent++;
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}
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}
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}
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}
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public void SeekAheadAndDoPreEvent(double start)
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{
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List<double> entities = Beatmap.Entities.Select(c => c.beat).ToList();
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if (currentPreSequence < Beatmap.Entities.Count && currentPreSequence >= 0)
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{
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var seekEntity = Beatmap.Entities[currentPreSequence];
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float seekTime = EventCaller.instance.GetGameAction(
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EventCaller.instance.GetMinigame(seekEntity.datamodel.Split(0)), seekEntity.datamodel.Split(1)).preFunctionLength;
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if (start + seekTime >= entities[currentPreSequence])
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{
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double beat = seekEntity.beat;
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var entitiesAtSameBeat = Beatmap.Entities.FindAll(c => c.beat == seekEntity.beat);
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SortEventsByPriority(entitiesAtSameBeat);
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foreach (RiqEntity entity in entitiesAtSameBeat)
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{
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currentPreSequence++;
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string gameName = entity.datamodel.Split('/')[0];
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var inf = GetGameInfo(gameName);
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if (inf != null && inf.usesAssetBundle && inf.AssetsLoaded && !inf.SequencesPreloaded)
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{
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Debug.Log($"Preloading game {gameName}");
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PreloadGameSequences(gameName);
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}
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eventCaller.CallPreEvent(entity);
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}
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}
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}
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}
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private void Update()
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{
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if (BeatmapEntities() < 1) //bruh really you forgot to ckeck tempo changes
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return;
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if (!Conductor.instance.isPlaying)
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return;
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Conductor cond = Conductor.instance;
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List<double> entities = Beatmap.Entities.Select(c => c.beat).ToList();
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List<double> tempoChanges = Beatmap.TempoChanges.Select(c => c.beat).ToList();
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if (currentTempoEvent < Beatmap.TempoChanges.Count && currentTempoEvent >= 0)
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{
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if (cond.songPositionInBeatsAsDouble >= tempoChanges[currentTempoEvent])
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{
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cond.SetBpm(Beatmap.TempoChanges[currentTempoEvent]["tempo"]);
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currentTempoEvent++;
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}
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}
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List<double> volumeChanges = Beatmap.VolumeChanges.Select(c => c.beat).ToList();
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if (currentVolumeEvent < Beatmap.VolumeChanges.Count && currentVolumeEvent >= 0)
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{
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if (cond.songPositionInBeatsAsDouble >= volumeChanges[currentVolumeEvent])
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{
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cond.SetVolume(Beatmap.VolumeChanges[currentVolumeEvent]["volume"]);
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currentVolumeEvent++;
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}
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}
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List<double> chartSections = Beatmap.SectionMarkers.Select(c => c.beat).ToList();
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if (currentSectionEvent < Beatmap.SectionMarkers.Count && currentSectionEvent >= 0)
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{
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if (cond.songPositionInBeatsAsDouble >= chartSections[currentSectionEvent])
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{
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Debug.Log("Section " + Beatmap.SectionMarkers[currentSectionEvent]["sectionName"] + " started");
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currentSection = Beatmap.SectionMarkers[currentSectionEvent];
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currentSectionEvent++;
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if (currentSectionEvent < Beatmap.SectionMarkers.Count)
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nextSection = Beatmap.SectionMarkers[currentSectionEvent];
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else
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nextSection = default(RiqEntity);
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onSectionChange?.Invoke(currentSection);
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}
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}
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float seekTime = 8f;
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//seek ahead to preload games that have assetbundles
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SeekAheadAndPreload(cond.songPositionInBeatsAsDouble, seekTime);
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SeekAheadAndDoPreEvent(Conductor.instance.songPositionInBeatsAsDouble);
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if (currentEvent < Beatmap.Entities.Count && currentEvent >= 0)
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{
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if (cond.songPositionInBeatsAsDouble >= entities[currentEvent])
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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 entitiesAtSameBeat = 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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SortEventsByPriority(fxEntities);
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SortEventsByPriority(entitiesAtSameBeat);
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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], true);
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currentEvent++;
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}
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foreach (RiqEntity entity in entitiesAtSameBeat)
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{
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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 (entity.datamodel.Split('/')[0] != currentGame)
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{
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eventCaller.CallEvent(entity, false);
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}
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else
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{
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eventCaller.CallEvent(entity, true);
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}
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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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}
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}
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if (currentSection == null)
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{
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sectionProgress = 0;
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}
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else
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{
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double currectSectionStart = cond.GetSongPosFromBeat(currentSection.beat);
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if (nextSection == null)
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sectionProgress = (cond.songPosition - currectSectionStart) / (cond.GetSongPosFromBeat(endBeat) - currectSectionStart);
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else
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sectionProgress = (cond.songPosition - currectSectionStart) / (cond.GetSongPosFromBeat(nextSection.beat) - currectSectionStart);
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}
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}
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private void LateUpdate() {
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OverlaysManager.instance.TogleOverlaysVisibility(Editor.Editor.instance == null || Editor.Editor.instance.fullscreen || ((PersistentDataManager.gameSettings.overlaysInEditor) && (!Editor.Editor.instance.fullscreen)) || HeavenStudio.Editor.GameSettings.InPreview);
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}
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public void ToggleInputs(bool inputs)
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{
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canInput = inputs;
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}
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#region Play Events
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public void Play(double beat, float delay = 0f)
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{
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bool paused = Conductor.instance.isPaused;
|
|
Debug.Log("Playing at " + beat);
|
|
canInput = true;
|
|
if (!paused)
|
|
{
|
|
inputOffsetSamples.Clear();
|
|
averageInputOffset = 0;
|
|
|
|
totalInputs = 0;
|
|
totalPlayerAccuracy = 0;
|
|
|
|
TimingAccuracyDisplay.instance.ResetArrow();
|
|
SkillStarManager.instance.Reset();
|
|
skillStarCollected = false;
|
|
|
|
GoForAPerfect.instance.perfect = true;
|
|
GoForAPerfect.instance.Disable();
|
|
|
|
SectionMedalsManager.instance.Reset();
|
|
clearedSections.Clear();
|
|
}
|
|
|
|
StartCoroutine(PlayCo(beat, delay));
|
|
onBeatChanged?.Invoke(beat);
|
|
}
|
|
|
|
private IEnumerator PlayCo(double beat, float delay = 0f)
|
|
{
|
|
yield return new WaitForSeconds(delay);
|
|
bool paused = Conductor.instance.isPaused;
|
|
|
|
Conductor.instance.Play(beat);
|
|
if (paused)
|
|
{
|
|
Util.SoundByte.UnpauseOneShots();
|
|
}
|
|
else
|
|
{
|
|
Conductor.instance.SetBpm(Beatmap.TempoChanges[0]["tempo"]);
|
|
Conductor.instance.SetVolume(Beatmap.VolumeChanges[0]["volume"]);
|
|
Conductor.instance.firstBeatOffset = Beatmap.data.offset;
|
|
SetCurrentEventToClosest(beat);
|
|
KillAllSounds();
|
|
}
|
|
|
|
Minigame miniGame = currentGameO.GetComponent<Minigame>();
|
|
if (miniGame != null)
|
|
miniGame.OnPlay(beat);
|
|
}
|
|
|
|
public void Pause()
|
|
{
|
|
Conductor.instance.Pause();
|
|
Util.SoundByte.PauseOneShots();
|
|
canInput = false;
|
|
}
|
|
|
|
public void Stop(double beat, bool restart = false, float restartDelay = 0f)
|
|
{
|
|
Minigame miniGame = currentGameO.GetComponent<Minigame>();
|
|
if (miniGame != null)
|
|
miniGame.OnStop(beat);
|
|
|
|
Conductor.instance.Stop(beat);
|
|
SetCurrentEventToClosest(beat);
|
|
onBeatChanged?.Invoke(beat);
|
|
KillAllSounds();
|
|
|
|
// I feel like I should standardize the names
|
|
SkillStarManager.instance.KillStar();
|
|
TimingAccuracyDisplay.instance.StopStarFlash();
|
|
GoForAPerfect.instance.Disable();
|
|
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($"Average input offset for playthrough: {averageInputOffset}ms");
|
|
Debug.Log($"Accuracy for playthrough: {(PlayerAccuracy * 100) : 0.00}");
|
|
Debug.Log($"Cleared {clearedSections.FindAll(c => c).Count} sections out of {Beatmap.SectionMarkers.Count}");
|
|
if (SkillStarManager.instance.IsCollected)
|
|
Debug.Log($"Skill Star collected");
|
|
else
|
|
Debug.Log($"Skill Star not collected");
|
|
if (GoForAPerfect.instance.perfect)
|
|
Debug.Log($"Perfect Clear!");
|
|
|
|
if (playOnStart || restart)
|
|
{
|
|
Play(0, restartDelay);
|
|
}
|
|
// when rating screen gets added playOnStart will instead move to that scene
|
|
}
|
|
|
|
private IEnumerator WaitReadyAndPlayCo(double beat)
|
|
{
|
|
// wait for overlays to be ready
|
|
yield return new WaitUntil(() => OverlaysManager.OverlaysReady);
|
|
// wait for first game to be loaded
|
|
yield return new WaitUntil(() => Beatmap != null && Beatmap.Entities.Count > 0);
|
|
//wait for audio clip to be loaded
|
|
yield return new WaitUntil(() => AudioLoadDone || (ChartLoadError && !GlobalGameManager.IsShowingDialog));
|
|
|
|
SkillStarManager.instance.KillStar();
|
|
TimingAccuracyDisplay.instance.StopStarFlash();
|
|
GoForAPerfect.instance.Disable();
|
|
SectionMedalsManager.instance?.OnRemixEnd();
|
|
|
|
GlobalGameManager.UpdateDiscordStatus(Beatmap["remixtitle"], false, true);
|
|
|
|
Play(beat, 1f);
|
|
}
|
|
|
|
public void KillAllSounds()
|
|
{
|
|
for (int i = 0; i < SoundObjects.Count; i++)
|
|
Destroy(SoundObjects[i].gameObject);
|
|
|
|
SoundObjects.Clear();
|
|
Util.SoundByte.KillOneShots();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region List Functions
|
|
|
|
public void SortEventsList()
|
|
{
|
|
Beatmap.Entities.Sort((x, y) => x.beat.CompareTo(y.beat));
|
|
Beatmap.TempoChanges.Sort((x, y) => x.beat.CompareTo(y.beat));
|
|
Beatmap.VolumeChanges.Sort((x, y) => x.beat.CompareTo(y.beat));
|
|
Beatmap.SectionMarkers.Sort((x, y) => x.beat.CompareTo(y.beat));
|
|
}
|
|
|
|
void SortEventsByPriority(List<RiqEntity> entities)
|
|
{
|
|
entities.Sort((x, y) => {
|
|
Minigames.Minigame xGame = EventCaller.instance.GetMinigame(x.datamodel.Split(0));
|
|
Minigames.GameAction xAction = EventCaller.instance.GetGameAction(xGame, x.datamodel.Split(1));
|
|
Minigames.Minigame yGame = EventCaller.instance.GetMinigame(y.datamodel.Split(0));
|
|
Minigames.GameAction yAction = EventCaller.instance.GetGameAction(yGame, y.datamodel.Split(1));
|
|
|
|
return yAction.priority.CompareTo(xAction.priority);
|
|
});
|
|
|
|
}
|
|
|
|
public static double GetClosestInList(List<double> list, double compareTo)
|
|
{
|
|
if (list.Count > 0)
|
|
return list.Aggregate((x, y) => Math.Abs(x - compareTo) < Math.Abs(y - compareTo) ? x : y);
|
|
else
|
|
return double.MinValue;
|
|
}
|
|
|
|
public void SetCurrentEventToClosest(double beat)
|
|
{
|
|
SortEventsList();
|
|
onBeatChanged?.Invoke(beat);
|
|
if (Beatmap.Entities.Count > 0)
|
|
{
|
|
List<double> entities = Beatmap.Entities.Select(c => c.beat).ToList();
|
|
|
|
currentEvent = entities.IndexOf(GetClosestInList(entities, beat));
|
|
currentPreEvent = entities.IndexOf(GetClosestInList(entities, beat));
|
|
currentPreSequence = entities.IndexOf(GetClosestInList(entities, beat));
|
|
|
|
var gameSwitchs = Beatmap.Entities.FindAll(c => c.datamodel.Split(1) == "switchGame");
|
|
|
|
string newGame = Beatmap.Entities[currentEvent].datamodel.Split(0);
|
|
|
|
if (gameSwitchs.Count > 0)
|
|
{
|
|
int index = gameSwitchs.FindIndex(c => c.beat == GetClosestInList(gameSwitchs.Select(c => c.beat).ToList(), beat));
|
|
currentPreSwitch = index;
|
|
var closestGameSwitch = gameSwitchs[index];
|
|
if (closestGameSwitch.beat <= beat)
|
|
{
|
|
newGame = closestGameSwitch.datamodel.Split(2);
|
|
}
|
|
else if (closestGameSwitch.beat > beat)
|
|
{
|
|
if (index == 0)
|
|
{
|
|
newGame = Beatmap.Entities[0].datamodel.Split(0);
|
|
}
|
|
else
|
|
{
|
|
if (index - 1 >= 0)
|
|
{
|
|
newGame = gameSwitchs[index - 1].datamodel.Split(2);
|
|
}
|
|
else
|
|
{
|
|
newGame = Beatmap.Entities[Beatmap.Entities.IndexOf(closestGameSwitch) - 1].datamodel.Split(0);
|
|
}
|
|
}
|
|
}
|
|
// newGame = gameSwitchs[gameSwitchs.IndexOf(gameSwitchs.Find(c => c.beat == Mathp.GetClosestInList(gameSwitchs.Select(c => c.beat).ToList(), beat)))].datamodel.Split(2);
|
|
}
|
|
|
|
if (!GetGameInfo(newGame).fxOnly)
|
|
{
|
|
SetGame(newGame);
|
|
}
|
|
|
|
List<RiqEntity> allEnds = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "end" });
|
|
if (allEnds.Count > 0)
|
|
endBeat = allEnds.Select(c => c.beat).Min();
|
|
else
|
|
endBeat = Conductor.instance.SongLengthInBeatsAsDouble();
|
|
}
|
|
else
|
|
{
|
|
SetGame("noGame");
|
|
endBeat = Conductor.instance.SongLengthInBeatsAsDouble();
|
|
}
|
|
|
|
if (Beatmap.TempoChanges.Count > 0)
|
|
{
|
|
currentTempoEvent = 0;
|
|
List<double> tempoChanges = Beatmap.TempoChanges.Select(c => c.beat).ToList();
|
|
|
|
//for tempo changes, just go over all of em until the last one we pass
|
|
for (int t = 0; t < tempoChanges.Count; t++)
|
|
{
|
|
// Debug.Log("checking tempo event " + t + " against beat " + beat + "( tc beat " + tempoChanges[t] + ")");
|
|
if (tempoChanges[t] > beat)
|
|
{
|
|
break;
|
|
}
|
|
currentTempoEvent = t;
|
|
}
|
|
// Debug.Log("currentTempoEvent is now " + currentTempoEvent);
|
|
}
|
|
|
|
if (Beatmap.VolumeChanges.Count > 0)
|
|
{
|
|
currentVolumeEvent = 0;
|
|
List<double> volumeChanges = Beatmap.VolumeChanges.Select(c => c.beat).ToList();
|
|
|
|
for (int t = 0; t < volumeChanges.Count; t++)
|
|
{
|
|
if (volumeChanges[t] > beat)
|
|
{
|
|
break;
|
|
}
|
|
currentVolumeEvent = t;
|
|
}
|
|
}
|
|
|
|
currentSection = default(RiqEntity);
|
|
nextSection = default(RiqEntity);
|
|
if (Beatmap.SectionMarkers.Count > 0)
|
|
{
|
|
currentSectionEvent = 0;
|
|
List<double> beatmapSections = Beatmap.SectionMarkers.Select(c => c.beat).ToList();
|
|
|
|
for (int t = 0; t < beatmapSections.Count; t++)
|
|
{
|
|
if (beatmapSections[t] > beat)
|
|
{
|
|
break;
|
|
}
|
|
currentSectionEvent = t;
|
|
}
|
|
}
|
|
onSectionChange?.Invoke(currentSection);
|
|
|
|
SeekAheadAndPreload(beat);
|
|
}
|
|
|
|
#endregion
|
|
|
|
public void SwitchGame(string game, double beat, bool flash)
|
|
{
|
|
if (game != currentGame)
|
|
{
|
|
if (currentGameSwitchIE != null)
|
|
StopCoroutine(currentGameSwitchIE);
|
|
currentGameSwitchIE = StartCoroutine(SwitchGameIE(game, beat, flash));
|
|
}
|
|
}
|
|
|
|
IEnumerator SwitchGameIE(string game, double beat, bool flash)
|
|
{
|
|
if(flash == true)
|
|
{
|
|
HeavenStudio.StaticCamera.instance.ToggleCanvasVisibility(false);
|
|
}
|
|
|
|
SetGame(game);
|
|
|
|
Minigame miniGame = currentGameO.GetComponent<Minigame>();
|
|
if (miniGame != null)
|
|
miniGame.OnGameSwitch(beat);
|
|
|
|
//TODO: wait time in beats instead of seconds
|
|
yield return new WaitForSeconds(0.1f);
|
|
|
|
HeavenStudio.StaticCamera.instance.ToggleCanvasVisibility(true);
|
|
}
|
|
|
|
private void SetGame(string game)
|
|
{
|
|
Destroy(currentGameO);
|
|
|
|
currentGameO = Instantiate(GetGame(game));
|
|
currentGameO.transform.parent = eventCaller.GamesHolder.transform;
|
|
currentGameO.name = game;
|
|
|
|
SetCurrentGame(game);
|
|
|
|
ResetCamera();
|
|
}
|
|
|
|
public void PreloadGameSequences(string game)
|
|
{
|
|
var gameInfo = GetGameInfo(game);
|
|
//load the games' sound sequences
|
|
// TODO: this blocks the main thread, and sound sequences sould be stored in a ScriptableObject
|
|
if (gameInfo != null && gameInfo.LoadedSoundSequences == null)
|
|
gameInfo.LoadedSoundSequences = GetGame(game).GetComponent<Minigame>().SoundSequences;
|
|
}
|
|
|
|
public GameObject GetGame(string name)
|
|
{
|
|
var gameInfo = GetGameInfo(name);
|
|
if (gameInfo != null)
|
|
{
|
|
if (gameInfo.fxOnly)
|
|
{
|
|
var gameInfos = Beatmap.Entities
|
|
.Select(x => x.datamodel.Split(0))
|
|
.Select(x => GetGameInfo(x))
|
|
.Where(x => x != null)
|
|
.Where(x => !x.fxOnly)
|
|
.Select(x => x.LoadableName);
|
|
name = gameInfos.FirstOrDefault() ?? "noGame";
|
|
}
|
|
else
|
|
{
|
|
if (gameInfo.usesAssetBundle)
|
|
{
|
|
//game is packed in an assetbundle, load from that instead
|
|
return gameInfo.GetCommonAssetBundle().LoadAsset<GameObject>(name);
|
|
}
|
|
name = gameInfo.LoadableName;
|
|
}
|
|
}
|
|
return Resources.Load<GameObject>($"Games/{name}");
|
|
}
|
|
|
|
public Minigames.Minigame GetGameInfo(string name)
|
|
{
|
|
return EventCaller.instance.minigames.Find(c => c.name == name);
|
|
}
|
|
|
|
public void SetCurrentGame(string game)
|
|
{
|
|
currentGame = game;
|
|
if (GetGameInfo(currentGame) != null)
|
|
{
|
|
CircleCursor.InnerCircle.GetComponent<SpriteRenderer>().color = Colors.Hex2RGB(GetGameInfo(currentGame).color);
|
|
HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(Colors.Hex2RGB(GetGameInfo(currentGame).color));
|
|
}
|
|
else
|
|
{
|
|
CircleCursor.InnerCircle.GetComponent<SpriteRenderer>().color = Color.white;
|
|
HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(Color.black);
|
|
}
|
|
}
|
|
|
|
private bool SongPosLessThanClipLength(float t)
|
|
{
|
|
if (Conductor.instance.musicSource.clip != null)
|
|
return Conductor.instance.GetSongPosFromBeat(t) < Conductor.instance.musicSource.clip.length;
|
|
else
|
|
return true;
|
|
}
|
|
|
|
public void ResetCamera()
|
|
{
|
|
HeavenStudio.GameCamera.ResetAdditionalTransforms();
|
|
}
|
|
}
|
|
} |