81384fe7fb
* Integration of Jukebox Library (#451) * add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing * a lot * munchy monk input + mustache fixes * fork lifter and pajama party bopping * meat grinder miss bop fix * cloud monkey Real * marching orders Go! was broken * force march doesn't break when it's too early from a game switch * you can use the March! block without the marching now * convert float to double and all that * editor fixes (#459) * ditch loading dialog doesn't show up when it's supposed to * format song offset in editor * remove VorbisPlugin * Update Editor.cs * add updater for marching orders turn * make base datamodels for special entity reading (#463) * make base datamodels for special entity reading * fix crop stomp breaking when no game switch or remix end is set * fix save shortcut fix loading charts with no music * don't infer track when importing a v0 riq from another program * You can now place inputs on top of pass turn for rhythm tweezers * Rockers can do it too now * Some new curves * Converted everything to new curves and made playerballs handle themselves input-wise * working dough converted, need to fix eveerything though * ball transporter anims for pass turn * update Jukebox to latest version fixes for inferred entity loading * new sounds * OnSpawnBall reimplemented * Proper inactive handling now * gandw on balls has been added * Rhythm tweezers pass turn now works like working dough * modernised rockers pass turn * Fixed small balls not working in working dough * Fixed weird curve stuff on game switch in working dough * let play mode start if no song file is loaded fix issue with loading large audio files * add "updater" for the old marching entity --------- Co-authored-by: AstrlJelly <bdlawson115@gmail.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
124 lines
4.1 KiB
C#
124 lines
4.1 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.IO;
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using System.IO.Compression;
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using System.Text;
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using UnityEngine;
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using UnityEngine.Audio;
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using Jukebox;
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namespace HeavenStudio
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{
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public class GameInitializer : MonoBehaviour
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{
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[SerializeField] RenderTexture gameRenderTexture;
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[SerializeField] RenderTexture overlayRenderTexture;
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[SerializeField] HeavenStudio.Editor.Editor editorGO;
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[SerializeField] String debug_cmdFile;
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[SerializeField] GameManager gameManager;
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[SerializeField] GameObject MainCamera;
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[SerializeField] GameObject CursorCamera;
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[SerializeField] GameObject OverlayCamera;
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[SerializeField] GameObject StaticCamera;
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[SerializeField] GameObject Cursor;
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[SerializeField] GameObject Profiler;
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public bool debugUI;
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public bool playOnStart = false;
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public bool fromCmd = false;
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private void Start()
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{
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string input = "";
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if (debug_cmdFile != string.Empty)
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{
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if (debug_cmdFile.IndexOfAny(Path.GetInvalidPathChars()) == -1)
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{
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if (File.Exists(debug_cmdFile))
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{
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input = debug_cmdFile;
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fromCmd = true;
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playOnStart = true;
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}
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}
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}
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else if (OpeningManager.OnOpenFile is not null or "")
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{
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if (editorGO == null && OpeningManager.OnOpenFile.IndexOfAny(Path.GetInvalidPathChars()) == -1)
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{
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if (File.Exists(OpeningManager.OnOpenFile) && Path.GetExtension(OpeningManager.OnOpenFile) == ".riq")
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{
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input = OpeningManager.OnOpenFile;
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fromCmd = true;
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playOnStart = true;
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}
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}
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OpeningManager.OnOpenFile = null;
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}
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GameObject Games = new GameObject();
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Games.name = "Games";
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gameManager.playOnStart = playOnStart;
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gameManager.GamesHolder = Games;
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gameManager.CircleCursor = Cursor.transform.GetChild(0).GetComponent<CircleCursor>();
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gameManager.GameCamera = MainCamera.GetComponent<Camera>();
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gameManager.CursorCam = CursorCamera.GetComponent<Camera>();
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gameManager.OverlayCamera = OverlayCamera.GetComponent<Camera>();
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gameManager.StaticCamera = StaticCamera.GetComponent<Camera>();
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if (!debugUI && Profiler != null)
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{
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Profiler.GetComponent<DebugUI>().enabled = false;
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Profiler.transform.GetChild(0).gameObject.SetActive(false);
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}
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GameObject Conductor = new GameObject();
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Conductor.name = "Conductor";
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AudioSource source = Conductor.AddComponent<AudioSource>();
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Conductor.AddComponent<Conductor>();
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Conductor.GetComponent<Conductor>().musicSource = source;
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source.outputAudioMixerGroup = Settings.GetMusicMixer();
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// Conductor.AddComponent<AudioDspTimeKeeper>();
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GlobalGameManager.GameRenderTexture = gameRenderTexture;
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GlobalGameManager.OverlayRenderTexture = overlayRenderTexture;
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GlobalGameManager.ResetGameRenderTexture();
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if (editorGO == null)
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{
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bool success = OpenCmdRemix(input);
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gameManager.Init(success);
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}
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else
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{
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editorGO.Init();
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}
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}
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public bool OpenCmdRemix(string path)
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{
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try
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{
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string tmpDir = RiqFileHandler.ExtractRiq(path);
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Debug.Log("Imported RIQ successfully!");
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return true;
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}
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catch (System.Exception e)
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{
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Debug.Log($"Error importing RIQ: {e.Message}");
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return false;
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}
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}
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}
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} |