HeavenStudio/Assets/Scripts/GameInitializer.cs
minenice55 81384fe7fb
Update from release 1 branch (#472)
* 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>
2023-06-13 18:47:52 -04:00

124 lines
4.1 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.IO.Compression;
using System.Text;
using UnityEngine;
using UnityEngine.Audio;
using Jukebox;
namespace HeavenStudio
{
public class GameInitializer : MonoBehaviour
{
[SerializeField] RenderTexture gameRenderTexture;
[SerializeField] RenderTexture overlayRenderTexture;
[SerializeField] HeavenStudio.Editor.Editor editorGO;
[SerializeField] String debug_cmdFile;
[SerializeField] GameManager gameManager;
[SerializeField] GameObject MainCamera;
[SerializeField] GameObject CursorCamera;
[SerializeField] GameObject OverlayCamera;
[SerializeField] GameObject StaticCamera;
[SerializeField] GameObject Cursor;
[SerializeField] GameObject Profiler;
public bool debugUI;
public bool playOnStart = false;
public bool fromCmd = false;
private void Start()
{
string input = "";
if (debug_cmdFile != string.Empty)
{
if (debug_cmdFile.IndexOfAny(Path.GetInvalidPathChars()) == -1)
{
if (File.Exists(debug_cmdFile))
{
input = debug_cmdFile;
fromCmd = true;
playOnStart = true;
}
}
}
else if (OpeningManager.OnOpenFile is not null or "")
{
if (editorGO == null && OpeningManager.OnOpenFile.IndexOfAny(Path.GetInvalidPathChars()) == -1)
{
if (File.Exists(OpeningManager.OnOpenFile) && Path.GetExtension(OpeningManager.OnOpenFile) == ".riq")
{
input = OpeningManager.OnOpenFile;
fromCmd = true;
playOnStart = true;
}
}
OpeningManager.OnOpenFile = null;
}
GameObject Games = new GameObject();
Games.name = "Games";
gameManager.playOnStart = playOnStart;
gameManager.GamesHolder = Games;
gameManager.CircleCursor = Cursor.transform.GetChild(0).GetComponent<CircleCursor>();
gameManager.GameCamera = MainCamera.GetComponent<Camera>();
gameManager.CursorCam = CursorCamera.GetComponent<Camera>();
gameManager.OverlayCamera = OverlayCamera.GetComponent<Camera>();
gameManager.StaticCamera = StaticCamera.GetComponent<Camera>();
if (!debugUI && Profiler != null)
{
Profiler.GetComponent<DebugUI>().enabled = false;
Profiler.transform.GetChild(0).gameObject.SetActive(false);
}
GameObject Conductor = new GameObject();
Conductor.name = "Conductor";
AudioSource source = Conductor.AddComponent<AudioSource>();
Conductor.AddComponent<Conductor>();
Conductor.GetComponent<Conductor>().musicSource = source;
source.outputAudioMixerGroup = Settings.GetMusicMixer();
// Conductor.AddComponent<AudioDspTimeKeeper>();
GlobalGameManager.GameRenderTexture = gameRenderTexture;
GlobalGameManager.OverlayRenderTexture = overlayRenderTexture;
GlobalGameManager.ResetGameRenderTexture();
if (editorGO == null)
{
bool success = OpenCmdRemix(input);
gameManager.Init(success);
}
else
{
editorGO.Init();
}
}
public bool OpenCmdRemix(string path)
{
try
{
string tmpDir = RiqFileHandler.ExtractRiq(path);
Debug.Log("Imported RIQ successfully!");
return true;
}
catch (System.Exception e)
{
Debug.Log($"Error importing RIQ: {e.Message}");
return false;
}
}
}
}