HeavenStudio/Assets/Scripts/EventCaller.cs
minenice55 b1fab52ad9
Integration of Jukebox Library (#451) (#457)
* 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
2023-06-10 19:17:06 +00:00

138 lines
4.8 KiB
C#

using System;
using System.Linq;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using Jukebox;
using Jukebox.Legacy;
namespace HeavenStudio
{
public class EventCaller : MonoBehaviour
{
public Transform GamesHolder;
public RiqEntity currentEntity = new RiqEntity();
public string currentSwitchGame;
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 Minigames.Param GetGameParam(Minigames.Minigame game, string action, string param)
{
return GetGameAction(game, action).parameters.Find(c => c.propertyName == param);
}
public void Init()
{
instance = this;
currentEntity = new RiqEntity();
Minigames.Init(this);
List<Minigames.Minigame> minigamesInBeatmap = new List<Minigames.Minigame>();
for (int i = 0; i < GameManager.instance.Beatmap.Entities.Count; i++)
{
//go through every entity in the timeline and add the game that they're from to the minigamesInBeatmap list (ignore entities from FX only categories, i.e. Game Manager and Count-Ins)
Minigames.Minigame game = GetMinigame(GameManager.instance.Beatmap.Entities[i].datamodel.Split('/')[0]);
if (!minigamesInBeatmap.Contains(game) && !FXOnlyGames().Contains(game))
{
minigamesInBeatmap.Add(game);
}
}
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()
{
}
public void CallEvent(RiqEntity entity, bool gameActive)
{
string[] details = entity.datamodel.Split('/');
Minigames.Minigame game = minigames.Find(c => c.name == details[0]);
try
{
currentEntity = entity;
if (details.Length > 2) currentSwitchGame = details[2];
Minigames.GameAction action = game.actions.Find(c => c.actionName == details[1]);
if (gameActive)
{
action.function.Invoke();
}
else
{
action.inactiveFunction.Invoke();
}
}
catch (Exception ex)
{
Debug.LogWarning("Event not found! May be spelled wrong or it is not implemented.\n" + ex);
}
}
public void CallPreEvent(RiqEntity entity)
{
string[] details = entity.datamodel.Split('/');
Minigames.Minigame game = minigames.Find(c => c.name == details[0]);
try
{
currentEntity = entity;
Minigames.GameAction action = game.actions.Find(c => c.actionName == details[1]);
action.preFunction.Invoke();
}
catch (Exception ex)
{
Debug.LogWarning("Event not found! May be spelled wrong or it is not implemented.\n" + ex);
}
}
public static List<RiqEntity> GetAllInGameManagerList(string gameName, string[] include)
{
List<RiqEntity> temp1 = GameManager.instance.Beatmap.Entities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
List<RiqEntity> temp2 = new List<RiqEntity>();
foreach (string s in include)
{
temp2.AddRange(temp1.FindAll(c => c.datamodel.Split('/')[1].Equals(s)));
}
return temp2;
}
public static List<RiqEntity> GetAllInGameManagerListExclude(string gameName, string[] exclude)
{
List<RiqEntity> temp1 = GameManager.instance.Beatmap.Entities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
List<RiqEntity> temp2 = new List<RiqEntity>();
foreach (string s in exclude)
{
temp2.AddRange(temp1.FindAll(c => !c.datamodel.Split('/')[1].Equals(s)));
}
return temp2;
}
public static List<Minigames.Minigame> FXOnlyGames()
{
return instance.minigames.FindAll(c => c.fxOnly == true).ToList();
}
}
}