fix certain types of sounds firing a frame late

This commit is contained in:
minenice55
2024-01-24 00:17:35 -05:00
parent 23d9edf5fe
commit b94a70fbc6
5 changed files with 74 additions and 52 deletions

View File

@ -21,7 +21,7 @@ namespace HeavenStudio
[Header("Lists")]
[NonSerialized] public RiqBeatmap Beatmap = new();
private List<GameObject> preloadedGames = new();
private Dictionary<string, GameObject> cachedGamePrefabs = new();
[NonSerialized] public ObjectPool<Sound> SoundObjects;
[Header("Components")]
@ -1092,9 +1092,11 @@ namespace HeavenStudio
{
ResetCamera(); // resetting camera before setting new minigame so minigames can set camera values in their awake call - Rasmus
Destroy(currentGameO);
GameObject prefab = GetGame(game);
if (prefab == null) return;
currentGameO = Instantiate(GetGame(game));
Destroy(currentGameO);
currentGameO = Instantiate(prefab);
if (currentGameO.TryGetComponent<Minigame>(out var minigame))
{
_currentMinigame = minigame;
@ -1112,6 +1114,7 @@ namespace HeavenStudio
public void DestroyGame()
{
cachedGamePrefabs.Clear();
SetGame("noGame");
}
@ -1152,29 +1155,40 @@ namespace HeavenStudio
.Select(x => GetGameInfo(x))
.Where(x => x != null)
.Where(x => !x.fxOnly)
.Select(x => x.LoadableName);
name = gameInfos.FirstOrDefault() ?? "noGame";
}
else
{
if (gameInfo.usesAssetBundle)
.Where(x => x.LoadableName is not "noGame" or "" or null);
if (gameInfos.Count() > 0)
{
//game is packed in an assetbundle, load from that instead
if (gameInfo.AssetsLoaded && gameInfo.LoadedPrefab != null) return gameInfo.LoadedPrefab;
try
{
return gameInfo.GetCommonAssetBundle().LoadAsset<GameObject>(name);
}
catch (Exception e)
{
Debug.LogWarning($"Failed to load assetbundle for game {name}, using sync loading: {e.Message}");
return Resources.Load<GameObject>($"Games/{name}");
}
gameInfo = gameInfos.FirstOrDefault();
if (gameInfo == null) return Resources.Load<GameObject>($"Games/noGame");
}
else
{
return Resources.Load<GameObject>($"Games/noGame");
}
}
if (gameInfo.usesAssetBundle)
{
//game is packed in an assetbundle, load from that instead
if (gameInfo.AssetsLoaded && gameInfo.LoadedPrefab != null) return gameInfo.LoadedPrefab;
// couldn't load cached prefab, try loading from assetbundle
try
{
Debug.LogWarning($"Game prefab wasn't cached, loading from assetbundle for game {name}");
return gameInfo.LoadGamePrefab();
}
catch (Exception e)
{
Debug.LogWarning($"Failed to load assetbundle for game {name}, using sync loading: {e.Message}");
return Resources.Load<GameObject>($"Games/{name}");
}
}
return Resources.Load<GameObject>($"Games/{name}");
}
else
{
Debug.LogWarning($"Game {name} not found, using noGame");
return Resources.Load<GameObject>($"Games/noGame");
}
return Resources.Load<GameObject>($"Games/{name}");
}
public Minigames.Minigame GetGameInfo(string name)