HeavenStudio/Assets/Scripts/GameManager.cs
minenice55 caf7d9465f
Play Mode Features Part 1 (#413)
* add pause menu assets

* layout and animation for pause

* make play mode prefab function

re-assign unused class inheritance

* remove filepath

* don't init medals twice

* remove PlayerActionObject

* initial attempt at anti-note lock

TODO: circumvent inputs clearing themselves making the functionality not work

* properly implement input lock prevention

* fix error on editor open

* functional pause menu

* bugfix

* make unpausing not reset current play statistics

* serialize initializer components in inspector instead of procedurally generating

* sanity check

* note for fade

* make flashes in the camera prefabs instead of in world space

remove / reorganize script files
address issue #411

* fix bug with perfect campaign

make minigame transitions hide the game canvas
adjust animation of the song credits textbox

* fully functional intro scene (placeholder for future title screen)

refactored entire game loading procedure
re-organized some files

* add interaction query to disclaimer text

* reword legal

* anchor section medals to section display

more tempo change placement controls

* operation order bugfix

* prep for future ratings and stats

* loading text

* autoload opening scene

* splash screen adjustments

added setting to force enable splash screen

* adjust setting entry
2023-05-07 20:33:15 +00:00

807 lines
31 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Starpelly;
using Newtonsoft.Json;
using HeavenStudio.Games;
using HeavenStudio.Common;
namespace HeavenStudio
{
public class GameManager : MonoBehaviour
{
[Header("Lists")]
[NonSerialized] public DynamicBeatmap Beatmap = new DynamicBeatmap();
private List<GameObject> preloadedGames = new List<GameObject>();
[NonSerialized] public List<GameObject> SoundObjects = new List<GameObject>();
[Header("Components")]
[NonSerialized] public Camera GameCamera, CursorCam, OverlayCamera, StaticCamera;
[NonSerialized] public CircleCursor CircleCursor;
[NonSerialized] public GameObject GamesHolder;
[NonSerialized] public Games.Global.Flash fade;
[NonSerialized] public Games.Global.Filter filter;
[Header("Games")]
[NonSerialized] public string currentGame;
Coroutine currentGameSwitchIE;
[Header("Properties")]
[NonSerialized] public string txt = null;
[NonSerialized] public string ext = null;
[NonSerialized] public int currentEvent, currentTempoEvent, currentVolumeEvent, currentSectionEvent,
currentPreEvent, currentPreSwitch, currentPreSequence;
[NonSerialized] public float endBeat;
[NonSerialized] public float startOffset;
[NonSerialized] public bool playOnStart;
[NonSerialized] public float startBeat;
[NonSerialized] public GameObject currentGameO;
[NonSerialized] public bool autoplay;
[NonSerialized] public bool canInput = true;
[NonSerialized] public DynamicBeatmap.ChartSection currentSection, nextSection;
public float sectionProgress { get; private set; }
public event Action<float> onBeatChanged;
public event Action<DynamicBeatmap.ChartSection> onSectionChange;
public int BeatmapEntities()
{
return Beatmap.entities.Count + Beatmap.tempoChanges.Count + Beatmap.volumeChanges.Count + Beatmap.beatmapSections.Count;
}
public static GameManager instance { get; private set; }
private EventCaller eventCaller;
// average input accuracy (msec)
List<int> inputOffsetSamples = new List<int>();
float averageInputOffset = 0;
public float AvgInputOffset
{
get
{
return averageInputOffset;
}
set
{
inputOffsetSamples.Add((int)value);
averageInputOffset = (float)inputOffsetSamples.Average();
}
}
// input accuracy (%)
double totalInputs = 0;
double totalPlayerAccuracy = 0;
public double PlayerAccuracy
{
get
{
if (totalInputs == 0) return 0;
return totalPlayerAccuracy / totalInputs;
}
}
bool skillStarCollected = false;
// cleared sections
List<bool> clearedSections = new List<bool>();
public bool ClearedSection
{
set
{
clearedSections.Add(value);
}
}
private void Awake()
{
// autoplay = true;
instance = this;
}
public void Init()
{
currentPreEvent= 0;
currentPreSwitch = 0;
currentPreSequence = 0;
GameObject filter = new GameObject("filter");
this.filter = filter.AddComponent<Games.Global.Filter>();
eventCaller = this.gameObject.AddComponent<EventCaller>();
eventCaller.GamesHolder = GamesHolder.transform;
eventCaller.Init();
Conductor.instance.SetBpm(Beatmap.bpm);
Conductor.instance.SetVolume(Beatmap.musicVolume);
Conductor.instance.firstBeatOffset = Beatmap.firstBeatOffset;
// note: serialize this shit in the inspector //
GameObject textbox = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Textbox"));
textbox.name = "Textbox";
GameObject timingDisp = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Overlays/TimingAccuracy"));
timingDisp.name = "TimingDisplay";
GameObject skillStarDisp = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Overlays/SkillStar"));
skillStarDisp.name = "SkillStar";
GameObject overlays = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Overlays"));
overlays.name = "Overlays";
GoForAPerfect.instance.Disable();
/////
if (txt != null && ext != null && txt.Length != 0 && ext.Length != 0)
{
LoadRemix(txt, ext);
}
else
{
NewRemix();
}
SortEventsList();
if (Beatmap.entities.Count >= 1)
{
SetCurrentGame(Beatmap.entities[0].datamodel.Split(0));
SetGame(Beatmap.entities[0].datamodel.Split(0));
}
else
{
SetGame("noGame");
}
if (playOnStart)
{
StartCoroutine(WaitReadyAndPlayCo(startBeat));
}
}
public void NewRemix()
{
Beatmap = new DynamicBeatmap();
Beatmap.bpm = 120f;
Beatmap.musicVolume = 100;
Beatmap.firstBeatOffset = 0f;
Conductor.instance.musicSource.clip = null;
}
public void LoadRemix(string json = "", string type = "riq", int version = 0)
{
if (json != "")
{
switch (type)
{
case "tengoku":
case "rhmania":
Beatmap toConvert = JsonConvert.DeserializeObject<Beatmap>(json);
Beatmap = DynamicBeatmap.BeatmapConverter(toConvert);
break;
case "riq":
Beatmap = JsonConvert.DeserializeObject<DynamicBeatmap>(json);
Beatmap.PostProcess();
break;
default:
NewRemix();
break;
}
}
else
{
NewRemix();
}
SortEventsList();
Conductor.instance.SetBpm(Beatmap.bpm);
Conductor.instance.SetVolume(Beatmap.musicVolume);
Conductor.instance.firstBeatOffset = Beatmap.firstBeatOffset;
if (!playOnStart)
{
Stop(0);
}
SetCurrentEventToClosest(0);
if (Beatmap.entities.Count >= 1)
{
SetCurrentGame(Beatmap.entities[0].datamodel.Split(0));
SetGame(Beatmap.entities[0].datamodel.Split(0));
}
else
{
SetGame("noGame");
}
}
public void ScoreInputAccuracy(double accuracy, bool late, double time, double weight = 1, bool doDisplay = true)
{
totalInputs += weight;
totalPlayerAccuracy += accuracy * weight;
if (accuracy < Minigame.rankOkThreshold && weight > 0)
{
SkillStarManager.instance.KillStar();
}
if (SkillStarManager.instance.IsEligible && !skillStarCollected && accuracy >= 1f)
{
if (SkillStarManager.instance.DoStarJust())
skillStarCollected = true;
}
// push the hit event to the timing display
if (doDisplay)
TimingAccuracyDisplay.instance.MakeAccuracyVfx(time, late);
}
public void SeekAheadAndPreload(double start, float seekTime = 8f)
{
//seek ahead to preload games that have assetbundles
//check game switches first
var gameSwitchs = Beatmap.entities.FindAll(c => c.datamodel.Split(1) == "switchGame");
if (currentPreSwitch < gameSwitchs.Count && currentPreSwitch >= 0)
{
if (start + seekTime >= gameSwitchs[currentPreSwitch].beat)
{
string gameName = gameSwitchs[currentPreSwitch].datamodel.Split(2);
var inf = GetGameInfo(gameName);
if (inf.usesAssetBundle && !inf.AssetsLoaded)
{
Debug.Log($"ASYNC loading assetbundles for game {gameName}");
StartCoroutine(inf.LoadCommonAssetBundleAsync());
StartCoroutine(inf.LoadLocalizedAssetBundleAsync());
}
currentPreSwitch++;
}
}
//then check game entities
List<float> entities = Beatmap.entities.Select(c => c.beat).ToList();
if (currentPreEvent < Beatmap.entities.Count && currentPreEvent >= 0)
{
if (start + seekTime >= entities[currentPreEvent])
{
var entitiesAtSameBeat = Beatmap.entities.FindAll(c => c.beat == Beatmap.entities[currentPreEvent].beat && !EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0])));
SortEventsByPriority(entitiesAtSameBeat);
foreach (DynamicBeatmap.DynamicEntity entity in entitiesAtSameBeat)
{
string gameName = entity.datamodel.Split('/')[0];
var inf = GetGameInfo(gameName);
if (inf.usesAssetBundle && !inf.AssetsLoaded)
{
Debug.Log($"ASYNC loading assetbundles for game {gameName}");
StartCoroutine(inf.LoadCommonAssetBundleAsync());
StartCoroutine(inf.LoadLocalizedAssetBundleAsync());
}
currentPreEvent++;
}
}
}
}
public void SeekAheadAndDoPreEvent(double start)
{
List<float> entities = Beatmap.entities.Select(c => c.beat).ToList();
if (currentPreSequence < Beatmap.entities.Count && currentPreSequence >= 0)
{
var seekEntity = Beatmap.entities[currentPreSequence];
float seekTime = EventCaller.instance.GetGameAction(
EventCaller.instance.GetMinigame(seekEntity.datamodel.Split(0)), seekEntity.datamodel.Split(1)).preFunctionLength;
if (start + seekTime >= entities[currentPreSequence])
{
float beat = seekEntity.beat;
var entitiesAtSameBeat = Beatmap.entities.FindAll(c => c.beat == seekEntity.beat);
SortEventsByPriority(entitiesAtSameBeat);
foreach (DynamicBeatmap.DynamicEntity entity in entitiesAtSameBeat)
{
currentPreSequence++;
string gameName = entity.datamodel.Split('/')[0];
var inf = GetGameInfo(gameName);
if (inf.usesAssetBundle && inf.AssetsLoaded && !inf.SequencesPreloaded)
{
Debug.Log($"Preloading game {gameName}");
PreloadGameSequences(gameName);
}
else
{
eventCaller.CallPreEvent(entity);
}
}
}
}
}
private void Update()
{
if (BeatmapEntities() < 1) //bruh really you forgot to ckeck tempo changes
return;
if (!Conductor.instance.isPlaying)
return;
Conductor cond = Conductor.instance;
List<float> entities = Beatmap.entities.Select(c => c.beat).ToList();
List<float> tempoChanges = Beatmap.tempoChanges.Select(c => c.beat).ToList();
if (currentTempoEvent < Beatmap.tempoChanges.Count && currentTempoEvent >= 0)
{
if (cond.songPositionInBeatsAsDouble >= tempoChanges[currentTempoEvent])
{
cond.SetBpm(Beatmap.tempoChanges[currentTempoEvent].tempo);
currentTempoEvent++;
}
}
List<float> volumeChanges = Beatmap.volumeChanges.Select(c => c.beat).ToList();
if (currentVolumeEvent < Beatmap.volumeChanges.Count && currentVolumeEvent >= 0)
{
if (cond.songPositionInBeatsAsDouble >= volumeChanges[currentVolumeEvent])
{
cond.SetVolume(Beatmap.volumeChanges[currentVolumeEvent].volume);
currentVolumeEvent++;
}
}
List<float> chartSections = Beatmap.beatmapSections.Select(c => c.beat).ToList();
if (currentSectionEvent < Beatmap.beatmapSections.Count && currentSectionEvent >= 0)
{
if (cond.songPositionInBeatsAsDouble >= chartSections[currentSectionEvent])
{
Debug.Log("Section " + Beatmap.beatmapSections[currentSectionEvent].sectionName + " started");
currentSection = Beatmap.beatmapSections[currentSectionEvent];
currentSectionEvent++;
if (currentSectionEvent < Beatmap.beatmapSections.Count)
nextSection = Beatmap.beatmapSections[currentSectionEvent];
else
nextSection = null;
onSectionChange?.Invoke(currentSection);
}
}
float seekTime = 8f;
//seek ahead to preload games that have assetbundles
SeekAheadAndPreload(cond.songPositionInBeatsAsDouble, seekTime);
SeekAheadAndDoPreEvent(Conductor.instance.songPositionInBeatsAsDouble);
if (currentEvent < Beatmap.entities.Count && currentEvent >= 0)
{
if (cond.songPositionInBeatsAsDouble >= entities[currentEvent])
{
// allows for multiple events on the same beat to be executed on the same frame, so no more 1-frame delay
var entitiesAtSameBeat = Beatmap.entities.FindAll(c => c.beat == Beatmap.entities[currentEvent].beat && !EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0])));
var fxEntities = Beatmap.entities.FindAll(c => c.beat == Beatmap.entities[currentEvent].beat && EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0])));
SortEventsByPriority(fxEntities);
SortEventsByPriority(entitiesAtSameBeat);
// FX entities should ALWAYS execute before gameplay entities
for (int i = 0; i < fxEntities.Count; i++)
{
eventCaller.CallEvent(fxEntities[i], true);
currentEvent++;
}
foreach (DynamicBeatmap.DynamicEntity entity in entitiesAtSameBeat)
{
// 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++;
}
}
}
if (currentSection == null)
{
sectionProgress = 0;
}
else
{
float currectSectionStart = (float)cond.GetSongPosFromBeat(currentSection.beat);
if (nextSection == null)
sectionProgress = (cond.songPosition - currectSectionStart) / ((float)cond.GetSongPosFromBeat(endBeat) - currectSectionStart);
else
sectionProgress = (cond.songPosition - currectSectionStart) / ((float)cond.GetSongPosFromBeat(nextSection.beat) - 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);
}
public void ToggleInputs(bool inputs)
{
canInput = inputs;
}
#region Play Events
public void Play(float beat, float delay = 0f)
{
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(float beat, float delay = 0f)
{
yield return new WaitForSeconds(delay);
bool paused = Conductor.instance.isPaused;
Conductor.instance.Play(beat);
if (paused)
{
Util.Jukebox.UnpauseOneShots();
}
else
{
Conductor.instance.SetBpm(Beatmap.bpm);
Conductor.instance.SetVolume(Beatmap.musicVolume);
Conductor.instance.firstBeatOffset = Beatmap.firstBeatOffset;
SetCurrentEventToClosest(beat);
KillAllSounds();
}
Minigame miniGame = currentGameO.GetComponent<Minigame>();
if (miniGame != null)
miniGame.OnPlay(beat);
}
public void Pause()
{
Conductor.instance.Pause();
Util.Jukebox.PauseOneShots();
canInput = false;
}
public void Stop(float 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($"Cleared {clearedSections.FindAll(c => c).Count} sections out of {Beatmap.beatmapSections.Count}");
if (SkillStarManager.instance.IsCollected)
Debug.Log($"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(float 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);
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.Jukebox.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));
}
void SortEventsByPriority(List<DynamicBeatmap.DynamicEntity> 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 void SetCurrentEventToClosest(float beat)
{
SortEventsList();
onBeatChanged?.Invoke(beat);
if (Beatmap.entities.Count > 0)
{
List<float> entities = Beatmap.entities.Select(c => c.beat).ToList();
currentEvent = entities.IndexOf(Mathp.GetClosestInList(entities, beat));
currentPreEvent = entities.IndexOf(Mathp.GetClosestInList(entities, beat));
currentPreSequence = entities.IndexOf(Mathp.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 == Mathp.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<DynamicBeatmap.DynamicEntity> allEnds = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "end" });
if (allEnds.Count > 0)
endBeat = allEnds.Select(c => c.beat).Min();
else
endBeat = Conductor.instance.SongLengthInBeats();
}
else
{
SetGame("noGame");
endBeat = Conductor.instance.SongLengthInBeats();
}
if (Beatmap.tempoChanges.Count > 0)
{
currentTempoEvent = 0;
List<float> 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<float> volumeChanges = Beatmap.volumeChanges.Select(c => c.beat).ToList();
for (int t = 0; t < volumeChanges.Count; t++)
{
if (volumeChanges[t] > beat)
{
break;
}
currentVolumeEvent = t;
}
}
currentSection = null;
nextSection = null;
if (Beatmap.beatmapSections.Count > 0)
{
currentSectionEvent = 0;
List<float> beatmapSections = Beatmap.beatmapSections.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, float beat, bool flash)
{
if (game != currentGame)
{
if (currentGameSwitchIE != null)
StopCoroutine(currentGameSwitchIE);
currentGameSwitchIE = StartCoroutine(SwitchGameIE(game, beat, flash));
}
}
IEnumerator SwitchGameIE(string game, float 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
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();
}
}
}