e50e4e39e0
* Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
1243 lines
46 KiB
C#
1243 lines
46 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 UnityEngine.Pool;
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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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using Cysharp.Threading.Tasks;
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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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const int SoundPoolSizeMin = 32;
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const int SoundPoolSizeMax = 32;
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[Header("Lists")]
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[NonSerialized] public RiqBeatmap Beatmap = new();
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private List<GameObject> preloadedGames = new();
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[NonSerialized] public ObjectPool<Sound> SoundObjects;
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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]
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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 playMode;
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[NonSerialized] public double startBeat;
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[NonSerialized] public GameObject currentGameO;
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private Minigame _currentMinigame;
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[NonSerialized] public bool autoplay;
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[NonSerialized] public bool canInput = true;
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[NonSerialized] public RiqEntity lastSection, currentSection;
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[NonSerialized] public double nextSectionBeat;
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public double SectionProgress { get; private set; }
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public float MarkerWeight { get; private set; }
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public int MarkerCategory { get; private set; }
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public bool GameHasSplitColours
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{
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get
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{
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var inf = GetGameInfo(currentGame);
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if (inf == null) return false;
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return inf.splitColorL != null && inf.splitColorR != null;
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}
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}
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bool AudioLoadDone;
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bool ChartLoadError;
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List<double> eventBeats, preSequenceBeats, tempoBeats, volumeBeats, sectionBeats;
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List<RiqEntity> allGameSwitches;
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public event Action<double> onBeatChanged;
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public event Action<RiqEntity, RiqEntity> onSectionChange;
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public event Action<double> onBeatPulse;
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public event Action<double> onPlay;
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public event Action<double> onPause;
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public event Action<double> onUnPause;
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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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JudgementManager.JudgementInfo judgementInfo;
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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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// 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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SoundObjects = new ObjectPool<Sound>(CreatePooledSound, OnTakePooledSound, OnReturnPooledSound, OnDestroyPooledSound, true, SoundPoolSizeMin, SoundPoolSizeMax);
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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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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 (Beatmap.Entities.Count >= 1)
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{
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string game = Beatmap.Entities[0].datamodel.Split(0);
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SetCurrentGame(game);
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StartCoroutine(WaitAndSetGame(game));
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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 (playMode)
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{
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StartCoroutine(WaitReadyAndPlayCo(startBeat, 1f));
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}
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}
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Sound CreatePooledSound()
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{
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GameObject oneShot = new GameObject($"Pooled Scheduled Sound");
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oneShot.transform.SetParent(transform);
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AudioSource audioSource = oneShot.AddComponent<AudioSource>();
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audioSource.playOnAwake = false;
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Sound snd = oneShot.AddComponent<Sound>();
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oneShot.SetActive(false);
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return snd;
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}
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// Called when an item is returned to the pool using Release
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void OnReturnPooledSound(Sound snd)
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{
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snd.Stop();
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}
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// Called when an item is taken from the pool using Get
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void OnTakePooledSound(Sound snd)
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{
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snd.gameObject.SetActive(true);
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}
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// If the pool capacity is reached then any items returned will be destroyed.
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void OnDestroyPooledSound(Sound snd)
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{
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snd.Stop();
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Destroy(snd.gameObject);
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}
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public void NewRemix()
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{
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Debug.Log("Creating new remix");
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AudioLoadDone = false;
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Beatmap = new("1", "HeavenStudio");
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Beatmap.data.properties = new(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 (!playMode)
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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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string game = Beatmap.Entities[0].datamodel.Split(0);
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SetCurrentGame(game);
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StartCoroutine(WaitAndSetGame(game));
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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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string origin = Beatmap.data.riqOrigin?.DisplayName() ?? "Unknown Origin";
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GlobalGameManager.ShowErrorMessage("Warning",
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$"This chart came from\n<alpha=#AA>{origin}</color>\nand uses content not included in Heaven Studio.\n\n<color=\"yellow\">You may be able to edit this chart in Heaven Studio to be used in its original program.</color>");
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}
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}
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}
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public void ScoreInputAccuracy(double beat, double accuracy, bool late, double time, float weight = 1, bool doDisplay = 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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if (weight > 0 && MarkerWeight > 0)
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{
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totalInputs += weight * MarkerWeight;
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totalPlayerAccuracy += Math.Abs(accuracy) * weight * MarkerWeight;
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judgementInfo.inputs.Add(new JudgementManager.InputInfo
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{
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beat = beat,
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accuracyState = accuracy,
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timeOffset = time,
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weight = weight * MarkerWeight,
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category = MarkerCategory
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});
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}
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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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}
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public void DoSectionCompletion(double beat, bool clear, string name, double score)
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{
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judgementInfo.medals.Add(new JudgementManager.MedalInfo
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{
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beat = beat,
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cleared = clear
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});
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}
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static bool StringStartsWith(string a, string b)
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{
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int aLen = a.Length;
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int bLen = b.Length;
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int ap = 0; int bp = 0;
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while (ap < aLen && bp < bLen && a[ap] == b[bp])
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{
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ap++;
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bp++;
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}
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return (bp == bLen);
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}
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public List<Minigames.Minigame> SeekAheadAndPreload(double start, float seekTime = 8f)
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{
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List<Minigames.Minigame> gamesToPreload = new();
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List<RiqEntity> entitiesAtSameBeat = ListPool<RiqEntity>.Get();
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Minigames.Minigame inf;
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//seek ahead to preload games that have assetbundles
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if (currentPreSwitch < allGameSwitches.Count && currentPreSwitch >= 0)
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{
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if (start + seekTime >= allGameSwitches[currentPreSwitch].beat)
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{
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string gameName = allGameSwitches[currentPreSwitch].datamodel.Split('/')[2];
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inf = GetGameInfo(gameName);
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if (inf != null && !(inf.inferred || inf.fxOnly))
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{
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if (inf.usesAssetBundle && !inf.AssetsLoaded)
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{
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gamesToPreload.Add(inf);
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Debug.Log($"ASYNC loading assetbundles for game {gameName}");
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inf.LoadAssetsAsync().Forget();
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}
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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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if (currentPreEvent < Beatmap.Entities.Count && currentPreEvent >= 0)
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{
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if (start + seekTime >= eventBeats[currentPreEvent])
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{
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foreach (RiqEntity entity in Beatmap.Entities)
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{
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if (entity.beat == Beatmap.Entities[currentPreEvent].beat && !EventCaller.FXOnlyGames().Contains(eventCaller.GetMinigame(entity.datamodel.Split('/')[0])))
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{
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entitiesAtSameBeat.Add(entity);
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}
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}
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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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inf = GetGameInfo(gameName);
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if (inf != null && !(inf.inferred || inf.fxOnly))
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{
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if (inf.usesAssetBundle && !inf.AssetsLoaded)
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{
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gamesToPreload.Add(inf);
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Debug.Log($"ASYNC loading assetbundles for game {gameName}");
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inf.LoadAssetsAsync().Forget();
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}
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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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ListPool<RiqEntity>.Release(entitiesAtSameBeat);
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return gamesToPreload;
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}
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public void SeekAheadAndDoPreEvent(double start)
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{
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if (currentPreSequence < Beatmap.Entities.Count && currentPreSequence >= 0)
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{
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if (start >= preSequenceBeats[currentPreSequence])
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{
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List<RiqEntity> entitiesInRange = ListPool<RiqEntity>.Get();
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foreach (RiqEntity entity in Beatmap.Entities)
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{
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string[] entityDatamodel = entity.datamodel.Split('/');
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double seekTime = eventCaller.GetGameAction(entityDatamodel[0], entityDatamodel[1]).preFunctionLength;
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if (entity.beat - seekTime == preSequenceBeats[currentPreSequence])
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{
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entitiesInRange.Add(entity);
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}
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}
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SortEventsByPriority(entitiesInRange);
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foreach (RiqEntity entity in entitiesInRange)
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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 && !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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currentPreSequence++;
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}
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ListPool<RiqEntity>.Release(entitiesInRange);
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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)
|
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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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double clampedBeat = Math.Max(cond.songPositionInBeatsAsDouble, 0);
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if (currentTempoEvent < Beatmap.TempoChanges.Count && currentTempoEvent >= 0)
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{
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if (cond.songPositionInBeatsAsDouble >= tempoBeats[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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if (currentVolumeEvent < Beatmap.VolumeChanges.Count && currentVolumeEvent >= 0)
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{
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if (cond.songPositionInBeatsAsDouble >= volumeBeats[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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if (currentSectionEvent < Beatmap.SectionMarkers.Count && currentSectionEvent >= 0)
|
|
{
|
|
if (cond.songPositionInBeatsAsDouble >= sectionBeats[currentSectionEvent])
|
|
{
|
|
RiqEntity marker = Beatmap.SectionMarkers[currentSectionEvent];
|
|
if (!string.IsNullOrEmpty(marker["sectionName"]))
|
|
{
|
|
Debug.Log("Section " + marker["sectionName"] + " started");
|
|
lastSection = currentSection;
|
|
if (currentSectionEvent < Beatmap.SectionMarkers.Count)
|
|
currentSection = marker;
|
|
else
|
|
currentSection = null;
|
|
nextSectionBeat = endBeat;
|
|
foreach (RiqEntity futureSection in Beatmap.SectionMarkers)
|
|
{
|
|
if (futureSection.beat < marker.beat) continue;
|
|
if (futureSection == marker) continue;
|
|
if (!string.IsNullOrEmpty(futureSection["sectionName"]))
|
|
{
|
|
nextSectionBeat = futureSection.beat;
|
|
break;
|
|
}
|
|
}
|
|
onSectionChange?.Invoke(currentSection, lastSection);
|
|
}
|
|
|
|
if (OverlaysManager.OverlaysEnabled)
|
|
{
|
|
if (PersistentDataManager.gameSettings.perfectChallengeType != PersistentDataManager.PerfectChallengeType.Off)
|
|
{
|
|
if (marker["startPerfect"] && GoForAPerfect.instance != null && GoForAPerfect.instance.perfect && !GoForAPerfect.instance.gameObject.activeSelf)
|
|
{
|
|
GoForAPerfect.instance.Enable(marker.beat);
|
|
}
|
|
}
|
|
}
|
|
|
|
MarkerWeight = marker["weight"];
|
|
MarkerCategory = marker["category"];
|
|
currentSectionEvent++;
|
|
}
|
|
}
|
|
|
|
if (cond.songPositionInBeatsAsDouble >= Math.Ceiling(_playStartBeat) + _pulseTally)
|
|
{
|
|
if (_currentMinigame != null) _currentMinigame.OnBeatPulse(Math.Ceiling(_playStartBeat) + _pulseTally);
|
|
onBeatPulse?.Invoke(Math.Ceiling(_playStartBeat) + _pulseTally);
|
|
_pulseTally++;
|
|
}
|
|
|
|
float seekTime = 8f;
|
|
//seek ahead to preload games that have assetbundles
|
|
SeekAheadAndPreload(clampedBeat, seekTime);
|
|
SeekAheadAndDoPreEvent(clampedBeat);
|
|
|
|
if (currentEvent < Beatmap.Entities.Count && currentEvent >= 0)
|
|
{
|
|
if (clampedBeat >= eventBeats[currentEvent])
|
|
{
|
|
List<RiqEntity> entitiesInRange = ListPool<RiqEntity>.Get();
|
|
List<RiqEntity> fxEntities = ListPool<RiqEntity>.Get();
|
|
|
|
// allows for multiple events on the same beat to be executed on the same frame, so no more 1-frame delay
|
|
using (PooledObject<List<RiqEntity>> pool = ListPool<RiqEntity>.Get(out List<RiqEntity> currentBeatEntities))
|
|
{
|
|
currentBeatEntities = Beatmap.Entities.FindAll(c => c.beat == eventBeats[currentEvent]);
|
|
foreach (RiqEntity entity in currentBeatEntities)
|
|
{
|
|
if (EventCaller.FXOnlyGames().Contains(eventCaller.GetMinigame(entity.datamodel.Split('/')[0])))
|
|
{
|
|
fxEntities.Add(entity);
|
|
}
|
|
else
|
|
{
|
|
entitiesInRange.Add(entity);
|
|
}
|
|
}
|
|
}
|
|
|
|
SortEventsByPriority(fxEntities);
|
|
SortEventsByPriority(entitiesInRange);
|
|
|
|
// FX entities should ALWAYS execute before gameplay entities
|
|
foreach (RiqEntity entity in fxEntities)
|
|
{
|
|
eventCaller.CallEvent(entity, true);
|
|
currentEvent++;
|
|
}
|
|
|
|
foreach (RiqEntity entity in entitiesInRange)
|
|
{
|
|
// if game isn't loaded, preload game so whatever event that would be called will still run outside if needed
|
|
if (entity.datamodel.Split('/')[0] != currentGame)
|
|
{
|
|
eventCaller.CallEvent(entity, false);
|
|
}
|
|
else
|
|
{
|
|
eventCaller.CallEvent(entity, true);
|
|
}
|
|
|
|
// Thank you to @shshwdr for bring this to my attention
|
|
currentEvent++;
|
|
}
|
|
|
|
ListPool<RiqEntity>.Release(entitiesInRange);
|
|
ListPool<RiqEntity>.Release(fxEntities);
|
|
}
|
|
}
|
|
|
|
if (currentSection == null)
|
|
{
|
|
SectionProgress = 0;
|
|
}
|
|
else
|
|
{
|
|
double currectSectionStart = cond.GetSongPosFromBeat(currentSection.beat);
|
|
|
|
SectionProgress = (cond.songPosition - currectSectionStart) / (cond.GetSongPosFromBeat(nextSectionBeat) - currectSectionStart);
|
|
}
|
|
}
|
|
|
|
private void LateUpdate()
|
|
{
|
|
OverlaysManager.instance.TogleOverlaysVisibility(Editor.Editor.instance == null || Editor.Editor.instance.fullscreen || ((PersistentDataManager.gameSettings.overlaysInEditor) && (!Editor.Editor.instance.fullscreen)) || HeavenStudio.Editor.GameSettings.InPreview);
|
|
|
|
if (!Conductor.instance.isPlaying)
|
|
return;
|
|
|
|
if (Conductor.instance.songPositionInBeatsAsDouble >= Math.Ceiling(_playStartBeat) + _latePulseTally)
|
|
{
|
|
if (_currentMinigame != null) _currentMinigame.OnLateBeatPulse(Math.Ceiling(_playStartBeat) + _latePulseTally);
|
|
onBeatPulse?.Invoke(Math.Ceiling(_playStartBeat) + _latePulseTally);
|
|
_latePulseTally++;
|
|
}
|
|
}
|
|
|
|
public void ToggleInputs(bool inputs)
|
|
{
|
|
canInput = inputs;
|
|
}
|
|
|
|
#region Play Events
|
|
|
|
private double _playStartBeat = 0;
|
|
private int _pulseTally = 0;
|
|
private int _latePulseTally = 0;
|
|
|
|
public void Play(double beat, float delay = 0f)
|
|
{
|
|
bool paused = Conductor.instance.isPaused;
|
|
Debug.Log("Playing at " + beat);
|
|
_playStartBeat = beat;
|
|
_pulseTally = 0;
|
|
_latePulseTally = 0;
|
|
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();
|
|
|
|
judgementInfo = new JudgementManager.JudgementInfo
|
|
{
|
|
inputs = new List<JudgementManager.InputInfo>(),
|
|
medals = new List<JudgementManager.MedalInfo>()
|
|
};
|
|
|
|
MarkerWeight = 1;
|
|
MarkerCategory = 0;
|
|
|
|
if (playMode && delay > 0)
|
|
{
|
|
GlobalGameManager.ForceFade(0, delay * 0.5f, delay * 0.5f);
|
|
}
|
|
}
|
|
|
|
StartCoroutine(PlayCo(beat, delay));
|
|
//onBeatChanged?.Invoke(beat);
|
|
}
|
|
|
|
private IEnumerator PlayCo(double beat, float delay = 0f)
|
|
{
|
|
bool paused = Conductor.instance.isPaused;
|
|
|
|
if (!paused)
|
|
{
|
|
Conductor.instance.SetBpm(Beatmap.TempoChanges[0]["tempo"]);
|
|
Conductor.instance.SetVolume(Beatmap.VolumeChanges[0]["volume"]);
|
|
Conductor.instance.firstBeatOffset = Beatmap.data.offset;
|
|
SetCurrentEventToClosest(beat);
|
|
KillAllSounds();
|
|
|
|
if (delay > 0)
|
|
{
|
|
yield return new WaitForSeconds(delay);
|
|
}
|
|
}
|
|
|
|
if (!paused)
|
|
{
|
|
Conductor.instance.PlaySetup(beat);
|
|
Minigame miniGame = null;
|
|
if (currentGameO != null && currentGameO.TryGetComponent<Minigame>(out miniGame))
|
|
{
|
|
if (miniGame != null)
|
|
{
|
|
miniGame.OnPlay(beat);
|
|
}
|
|
}
|
|
onPlay?.Invoke(beat);
|
|
|
|
bool hasStartPerfect = false;
|
|
foreach (RiqEntity marker in Beatmap.SectionMarkers)
|
|
{
|
|
if (marker["startPerfect"])
|
|
{
|
|
hasStartPerfect = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (OverlaysManager.OverlaysEnabled && !hasStartPerfect)
|
|
{
|
|
if (PersistentDataManager.gameSettings.perfectChallengeType != PersistentDataManager.PerfectChallengeType.Off)
|
|
{
|
|
GoForAPerfect.instance.Enable(0);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
onUnPause?.Invoke(beat);
|
|
}
|
|
|
|
if (playMode)
|
|
{
|
|
CircleCursor.LockCursor(true);
|
|
}
|
|
Application.backgroundLoadingPriority = ThreadPriority.Low;
|
|
Conductor.instance.Play(beat);
|
|
}
|
|
|
|
public void Pause()
|
|
{
|
|
Conductor.instance.Pause();
|
|
Util.SoundByte.PauseOneShots();
|
|
onPause?.Invoke(Conductor.instance.songPositionInBeatsAsDouble);
|
|
canInput = false;
|
|
}
|
|
|
|
public void Stop(double beat, bool restart = false, float restartDelay = 0f)
|
|
{
|
|
// I feel like I should standardize the names
|
|
if (Conductor.instance.isPlaying)
|
|
{
|
|
SkillStarManager.instance.KillStar();
|
|
TimingAccuracyDisplay.instance.StopStarFlash();
|
|
GoForAPerfect.instance.Disable();
|
|
SectionMedalsManager.instance.OnRemixEnd(endBeat, currentSection);
|
|
}
|
|
|
|
Minigame miniGame;
|
|
if (currentGameO != null && currentGameO.TryGetComponent<Minigame>(out miniGame))
|
|
{
|
|
if (miniGame != null)
|
|
{
|
|
miniGame.OnStop(beat);
|
|
}
|
|
}
|
|
|
|
Conductor.instance.Stop(beat);
|
|
SetCurrentEventToClosest(beat);
|
|
|
|
KillAllSounds();
|
|
if (restart)
|
|
{
|
|
Play(0, restartDelay);
|
|
}
|
|
else if (playMode)
|
|
{
|
|
judgementInfo.finalScore = (float)PlayerAccuracy;
|
|
judgementInfo.star = skillStarCollected;
|
|
judgementInfo.perfect = GoForAPerfect.instance.perfect;
|
|
judgementInfo.time = DateTime.Now;
|
|
|
|
JudgementManager.SetPlayInfo(judgementInfo, Beatmap);
|
|
GlobalGameManager.LoadScene("Judgement", 0.35f, 0f);
|
|
CircleCursor.LockCursor(false);
|
|
}
|
|
Application.backgroundLoadingPriority = ThreadPriority.Normal;
|
|
}
|
|
|
|
public void SafePlay(double beat, float delay, bool discord)
|
|
{
|
|
StartCoroutine(WaitReadyAndPlayCo(beat, delay, discord));
|
|
}
|
|
|
|
private IEnumerator WaitReadyAndPlayCo(double beat, float delay = 1f, bool discord = true)
|
|
{
|
|
WaitUntil yieldOverlays = new WaitUntil(() => OverlaysManager.OverlaysReady);
|
|
WaitUntil yieldBeatmap = new WaitUntil(() => Beatmap != null && BeatmapEntities() > 0);
|
|
WaitUntil yieldAudio = new WaitUntil(() => AudioLoadDone || (ChartLoadError && !GlobalGameManager.IsShowingDialog));
|
|
WaitUntil yieldGame = null;
|
|
List<Minigames.Minigame> gamesToPreload = SeekAheadAndPreload(beat, 4f);
|
|
Debug.Log($"Preloading {gamesToPreload.Count} games");
|
|
if (gamesToPreload.Count > 0)
|
|
{
|
|
yieldGame = new WaitUntil(() => gamesToPreload.All(x => x.AssetsLoaded));
|
|
}
|
|
|
|
// wait for overlays to be ready
|
|
Debug.Log("waiting for overlays");
|
|
yield return yieldOverlays;
|
|
// wait for beatmap to be loaded
|
|
Debug.Log("waiting for beatmap");
|
|
yield return yieldBeatmap;
|
|
//wait for audio clip to be loaded
|
|
Debug.Log("waiting for audio");
|
|
yield return yieldAudio;
|
|
//wait for games to be loaded
|
|
Debug.Log("waiting for minigames");
|
|
if (yieldGame != null)
|
|
yield return yieldGame;
|
|
|
|
SkillStarManager.instance.KillStar();
|
|
TimingAccuracyDisplay.instance.StopStarFlash();
|
|
GoForAPerfect.instance.Disable();
|
|
SectionMedalsManager.instance?.Reset();
|
|
|
|
if (discord)
|
|
{
|
|
GlobalGameManager.UpdateDiscordStatus(Beatmap["remixtitle"].ToString(), false, true);
|
|
}
|
|
|
|
Play(beat, delay);
|
|
yield break;
|
|
}
|
|
|
|
public void KillAllSounds()
|
|
{
|
|
Debug.Log("Killing all sounds");
|
|
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));
|
|
|
|
eventBeats = Beatmap.Entities.Select(c => c.beat).ToList();
|
|
tempoBeats = Beatmap.TempoChanges.Select(c => c.beat).ToList();
|
|
volumeBeats = Beatmap.VolumeChanges.Select(c => c.beat).ToList();
|
|
sectionBeats = Beatmap.SectionMarkers.Select(c => c.beat).ToList();
|
|
|
|
allGameSwitches = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame" });
|
|
|
|
preSequenceBeats = new List<double>();
|
|
foreach (RiqEntity entity in Beatmap.Entities)
|
|
{
|
|
string[] seekEntityDatamodel = entity.datamodel.Split('/');
|
|
double seekTime = eventCaller.GetGameAction(seekEntityDatamodel[0], seekEntityDatamodel[1]).preFunctionLength;
|
|
preSequenceBeats.Add(entity.beat - seekTime);
|
|
}
|
|
preSequenceBeats.Sort();
|
|
}
|
|
|
|
void SortEventsByPriority(List<RiqEntity> entities)
|
|
{
|
|
string[] xDatamodel;
|
|
string[] yDatamodel;
|
|
entities.Sort((x, y) =>
|
|
{
|
|
xDatamodel = x.datamodel.Split('/');
|
|
yDatamodel = y.datamodel.Split('/');
|
|
|
|
Minigames.GameAction xAction = eventCaller.GetGameAction(xDatamodel[0], xDatamodel[1]);
|
|
Minigames.GameAction yAction = eventCaller.GetGameAction(yDatamodel[0], yDatamodel[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 static int GetIndexAfter(List<double> list, double compareTo)
|
|
{
|
|
list.Sort();
|
|
if (list.Count > 0)
|
|
{
|
|
foreach (double item in list)
|
|
{
|
|
if (item >= compareTo)
|
|
{
|
|
return Math.Max(list.IndexOf(item), 0);
|
|
}
|
|
}
|
|
return list.Count;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
public static int GetIndexBefore(List<double> list, double compareTo)
|
|
{
|
|
list.Sort();
|
|
if (list.Count > 0)
|
|
{
|
|
foreach (double item in list)
|
|
{
|
|
if (item >= compareTo)
|
|
{
|
|
return Math.Max(list.IndexOf(item) - 1, 0);
|
|
}
|
|
}
|
|
return list.Count - 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
public void SetCurrentEventToClosest(double beat)
|
|
{
|
|
SortEventsList();
|
|
onBeatChanged?.Invoke(beat);
|
|
if (Beatmap.Entities.Count > 0)
|
|
{
|
|
currentEvent = GetIndexAfter(eventBeats, beat);
|
|
currentPreEvent = GetIndexAfter(eventBeats, beat);
|
|
currentPreSequence = GetIndexAfter(eventBeats, beat);
|
|
|
|
var gameSwitchs = Beatmap.Entities.FindAll(c => c.datamodel.Split("/")[1] == "switchGame");
|
|
|
|
string newGame = Beatmap.Entities[Math.Min(currentEvent, eventBeats.Count - 1)].datamodel.Split(0);
|
|
|
|
if (gameSwitchs.Count > 0)
|
|
{
|
|
int index = GetIndexBefore(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;
|
|
|
|
//for tempo changes, just go over all of em until the last one we pass
|
|
for (int t = 0; t < tempoBeats.Count; t++)
|
|
{
|
|
// Debug.Log("checking tempo event " + t + " against beat " + beat + "( tc beat " + tempoChanges[t] + ")");
|
|
if (tempoBeats[t] > beat)
|
|
{
|
|
break;
|
|
}
|
|
currentTempoEvent = t;
|
|
}
|
|
// Debug.Log("currentTempoEvent is now " + currentTempoEvent);
|
|
}
|
|
|
|
if (Beatmap.VolumeChanges.Count > 0)
|
|
{
|
|
currentVolumeEvent = 0;
|
|
|
|
for (int t = 0; t < volumeBeats.Count; t++)
|
|
{
|
|
if (volumeBeats[t] > beat)
|
|
{
|
|
break;
|
|
}
|
|
currentVolumeEvent = t;
|
|
}
|
|
}
|
|
|
|
lastSection = null;
|
|
currentSection = null;
|
|
if (Beatmap.SectionMarkers.Count > 0)
|
|
{
|
|
currentSectionEvent = 0;
|
|
|
|
for (int t = 0; t < sectionBeats.Count; t++)
|
|
{
|
|
if (sectionBeats[t] > beat)
|
|
{
|
|
break;
|
|
}
|
|
currentSectionEvent = t;
|
|
}
|
|
}
|
|
onSectionChange?.Invoke(currentSection, lastSection);
|
|
|
|
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)
|
|
{
|
|
HeavenStudio.StaticCamera.instance.ToggleCanvasVisibility(false);
|
|
}
|
|
|
|
SetGame(game, false);
|
|
|
|
Minigame miniGame;
|
|
if (currentGameO != null && currentGameO.TryGetComponent<Minigame>(out miniGame))
|
|
{
|
|
if (miniGame != null)
|
|
{
|
|
miniGame.OnGameSwitch(beat);
|
|
}
|
|
}
|
|
|
|
while (beat + 0.25 > Math.Max(Conductor.instance.songPositionInBeatsAsDouble, 0))
|
|
{
|
|
if (!Conductor.instance.isPlaying)
|
|
{
|
|
HeavenStudio.StaticCamera.instance.ToggleCanvasVisibility(true);
|
|
SetAmbientGlowToCurrentMinigameColor();
|
|
StopCoroutine(currentGameSwitchIE);
|
|
}
|
|
yield return null;
|
|
}
|
|
|
|
HeavenStudio.StaticCamera.instance.ToggleCanvasVisibility(true);
|
|
SetAmbientGlowToCurrentMinigameColor();
|
|
}
|
|
|
|
private void SetGame(string game, bool useMinigameColor = true)
|
|
{
|
|
ResetCamera(); // resetting camera before setting new minigame so minigames can set camera values in their awake call - Rasmus
|
|
|
|
Destroy(currentGameO);
|
|
|
|
currentGameO = Instantiate(GetGame(game));
|
|
if (currentGameO.TryGetComponent<Minigame>(out var minigame))
|
|
{
|
|
_currentMinigame = minigame;
|
|
minigame.minigameName = game;
|
|
}
|
|
Vector3 originalScale = currentGameO.transform.localScale;
|
|
currentGameO.transform.parent = eventCaller.GamesHolder.transform;
|
|
currentGameO.transform.localScale = originalScale;
|
|
currentGameO.name = game;
|
|
|
|
SetCurrentGame(game, useMinigameColor);
|
|
}
|
|
|
|
private IEnumerator WaitAndSetGame(string game, bool useMinigameColor = true)
|
|
{
|
|
var inf = GetGameInfo(game);
|
|
if (inf != null && inf.usesAssetBundle && !inf.AssetsLoaded)
|
|
{
|
|
Debug.Log($"ASYNC loading assetbundles for game {game}");
|
|
inf.LoadAssetsAsync().Forget();
|
|
yield return new WaitUntil(() => inf.AssetsLoaded);
|
|
}
|
|
SetGame(game, useMinigameColor);
|
|
}
|
|
|
|
public void PreloadGameSequences(string game)
|
|
{
|
|
var gameInfo = GetGameInfo(game);
|
|
//load the games' sound sequences
|
|
// TODO: sound sequences sould be stored in a ScriptableObject
|
|
if (gameInfo != null && gameInfo.LoadedSoundSequences == null)
|
|
gameInfo.LoadedSoundSequences = GetGame(game).GetComponent<Minigame>().SoundSequences;
|
|
}
|
|
|
|
public GameObject GetGame(string name)
|
|
{
|
|
var gameInfo = GetGameInfo(name);
|
|
if (gameInfo != null)
|
|
{
|
|
if (gameInfo.inferred)
|
|
{
|
|
return Resources.Load<GameObject>($"Games/noGame");
|
|
}
|
|
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
|
|
if (gameInfo.AssetsLoaded && gameInfo.LoadedPrefab != null) return gameInfo.LoadedPrefab;
|
|
|
|
try
|
|
{
|
|
return gameInfo.GetCommonAssetBundle().LoadAsset<GameObject>(name);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogWarning($"Failed to load assetbundle for game {name}, using sync loading: {e.Message}");
|
|
return Resources.Load<GameObject>($"Games/{name}");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return Resources.Load<GameObject>($"Games/{name}");
|
|
}
|
|
|
|
public Minigames.Minigame GetGameInfo(string name)
|
|
{
|
|
return eventCaller.GetMinigame(name);
|
|
}
|
|
|
|
Color colMain;
|
|
public void SetCurrentGame(string game, bool useMinigameColor = true)
|
|
{
|
|
currentGame = game;
|
|
if (GetGameInfo(currentGame) != null)
|
|
{
|
|
colMain = Colors.Hex2RGB(GetGameInfo(currentGame).color);
|
|
CircleCursor.SetCursorColors(colMain, Colors.Hex2RGB(GetGameInfo(currentGame).splitColorL), Colors.Hex2RGB(GetGameInfo(currentGame).splitColorR));
|
|
if (useMinigameColor) HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(colMain, true);
|
|
else HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(Color.black, false);
|
|
}
|
|
else
|
|
{
|
|
CircleCursor.SetCursorColors(Color.white, Color.white, Color.white);
|
|
HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(Color.black, false);
|
|
}
|
|
CircleCursor.ClearTrail(false);
|
|
}
|
|
|
|
private void SetAmbientGlowToCurrentMinigameColor()
|
|
{
|
|
if (GetGameInfo(currentGame) != null)
|
|
HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(Colors.Hex2RGB(GetGameInfo(currentGame).color), true);
|
|
}
|
|
|
|
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();
|
|
}
|
|
}
|
|
} |