Integration of Jukebox Library (#451) (#457)

* 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
This commit is contained in:
minenice55
2023-06-10 15:17:06 -04:00
committed by GitHub
parent b7afd697ce
commit b1fab52ad9
176 changed files with 4868 additions and 3013 deletions

View File

@ -5,6 +5,8 @@ using System.Linq;
using UnityEngine;
using Starpelly;
using Jukebox;
using Jukebox.Legacy;
using Newtonsoft.Json;
using HeavenStudio.Games;
using HeavenStudio.Common;
@ -14,7 +16,7 @@ namespace HeavenStudio
public class GameManager : MonoBehaviour
{
[Header("Lists")]
[NonSerialized] public DynamicBeatmap Beatmap = new DynamicBeatmap();
[NonSerialized] public RiqBeatmap Beatmap = new();
private List<GameObject> preloadedGames = new List<GameObject>();
[NonSerialized] public List<GameObject> SoundObjects = new List<GameObject>();
@ -35,22 +37,22 @@ namespace HeavenStudio
[NonSerialized] public int currentEvent, currentTempoEvent, currentVolumeEvent, currentSectionEvent,
currentPreEvent, currentPreSwitch, currentPreSequence;
[NonSerialized] public float endBeat;
[NonSerialized] public double endBeat;
[NonSerialized] public float startOffset;
[NonSerialized] public bool playOnStart;
[NonSerialized] public float startBeat;
[NonSerialized] public double 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; }
[NonSerialized] public RiqEntity currentSection, nextSection;
public double sectionProgress { get; private set; }
public event Action<float> onBeatChanged;
public event Action<DynamicBeatmap.ChartSection> onSectionChange;
public event Action<double> onBeatChanged;
public event Action<RiqEntity> onSectionChange;
public int BeatmapEntities()
{
return Beatmap.entities.Count + Beatmap.tempoChanges.Count + Beatmap.volumeChanges.Count + Beatmap.beatmapSections.Count;
return Beatmap.Entities.Count + Beatmap.TempoChanges.Count + Beatmap.VolumeChanges.Count + Beatmap.SectionMarkers.Count;
}
public static GameManager instance { get; private set; }
@ -101,7 +103,7 @@ namespace HeavenStudio
instance = this;
}
public void Init()
public void Init(bool preLoaded = false)
{
currentPreEvent= 0;
currentPreSwitch = 0;
@ -113,9 +115,9 @@ namespace HeavenStudio
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;
Conductor.instance.SetBpm(120f);
Conductor.instance.SetVolume(100f);
Conductor.instance.firstBeatOffset = Beatmap.data.offset;
// note: serialize this shit in the inspector //
GameObject textbox = Instantiate(Resources.Load<GameObject>("Prefabs/Common/Textbox"));
@ -134,9 +136,9 @@ namespace HeavenStudio
/////
if (txt != null && ext != null && txt.Length != 0 && ext.Length != 0)
if (preLoaded)
{
LoadRemix(txt, ext);
LoadRemix(false);
}
else
{
@ -145,10 +147,10 @@ namespace HeavenStudio
SortEventsList();
if (Beatmap.entities.Count >= 1)
if (Beatmap.Entities.Count >= 1)
{
SetCurrentGame(Beatmap.entities[0].datamodel.Split(0));
SetGame(Beatmap.entities[0].datamodel.Split(0));
SetCurrentGame(Beatmap.Entities[0].datamodel.Split(0));
SetGame(Beatmap.Entities[0].datamodel.Split(0));
}
else
{
@ -163,52 +165,68 @@ namespace HeavenStudio
public void NewRemix()
{
Beatmap = new DynamicBeatmap();
Beatmap.bpm = 120f;
Beatmap.musicVolume = 100;
Beatmap.firstBeatOffset = 0f;
Beatmap = new("1", "HeavenStudio");
Beatmap.data.properties = Minigames.propertiesModel;
Beatmap.AddNewTempoChange(0, 120f);
Beatmap.AddNewVolumeChange(0, 100f);
Beatmap.data.offset = 0f;
Conductor.instance.musicSource.clip = null;
RiqFileHandler.WriteRiq(Beatmap);
}
public void LoadRemix(string json = "", string type = "riq", int version = 0)
public IEnumerator LoadMusic()
{
if (json != "")
IEnumerator load = RiqFileHandler.LoadSong();
while (true)
{
switch (type)
object current = load.Current;
try
{
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();
if (load.MoveNext() == false)
{
break;
}
current = load.Current;
}
catch (Exception e)
{
Debug.LogError($"Failed to load music: {e.Message}");
GlobalGameManager.ShowErrorMessage("Error Loading Music", e.Message + "\n\n" + e.StackTrace);
yield break;
}
yield return current;
}
else
Conductor.instance.musicSource.clip = RiqFileHandler.StreamedAudioClip;
}
public void LoadRemix(bool editor = false)
{
try
{
NewRemix();
Beatmap = RiqFileHandler.ReadRiq();
}
catch (Exception e)
{
Debug.LogError($"Failed to load remix: {e.Message}");
GlobalGameManager.ShowErrorMessage("Error Loading RIQ", e.Message + "\n\n" + e.StackTrace);
return;
}
if (!editor)
StartCoroutine(LoadMusic());
SortEventsList();
Conductor.instance.SetBpm(Beatmap.bpm);
Conductor.instance.SetVolume(Beatmap.musicVolume);
Conductor.instance.firstBeatOffset = Beatmap.firstBeatOffset;
Conductor.instance.SetBpm(Beatmap.TempoChanges[0]["tempo"]);
Conductor.instance.SetVolume(Beatmap.VolumeChanges[0]["volume"]);
Conductor.instance.firstBeatOffset = Beatmap.data.offset;
if (!playOnStart)
{
Stop(0);
}
SetCurrentEventToClosest(0);
if (Beatmap.entities.Count >= 1)
if (Beatmap.Entities.Count >= 1)
{
SetCurrentGame(Beatmap.entities[0].datamodel.Split(0));
SetGame(Beatmap.entities[0].datamodel.Split(0));
SetCurrentGame(Beatmap.Entities[0].datamodel.Split(0));
SetGame(Beatmap.Entities[0].datamodel.Split(0));
}
else
{
@ -241,14 +259,14 @@ namespace HeavenStudio
{
//seek ahead to preload games that have assetbundles
//check game switches first
var gameSwitchs = Beatmap.entities.FindAll(c => c.datamodel.Split(1) == "switchGame");
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)
if (inf != null && inf.usesAssetBundle && !inf.AssetsLoaded)
{
Debug.Log($"ASYNC loading assetbundles for game {gameName}");
StartCoroutine(inf.LoadCommonAssetBundleAsync());
@ -258,18 +276,18 @@ namespace HeavenStudio
}
}
//then check game entities
List<float> entities = Beatmap.entities.Select(c => c.beat).ToList();
if (currentPreEvent < Beatmap.entities.Count && currentPreEvent >= 0)
List<double> entities = Beatmap.Entities.Select(c => c.beat).ToList();
if (currentPreEvent < Beatmap.Entities.Count && currentPreEvent >= 0)
{
if (start + seekTime >= entities[currentPreEvent])
{
var entitiesAtSameBeat = Beatmap.entities.FindAll(c => c.beat == Beatmap.entities[currentPreEvent].beat && !EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0])));
var entitiesAtSameBeat = Beatmap.Entities.FindAll(c => c.beat == Beatmap.Entities[currentPreEvent].beat && !EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0])));
SortEventsByPriority(entitiesAtSameBeat);
foreach (DynamicBeatmap.DynamicEntity entity in entitiesAtSameBeat)
foreach (RiqEntity entity in entitiesAtSameBeat)
{
string gameName = entity.datamodel.Split('/')[0];
var inf = GetGameInfo(gameName);
if (inf.usesAssetBundle && !inf.AssetsLoaded)
if (inf != null && inf.usesAssetBundle && !inf.AssetsLoaded)
{
Debug.Log($"ASYNC loading assetbundles for game {gameName}");
StartCoroutine(inf.LoadCommonAssetBundleAsync());
@ -283,33 +301,30 @@ namespace HeavenStudio
public void SeekAheadAndDoPreEvent(double start)
{
List<float> entities = Beatmap.entities.Select(c => c.beat).ToList();
if (currentPreSequence < Beatmap.entities.Count && currentPreSequence >= 0)
List<double> entities = Beatmap.Entities.Select(c => c.beat).ToList();
if (currentPreSequence < Beatmap.Entities.Count && currentPreSequence >= 0)
{
var seekEntity = Beatmap.entities[currentPreSequence];
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);
double beat = seekEntity.beat;
var entitiesAtSameBeat = Beatmap.Entities.FindAll(c => c.beat == seekEntity.beat);
SortEventsByPriority(entitiesAtSameBeat);
foreach (DynamicBeatmap.DynamicEntity entity in entitiesAtSameBeat)
foreach (RiqEntity entity in entitiesAtSameBeat)
{
currentPreSequence++;
string gameName = entity.datamodel.Split('/')[0];
var inf = GetGameInfo(gameName);
if (inf.usesAssetBundle && inf.AssetsLoaded && !inf.SequencesPreloaded)
if (inf != null && inf.usesAssetBundle && inf.AssetsLoaded && !inf.SequencesPreloaded)
{
Debug.Log($"Preloading game {gameName}");
PreloadGameSequences(gameName);
}
else
{
eventCaller.CallPreEvent(entity);
}
eventCaller.CallPreEvent(entity);
}
}
}
@ -323,40 +338,40 @@ namespace HeavenStudio
return;
Conductor cond = Conductor.instance;
List<float> entities = Beatmap.entities.Select(c => c.beat).ToList();
List<double> 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)
List<double> 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);
cond.SetBpm(Beatmap.TempoChanges[currentTempoEvent]["tempo"]);
currentTempoEvent++;
}
}
List<float> volumeChanges = Beatmap.volumeChanges.Select(c => c.beat).ToList();
if (currentVolumeEvent < Beatmap.volumeChanges.Count && currentVolumeEvent >= 0)
List<double> 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);
cond.SetVolume(Beatmap.VolumeChanges[currentVolumeEvent]["volume"]);
currentVolumeEvent++;
}
}
List<float> chartSections = Beatmap.beatmapSections.Select(c => c.beat).ToList();
if (currentSectionEvent < Beatmap.beatmapSections.Count && currentSectionEvent >= 0)
List<double> chartSections = Beatmap.SectionMarkers.Select(c => c.beat).ToList();
if (currentSectionEvent < Beatmap.SectionMarkers.Count && currentSectionEvent >= 0)
{
if (cond.songPositionInBeatsAsDouble >= chartSections[currentSectionEvent])
{
Debug.Log("Section " + Beatmap.beatmapSections[currentSectionEvent].sectionName + " started");
currentSection = Beatmap.beatmapSections[currentSectionEvent];
Debug.Log("Section " + Beatmap.SectionMarkers[currentSectionEvent]["sectionName"] + " started");
currentSection = Beatmap.SectionMarkers[currentSectionEvent];
currentSectionEvent++;
if (currentSectionEvent < Beatmap.beatmapSections.Count)
nextSection = Beatmap.beatmapSections[currentSectionEvent];
if (currentSectionEvent < Beatmap.SectionMarkers.Count)
nextSection = Beatmap.SectionMarkers[currentSectionEvent];
else
nextSection = null;
nextSection = default(RiqEntity);
onSectionChange?.Invoke(currentSection);
}
}
@ -367,13 +382,13 @@ namespace HeavenStudio
SeekAheadAndDoPreEvent(Conductor.instance.songPositionInBeatsAsDouble);
if (currentEvent < Beatmap.entities.Count && currentEvent >= 0)
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])));
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);
@ -385,7 +400,7 @@ namespace HeavenStudio
currentEvent++;
}
foreach (DynamicBeatmap.DynamicEntity entity in entitiesAtSameBeat)
foreach (RiqEntity 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)
@ -409,12 +424,12 @@ namespace HeavenStudio
}
else
{
float currectSectionStart = (float)cond.GetSongPosFromBeat(currentSection.beat);
double currectSectionStart = cond.GetSongPosFromBeat(currentSection.beat);
if (nextSection == null)
sectionProgress = (cond.songPosition - currectSectionStart) / ((float)cond.GetSongPosFromBeat(endBeat) - currectSectionStart);
if (nextSection == null)
sectionProgress = (cond.songPosition - currectSectionStart) / (cond.GetSongPosFromBeat(endBeat) - currectSectionStart);
else
sectionProgress = (cond.songPosition - currectSectionStart) / ((float)cond.GetSongPosFromBeat(nextSection.beat) - currectSectionStart);
sectionProgress = (cond.songPosition - currectSectionStart) / (cond.GetSongPosFromBeat(nextSection.beat) - currectSectionStart);
}
}
@ -429,7 +444,7 @@ namespace HeavenStudio
#region Play Events
public void Play(float beat, float delay = 0f)
public void Play(double beat, float delay = 0f)
{
bool paused = Conductor.instance.isPaused;
Debug.Log("Playing at " + beat);
@ -457,7 +472,7 @@ namespace HeavenStudio
onBeatChanged?.Invoke(beat);
}
private IEnumerator PlayCo(float beat, float delay = 0f)
private IEnumerator PlayCo(double beat, float delay = 0f)
{
yield return new WaitForSeconds(delay);
bool paused = Conductor.instance.isPaused;
@ -465,13 +480,13 @@ namespace HeavenStudio
Conductor.instance.Play(beat);
if (paused)
{
Util.Jukebox.UnpauseOneShots();
Util.SoundByte.UnpauseOneShots();
}
else
{
Conductor.instance.SetBpm(Beatmap.bpm);
Conductor.instance.SetVolume(Beatmap.musicVolume);
Conductor.instance.firstBeatOffset = Beatmap.firstBeatOffset;
Conductor.instance.SetBpm(Beatmap.TempoChanges[0]["tempo"]);
Conductor.instance.SetVolume(Beatmap.VolumeChanges[0]["volume"]);
Conductor.instance.firstBeatOffset = Beatmap.data.offset;
SetCurrentEventToClosest(beat);
KillAllSounds();
}
@ -484,11 +499,11 @@ namespace HeavenStudio
public void Pause()
{
Conductor.instance.Pause();
Util.Jukebox.PauseOneShots();
Util.SoundByte.PauseOneShots();
canInput = false;
}
public void Stop(float beat, bool restart = false, float restartDelay = 0f)
public void Stop(double beat, bool restart = false, float restartDelay = 0f)
{
Minigame miniGame = currentGameO.GetComponent<Minigame>();
if (miniGame != null)
@ -509,7 +524,7 @@ namespace HeavenStudio
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($"Cleared {clearedSections.FindAll(c => c).Count} sections out of {Beatmap.beatmapSections.Count}");
Debug.Log($"Cleared {clearedSections.FindAll(c => c).Count} sections out of {Beatmap.SectionMarkers.Count}");
if (SkillStarManager.instance.IsCollected)
Debug.Log($"Skill Star collected");
else
@ -524,12 +539,14 @@ namespace HeavenStudio
// when rating screen gets added playOnStart will instead move to that scene
}
private IEnumerator WaitReadyAndPlayCo(float beat)
private IEnumerator WaitReadyAndPlayCo(double 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);
yield return new WaitUntil(() => Beatmap != null && Beatmap.Entities.Count > 0);
//wait for audio clip to be loaded
yield return new WaitUntil(() => Conductor.instance.musicSource.clip != null);
SkillStarManager.instance.KillStar();
TimingAccuracyDisplay.instance.StopStarFlash();
@ -547,7 +564,7 @@ namespace HeavenStudio
Destroy(SoundObjects[i].gameObject);
SoundObjects.Clear();
Util.Jukebox.KillOneShots();
Util.SoundByte.KillOneShots();
}
#endregion
@ -556,12 +573,13 @@ namespace HeavenStudio
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.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));
}
void SortEventsByPriority(List<DynamicBeatmap.DynamicEntity> entities)
void SortEventsByPriority(List<RiqEntity> entities)
{
entities.Sort((x, y) => {
Minigames.Minigame xGame = EventCaller.instance.GetMinigame(x.datamodel.Split(0));
@ -574,25 +592,33 @@ namespace HeavenStudio
}
public void SetCurrentEventToClosest(float beat)
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 void SetCurrentEventToClosest(double beat)
{
SortEventsList();
onBeatChanged?.Invoke(beat);
if (Beatmap.entities.Count > 0)
if (Beatmap.Entities.Count > 0)
{
List<float> entities = Beatmap.entities.Select(c => c.beat).ToList();
List<double> 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));
currentEvent = entities.IndexOf(GetClosestInList(entities, beat));
currentPreEvent = entities.IndexOf(GetClosestInList(entities, beat));
currentPreSequence = entities.IndexOf(GetClosestInList(entities, beat));
var gameSwitchs = Beatmap.entities.FindAll(c => c.datamodel.Split(1) == "switchGame");
var gameSwitchs = Beatmap.Entities.FindAll(c => c.datamodel.Split(1) == "switchGame");
string newGame = Beatmap.entities[currentEvent].datamodel.Split(0);
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));
int index = gameSwitchs.FindIndex(c => c.beat == GetClosestInList(gameSwitchs.Select(c => c.beat).ToList(), beat));
currentPreSwitch = index;
var closestGameSwitch = gameSwitchs[index];
if (closestGameSwitch.beat <= beat)
@ -603,7 +629,7 @@ namespace HeavenStudio
{
if (index == 0)
{
newGame = Beatmap.entities[0].datamodel.Split(0);
newGame = Beatmap.Entities[0].datamodel.Split(0);
}
else
{
@ -613,7 +639,7 @@ namespace HeavenStudio
}
else
{
newGame = Beatmap.entities[Beatmap.entities.IndexOf(closestGameSwitch) - 1].datamodel.Split(0);
newGame = Beatmap.Entities[Beatmap.Entities.IndexOf(closestGameSwitch) - 1].datamodel.Split(0);
}
}
}
@ -625,22 +651,22 @@ namespace HeavenStudio
SetGame(newGame);
}
List<DynamicBeatmap.DynamicEntity> allEnds = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "end" });
List<RiqEntity> allEnds = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "end" });
if (allEnds.Count > 0)
endBeat = allEnds.Select(c => c.beat).Min();
else
endBeat = Conductor.instance.SongLengthInBeats();
endBeat = Conductor.instance.SongLengthInBeatsAsDouble();
}
else
{
SetGame("noGame");
endBeat = Conductor.instance.SongLengthInBeats();
endBeat = Conductor.instance.SongLengthInBeatsAsDouble();
}
if (Beatmap.tempoChanges.Count > 0)
if (Beatmap.TempoChanges.Count > 0)
{
currentTempoEvent = 0;
List<float> tempoChanges = Beatmap.tempoChanges.Select(c => c.beat).ToList();
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++)
@ -655,10 +681,10 @@ namespace HeavenStudio
// Debug.Log("currentTempoEvent is now " + currentTempoEvent);
}
if (Beatmap.volumeChanges.Count > 0)
if (Beatmap.VolumeChanges.Count > 0)
{
currentVolumeEvent = 0;
List<float> volumeChanges = Beatmap.volumeChanges.Select(c => c.beat).ToList();
List<double> volumeChanges = Beatmap.VolumeChanges.Select(c => c.beat).ToList();
for (int t = 0; t < volumeChanges.Count; t++)
{
@ -670,12 +696,12 @@ namespace HeavenStudio
}
}
currentSection = null;
nextSection = null;
if (Beatmap.beatmapSections.Count > 0)
currentSection = default(RiqEntity);
nextSection = default(RiqEntity);
if (Beatmap.SectionMarkers.Count > 0)
{
currentSectionEvent = 0;
List<float> beatmapSections = Beatmap.beatmapSections.Select(c => c.beat).ToList();
List<double> beatmapSections = Beatmap.SectionMarkers.Select(c => c.beat).ToList();
for (int t = 0; t < beatmapSections.Count; t++)
{
@ -693,7 +719,7 @@ namespace HeavenStudio
#endregion
public void SwitchGame(string game, float beat, bool flash)
public void SwitchGame(string game, double beat, bool flash)
{
if (game != currentGame)
{
@ -703,7 +729,7 @@ namespace HeavenStudio
}
}
IEnumerator SwitchGameIE(string game, float beat, bool flash)
IEnumerator SwitchGameIE(string game, double beat, bool flash)
{
if(flash == true)
{
@ -739,6 +765,7 @@ namespace HeavenStudio
{
var gameInfo = GetGameInfo(game);
//load the games' sound sequences
// TODO: this blocks the main thread, and sound sequences sould be stored in a ScriptableObject
if (gameInfo != null && gameInfo.LoadedSoundSequences == null)
gameInfo.LoadedSoundSequences = GetGame(game).GetComponent<Minigame>().SoundSequences;
}
@ -750,7 +777,7 @@ namespace HeavenStudio
{
if (gameInfo.fxOnly)
{
var gameInfos = Beatmap.entities
var gameInfos = Beatmap.Entities
.Select(x => x.datamodel.Split(0))
.Select(x => GetGameInfo(x))
.Where(x => x != null)