mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 21:47:39 +02:00
Timekeeping Improvements and Small Optimizations (#544)
* make BeatActions coroutines instead of componentrs * pooled scheduled sounds implement S' entity seek * remove debug prints from last two changes * implement absolute time tracking implement DSP time resyncing * optimize GameManager * update TMPro * update IDE packages * fix dsp sync making the drift worse * fix issue with the JSL dll * relocate debug print * make scheduled pitch setter functional * any cpu
This commit is contained in:
@ -3,6 +3,7 @@ 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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@ -14,10 +15,13 @@ 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 List<GameObject>();
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[NonSerialized] public List<GameObject> SoundObjects = new List<GameObject>();
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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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@ -34,7 +38,8 @@ namespace HeavenStudio
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[NonSerialized] public string txt = null;
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[NonSerialized] public string ext = null;
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[NonSerialized] public int currentEvent, currentTempoEvent, currentVolumeEvent, currentSectionEvent,
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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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@ -49,6 +54,8 @@ namespace HeavenStudio
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bool AudioLoadDone;
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bool ChartLoadError;
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List<double> eventBeats, tempoBeats, volumeBeats, sectionBeats;
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public event Action<double> onBeatChanged;
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public event Action<RiqEntity> onSectionChange;
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@ -109,7 +116,7 @@ namespace HeavenStudio
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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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currentPreEvent = 0;
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currentPreSwitch = 0;
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currentPreSequence = 0;
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@ -138,7 +145,9 @@ namespace HeavenStudio
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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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@ -168,8 +177,42 @@ namespace HeavenStudio
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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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{
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AudioLoadDone = false;
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Beatmap = new("1", "HeavenStudio");
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Beatmap.data.properties = Minigames.propertiesModel;
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@ -260,7 +303,7 @@ namespace HeavenStudio
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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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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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@ -275,7 +318,7 @@ namespace HeavenStudio
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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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@ -289,16 +332,26 @@ namespace HeavenStudio
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public void SeekAheadAndPreload(double start, float seekTime = 8f)
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{
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List<RiqEntity> entitiesAtSameBeat = ListPool<RiqEntity>.Get();
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List<RiqEntity> gameSwitchs = 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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//check game switches first
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var gameSwitchs = Beatmap.Entities.FindAll(c => c.datamodel.Split(1) == "switchGame");
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foreach (RiqEntity entity in Beatmap.Entities)
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{
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if (entity.datamodel.Split(1) == "switchGame")
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{
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gameSwitchs.Add(entity);
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}
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}
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if (currentPreSwitch < gameSwitchs.Count && currentPreSwitch >= 0)
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{
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if (start + seekTime >= gameSwitchs[currentPreSwitch].beat)
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{
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string gameName = gameSwitchs[currentPreSwitch].datamodel.Split(2);
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var inf = GetGameInfo(gameName);
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if (inf != null && inf.usesAssetBundle && !inf.AssetsLoaded)
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inf = GetGameInfo(gameName);
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if (inf != null && inf.usesAssetBundle && !inf.AssetsLoaded)
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{
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Debug.Log($"ASYNC loading assetbundles for game {gameName}");
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StartCoroutine(inf.LoadCommonAssetBundleAsync());
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@ -308,18 +361,23 @@ namespace HeavenStudio
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}
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}
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//then check game entities
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List<double> entities = Beatmap.Entities.Select(c => c.beat).ToList();
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if (currentPreEvent < Beatmap.Entities.Count && currentPreEvent >= 0)
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{
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if (start + seekTime >= entities[currentPreEvent])
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if (start + seekTime >= eventBeats[currentPreEvent])
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{
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var entitiesAtSameBeat = Beatmap.Entities.FindAll(c => c.beat == Beatmap.Entities[currentPreEvent].beat && !EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0])));
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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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var inf = GetGameInfo(gameName);
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if (inf != null && inf.usesAssetBundle && !inf.AssetsLoaded)
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inf = GetGameInfo(gameName);
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if (inf != null && inf.usesAssetBundle && !inf.AssetsLoaded)
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{
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Debug.Log($"ASYNC loading assetbundles for game {gameName}");
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StartCoroutine(inf.LoadCommonAssetBundleAsync());
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@ -329,29 +387,38 @@ namespace HeavenStudio
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}
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}
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}
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ListPool<RiqEntity>.Release(entitiesAtSameBeat);
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ListPool<RiqEntity>.Release(gameSwitchs);
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}
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public void SeekAheadAndDoPreEvent(double start)
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{
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List<double> entities = Beatmap.Entities.Select(c => c.beat).ToList();
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if (currentPreSequence < Beatmap.Entities.Count && currentPreSequence >= 0)
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{
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var seekEntity = Beatmap.Entities[currentPreSequence];
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List<RiqEntity> entitiesAtSameBeat = ListPool<RiqEntity>.Get();
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RiqEntity seekEntity = Beatmap.Entities[currentPreSequence];
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float seekTime = EventCaller.instance.GetGameAction(
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EventCaller.instance.GetMinigame(seekEntity.datamodel.Split(0)), seekEntity.datamodel.Split(1)).preFunctionLength;
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if (start + seekTime >= entities[currentPreSequence])
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foreach (RiqEntity entity in Beatmap.Entities)
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{
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if (entity.beat == seekEntity.beat)
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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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float seekTime = eventCaller.GetGameAction(
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eventCaller.GetMinigame(seekEntity.datamodel.Split(0)), seekEntity.datamodel.Split(1)).preFunctionLength;
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if (start + seekTime >= eventBeats[currentPreSequence])
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{
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double beat = seekEntity.beat;
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var entitiesAtSameBeat = Beatmap.Entities.FindAll(c => c.beat == seekEntity.beat);
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SortEventsByPriority(entitiesAtSameBeat);
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foreach (RiqEntity entity in entitiesAtSameBeat)
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{
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currentPreSequence++;
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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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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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@ -359,6 +426,7 @@ namespace HeavenStudio
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eventCaller.CallPreEvent(entity);
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}
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}
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ListPool<RiqEntity>.Release(entitiesAtSameBeat);
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}
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}
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@ -369,33 +437,28 @@ namespace HeavenStudio
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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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List<double> entities = Beatmap.Entities.Select(c => c.beat).ToList();
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List<double> tempoChanges = Beatmap.TempoChanges.Select(c => c.beat).ToList();
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if (currentTempoEvent < Beatmap.TempoChanges.Count && currentTempoEvent >= 0)
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{
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if (cond.songPositionInBeatsAsDouble >= tempoChanges[currentTempoEvent])
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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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List<double> volumeChanges = Beatmap.VolumeChanges.Select(c => c.beat).ToList();
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if (currentVolumeEvent < Beatmap.VolumeChanges.Count && currentVolumeEvent >= 0)
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{
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if (cond.songPositionInBeatsAsDouble >= volumeChanges[currentVolumeEvent])
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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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List<double> chartSections = Beatmap.SectionMarkers.Select(c => c.beat).ToList();
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if (currentSectionEvent < Beatmap.SectionMarkers.Count && currentSectionEvent >= 0)
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{
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if (cond.songPositionInBeatsAsDouble >= chartSections[currentSectionEvent])
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if (cond.songPositionInBeatsAsDouble >= sectionBeats[currentSectionEvent])
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{
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Debug.Log("Section " + Beatmap.SectionMarkers[currentSectionEvent]["sectionName"] + " started");
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currentSection = Beatmap.SectionMarkers[currentSectionEvent];
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@ -416,19 +479,35 @@ namespace HeavenStudio
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if (currentEvent < Beatmap.Entities.Count && currentEvent >= 0)
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{
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if (cond.songPositionInBeatsAsDouble >= entities[currentEvent])
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if (cond.songPositionInBeatsAsDouble >= eventBeats[currentEvent])
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{
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List<RiqEntity> entitiesAtSameBeat = ListPool<RiqEntity>.Get();
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List<RiqEntity> fxEntities = ListPool<RiqEntity>.Get();
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// allows for multiple events on the same beat to be executed on the same frame, so no more 1-frame delay
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var entitiesAtSameBeat = Beatmap.Entities.FindAll(c => c.beat == Beatmap.Entities[currentEvent].beat && !EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0])));
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var fxEntities = Beatmap.Entities.FindAll(c => c.beat == Beatmap.Entities[currentEvent].beat && EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0])));
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using (PooledObject<List<RiqEntity>> pool = ListPool<RiqEntity>.Get(out List<RiqEntity> currentBeatEntities))
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{
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currentBeatEntities = Beatmap.Entities.FindAll(c => c.beat == Beatmap.Entities[currentEvent].beat);
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foreach (RiqEntity entity in currentBeatEntities)
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{
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if (EventCaller.FXOnlyGames().Contains(eventCaller.GetMinigame(entity.datamodel.Split('/')[0])))
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{
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fxEntities.Add(entity);
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}
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else
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{
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entitiesAtSameBeat.Add(entity);
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}
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}
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}
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SortEventsByPriority(fxEntities);
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SortEventsByPriority(entitiesAtSameBeat);
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// FX entities should ALWAYS execute before gameplay entities
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for (int i = 0; i < fxEntities.Count; i++)
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foreach (RiqEntity entity in fxEntities)
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{
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eventCaller.CallEvent(fxEntities[i], true);
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eventCaller.CallEvent(entity, true);
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currentEvent++;
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}
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@ -447,6 +526,9 @@ namespace HeavenStudio
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// Thank you to @shshwdr for bring this to my attention
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currentEvent++;
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}
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ListPool<RiqEntity>.Release(entitiesAtSameBeat);
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ListPool<RiqEntity>.Release(fxEntities);
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}
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}
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@ -465,7 +547,8 @@ namespace HeavenStudio
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}
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}
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private void LateUpdate() {
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private void LateUpdate()
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{
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OverlaysManager.instance.TogleOverlaysVisibility(Editor.Editor.instance == null || Editor.Editor.instance.fullscreen || ((PersistentDataManager.gameSettings.overlaysInEditor) && (!Editor.Editor.instance.fullscreen)) || HeavenStudio.Editor.GameSettings.InPreview);
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}
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@ -514,7 +597,7 @@ namespace HeavenStudio
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{
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Util.SoundByte.UnpauseOneShots();
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}
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else
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else
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{
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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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@ -544,7 +627,6 @@ namespace HeavenStudio
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Conductor.instance.Stop(beat);
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SetCurrentEventToClosest(beat);
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onBeatChanged?.Invoke(beat);
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KillAllSounds();
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// I feel like I should standardize the names
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SkillStarManager.instance.KillStar();
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@ -555,7 +637,7 @@ namespace HeavenStudio
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// pass this data to rating screen + stats
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Debug.Log($"== Playthrough statistics of {Beatmap["remixtitle"]} (played at {System.DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss")}) ==");
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Debug.Log($"Average input offset for playthrough: {averageInputOffset}ms");
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Debug.Log($"Accuracy for playthrough: {(PlayerAccuracy * 100) : 0.00}");
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Debug.Log($"Accuracy for playthrough: {(PlayerAccuracy * 100): 0.00}");
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Debug.Log($"Cleared {clearedSections.FindAll(c => c).Count} sections out of {Beatmap.SectionMarkers.Count}");
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if (SkillStarManager.instance.IsCollected)
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Debug.Log($"Skill Star collected");
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@ -563,7 +645,8 @@ namespace HeavenStudio
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Debug.Log($"Skill Star not collected");
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if (GoForAPerfect.instance.perfect)
|
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Debug.Log($"Perfect Clear!");
|
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|
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|
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KillAllSounds();
|
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if (playOnStart || restart)
|
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{
|
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Play(0, restartDelay);
|
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@ -573,12 +656,16 @@ namespace HeavenStudio
|
||||
|
||||
private IEnumerator WaitReadyAndPlayCo(double beat)
|
||||
{
|
||||
WaitUntil yieldOverlays = new WaitUntil(() => OverlaysManager.OverlaysReady);
|
||||
WaitUntil yieldBeatmap = new WaitUntil(() => Beatmap != null && Beatmap.Entities.Count > 0);
|
||||
WaitUntil yieldAudio = new WaitUntil(() => AudioLoadDone || (ChartLoadError && !GlobalGameManager.IsShowingDialog));
|
||||
|
||||
// wait for overlays to be ready
|
||||
yield return new WaitUntil(() => OverlaysManager.OverlaysReady);
|
||||
yield return yieldOverlays;
|
||||
// wait for first game to be loaded
|
||||
yield return new WaitUntil(() => Beatmap != null && Beatmap.Entities.Count > 0);
|
||||
yield return yieldBeatmap;
|
||||
//wait for audio clip to be loaded
|
||||
yield return new WaitUntil(() => AudioLoadDone || (ChartLoadError && !GlobalGameManager.IsShowingDialog));
|
||||
yield return yieldAudio;
|
||||
|
||||
SkillStarManager.instance.KillStar();
|
||||
TimingAccuracyDisplay.instance.StopStarFlash();
|
||||
@ -588,13 +675,12 @@ namespace HeavenStudio
|
||||
GlobalGameManager.UpdateDiscordStatus(Beatmap["remixtitle"], false, true);
|
||||
|
||||
Play(beat, 1f);
|
||||
yield break;
|
||||
}
|
||||
|
||||
public void KillAllSounds()
|
||||
{
|
||||
for (int i = 0; i < SoundObjects.Count; i++)
|
||||
Destroy(SoundObjects[i].gameObject);
|
||||
|
||||
Debug.Log("Killing all sounds");
|
||||
SoundObjects.Clear();
|
||||
Util.SoundByte.KillOneShots();
|
||||
}
|
||||
@ -609,15 +695,21 @@ namespace HeavenStudio
|
||||
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();
|
||||
}
|
||||
|
||||
void SortEventsByPriority(List<RiqEntity> 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));
|
||||
entities.Sort((x, y) =>
|
||||
{
|
||||
Minigames.Minigame xGame = eventCaller.GetMinigame(x.datamodel.Split(0));
|
||||
Minigames.GameAction xAction = eventCaller.GetGameAction(xGame, x.datamodel.Split(1));
|
||||
Minigames.Minigame yGame = eventCaller.GetMinigame(y.datamodel.Split(0));
|
||||
Minigames.GameAction yAction = eventCaller.GetGameAction(yGame, y.datamodel.Split(1));
|
||||
|
||||
return yAction.priority.CompareTo(xAction.priority);
|
||||
});
|
||||
@ -632,25 +724,57 @@ namespace HeavenStudio
|
||||
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)
|
||||
{
|
||||
List<double> entities = Beatmap.Entities.Select(c => c.beat).ToList();
|
||||
|
||||
currentEvent = entities.IndexOf(GetClosestInList(entities, beat));
|
||||
currentPreEvent = entities.IndexOf(GetClosestInList(entities, beat));
|
||||
currentPreSequence = entities.IndexOf(GetClosestInList(entities, beat));
|
||||
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[currentEvent].datamodel.Split(0);
|
||||
string newGame = Beatmap.Entities[Math.Min(currentEvent, eventBeats.Count - 1)].datamodel.Split(0);
|
||||
|
||||
if (gameSwitchs.Count > 0)
|
||||
{
|
||||
int index = gameSwitchs.FindIndex(c => c.beat == GetClosestInList(gameSwitchs.Select(c => c.beat).ToList(), beat));
|
||||
int index = GetIndexBefore(gameSwitchs.Select(c => c.beat).ToList(), beat);
|
||||
currentPreSwitch = index;
|
||||
var closestGameSwitch = gameSwitchs[index];
|
||||
if (closestGameSwitch.beat <= beat)
|
||||
@ -698,13 +822,12 @@ namespace HeavenStudio
|
||||
if (Beatmap.TempoChanges.Count > 0)
|
||||
{
|
||||
currentTempoEvent = 0;
|
||||
List<double> 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++)
|
||||
for (int t = 0; t < tempoBeats.Count; t++)
|
||||
{
|
||||
// Debug.Log("checking tempo event " + t + " against beat " + beat + "( tc beat " + tempoChanges[t] + ")");
|
||||
if (tempoChanges[t] > beat)
|
||||
if (tempoBeats[t] > beat)
|
||||
{
|
||||
break;
|
||||
}
|
||||
@ -716,11 +839,10 @@ namespace HeavenStudio
|
||||
if (Beatmap.VolumeChanges.Count > 0)
|
||||
{
|
||||
currentVolumeEvent = 0;
|
||||
List<double> volumeChanges = Beatmap.VolumeChanges.Select(c => c.beat).ToList();
|
||||
|
||||
for (int t = 0; t < volumeChanges.Count; t++)
|
||||
for (int t = 0; t < volumeBeats.Count; t++)
|
||||
{
|
||||
if (volumeChanges[t] > beat)
|
||||
if (volumeBeats[t] > beat)
|
||||
{
|
||||
break;
|
||||
}
|
||||
@ -733,11 +855,10 @@ namespace HeavenStudio
|
||||
if (Beatmap.SectionMarkers.Count > 0)
|
||||
{
|
||||
currentSectionEvent = 0;
|
||||
List<double> beatmapSections = Beatmap.SectionMarkers.Select(c => c.beat).ToList();
|
||||
|
||||
for (int t = 0; t < beatmapSections.Count; t++)
|
||||
for (int t = 0; t < sectionBeats.Count; t++)
|
||||
{
|
||||
if (beatmapSections[t] > beat)
|
||||
if (sectionBeats[t] > beat)
|
||||
{
|
||||
break;
|
||||
}
|
||||
@ -774,7 +895,7 @@ namespace HeavenStudio
|
||||
if (miniGame != null)
|
||||
miniGame.OnGameSwitch(beat);
|
||||
|
||||
while(beat + 0.25 > Conductor.instance.songPositionInBeats)
|
||||
while (beat + 0.25 > Conductor.instance.songPositionInBeats)
|
||||
{
|
||||
if (!Conductor.instance.isPlaying)
|
||||
{
|
||||
@ -831,6 +952,7 @@ namespace HeavenStudio
|
||||
if (gameInfo.usesAssetBundle)
|
||||
{
|
||||
//game is packed in an assetbundle, load from that instead
|
||||
// this is fucked!! figure out a way to make this async
|
||||
return gameInfo.GetCommonAssetBundle().LoadAsset<GameObject>(name);
|
||||
}
|
||||
name = gameInfo.LoadableName;
|
||||
@ -841,7 +963,7 @@ namespace HeavenStudio
|
||||
|
||||
public Minigames.Minigame GetGameInfo(string name)
|
||||
{
|
||||
return EventCaller.instance.minigames.Find(c => c.name == name);
|
||||
return eventCaller.minigames.Find(c => c.name == name);
|
||||
}
|
||||
|
||||
public void SetCurrentGame(string game, bool useMinigameColor = true)
|
||||
@ -864,7 +986,7 @@ namespace HeavenStudio
|
||||
|
||||
private void SetAmbientGlowToCurrentMinigameColor()
|
||||
{
|
||||
if (GetGameInfo(currentGame) != null)
|
||||
if (GetGameInfo(currentGame) != null)
|
||||
HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(Colors.Hex2RGB(GetGameInfo(currentGame).color), true);
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user