Esempio n. 1
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    public int currentGroup = 0;        //The current group of HittableObjects being tested

    // Start is called before the first frame update
    void Start()
    {
        hittableObjects = GameObject.FindGameObjectsWithTag("HittableObject");  //Finds all "HittableObjects" in the scene.

        //Assigns each of the HittableObject's HitEvent to OnHitEvent
        foreach (GameObject go in hittableObjects)
        {
            BaseHitObject bho = go.GetComponent <BaseHitObject>();

            bho.HitEvent += OnHitEvent;
        }

        //Debug.Log("Events Ready");
    }
Esempio n. 2
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    //Handles hit events from HittableObjects
    void OnHitEvent(object sender, EventArgs e)
    {
        //Debug.Log("Determine Percentage Deactivated");

        int totalActive  = 0;       //Total number of active HittableObjects in hittableObjects in the currentGroup
        int totalInGroup = 0;       //Total number of HittableObjects in hittableObjects in the currentGroup

        //Loops through to find totalActive and totalInGroup
        foreach (GameObject go in hittableObjects)
        {
            //Debug.Log("HittableObjectFound");

            BaseHitObject bho = go.GetComponent <BaseHitObject>();

            //Finding totalActive
            if (go.activeInHierarchy && bho.group == currentGroup)
            {
                totalActive++;
                //Debug.Log("HittableObjectActive");
            }

            //finding totalInGroup
            if (bho.group == currentGroup)
            {
                totalInGroup++;
            }
        }

        //Devides the totalActive by the totalInGroup and compares it to the designer set percentage threashold to determine whether or not
        //it is time to start the secondary timer. It does so by raising an event.
        if ((float)((float)totalActive / (float)totalInGroup) <= TimerThreathold)
        {
            RaiseThreaholdReached();
            //Debug.Log("Threashold reached");
        }
    }
 /// <summary>
 /// Converts specified hit object in to game-specific variant of the object.
 /// </summary>
 protected abstract IEnumerable <T> ConvertHitObjects(BaseHitObject hitObject);
Esempio n. 4
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 public DifficultyHitObject(BaseHitObject hitObject, BaseHitObject prevObject, float clockRate)
 {
     BaseObject = hitObject;
     PrevObject = prevObject;
     DeltaTime  = (hitObject.StartTime - prevObject.StartTime) / clockRate;
 }
Esempio n. 5
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 public HoldTemplate(BaseHitObject hitObject) : base(hitObject)
 {
        public BaseHitObject Parse(string text)
        {
            try
            {
                string[] splits = text.Split(',');

                Vector2       pos       = new Vector2(ParseUtils.ParseFloat(splits[0]), ParseUtils.ParseFloat(splits[1]));
                float         startTime = ParseUtils.ParseFloat(splits[2]) + offset;
                HitObjectType type      = (HitObjectType)ParseUtils.ParseInt(splits[3]);

                int comboOffset = (int)(type & HitObjectType.ComboOffset) >> 4;
                type &= ~HitObjectType.ComboOffset;

                bool isNewCombo = (int)(type & HitObjectType.NewCombo) != 0;
                type &= ~HitObjectType.NewCombo;

                var soundType    = (SoundType)ParseUtils.ParseInt(splits[4]);
                var customSample = new CustomSampleInfo();

                // Now parse the actual hit objects.
                BaseHitObject result = null;
                // If this object is a hit circle
                if ((type & HitObjectType.Circle) != 0)
                {
                    result = CreateCircle(pos, isNewCombo, comboOffset);

                    if (splits.Length > 5)
                    {
                        ParseCustomSample(splits[5], customSample);
                    }
                }
                else if ((type & HitObjectType.Slider) != 0)
                {
                    PathType pathType    = PathType.Catmull;
                    float    length      = 0;
                    string[] pointSplits = splits[5].Split('|');

                    // Find the number of valid slider node points.
                    int pointCount = 1;
                    foreach (var p in pointSplits)
                    {
                        if (p.Length > 1)
                        {
                            pointCount++;
                        }
                    }

                    // Parse node points
                    var nodePoints = new Vector2[pointCount];
                    nodePoints[0] = Vector2.zero;

                    int pointIndex = 1;
                    foreach (var p in pointSplits)
                    {
                        // Determine which path type was found.
                        if (p.Length == 1)
                        {
                            switch (p)
                            {
                            case "C":
                                pathType = PathType.Catmull;
                                break;

                            case "B":
                                pathType = PathType.Bezier;
                                break;

                            case "L":
                                pathType = PathType.Linear;
                                break;

                            case "P":
                                pathType = PathType.PerfectCurve;
                                break;
                            }
                            continue;
                        }
                        // Parse point position
                        string[] pointPos = p.Split(':');
                        nodePoints[pointIndex++] = new Vector2(ParseUtils.ParseFloat(pointPos[0]), ParseUtils.ParseFloat(pointPos[1])) - pos;
                    }

                    // Change perfect curve to linear if certain conditions meet.
                    if (nodePoints.Length == 3 && pathType == PathType.PerfectCurve && IsLinearPerfectCurve(nodePoints))
                    {
                        pathType = PathType.Linear;
                    }

                    // Parse slider repeat count
                    int repeatCount = ParseUtils.ParseInt(splits[6]);
                    if (repeatCount > 9000)
                    {
                        throw new Exception();
                    }
                    // Osu file has +1 addition to the actual number of repeats.
                    repeatCount = Math.Max(0, repeatCount - 1);

                    if (splits.Length > 7)
                    {
                        length = Math.Max(0, ParseUtils.ParseFloat(splits[7]));
                    }

                    if (splits.Length > 10)
                    {
                        ParseCustomSample(splits[10], customSample);
                    }

                    // Number of repeats + start(1) + end(1)
                    int nodeCount = repeatCount + 2;

                    // Parse per-node sound samples
                    var nodeCustomSamples = new List <CustomSampleInfo>();
                    for (int i = 0; i < nodeCount; i++)
                    {
                        nodeCustomSamples.Add(customSample.Clone());
                    }

                    if (splits.Length > 9 && splits[9].Length > 0)
                    {
                        string[] sets = splits[9].Split('|');
                        for (int i = 0; i < nodeCount; i++)
                        {
                            if (i >= sets.Length)
                            {
                                break;
                            }

                            ParseCustomSample(sets[i], nodeCustomSamples[i]);
                        }
                    }

                    // Set all nodes' sample types to default.
                    var nodeSampleTypes = new List <SoundType>();
                    for (int i = 0; i < nodeCount; i++)
                    {
                        nodeSampleTypes.Add(soundType);
                    }

                    // Parse per-node sample types
                    if (splits.Length > 8 && splits[8].Length > 0)
                    {
                        string[] nodeSampleSplits = splits[8].Split('|');
                        for (int i = 0; i < nodeCount; i++)
                        {
                            if (i > nodeSampleSplits.Length)
                            {
                                break;
                            }

                            nodeSampleTypes[i] = (SoundType)ParseUtils.ParseInt(nodeSampleSplits[i]);
                        }
                    }

                    // Map sample types to custom sample infos.
                    var nodeSamples = new List <List <SoundInfo> >(nodeCount);
                    for (int i = 0; i < nodeCount; i++)
                    {
                        nodeSamples.Add(GetSamples(nodeSampleTypes[i], nodeCustomSamples[i]));
                    }

                    result = CreateSlider(pos, isNewCombo, comboOffset, nodePoints, length, pathType, repeatCount, nodeSamples);
                    // Hit sound for the root slider should be played at the end.
                    result.Samples = nodeSamples[nodeSamples.Count - 1];
                }
                else if ((type & HitObjectType.Spinner) != 0)
                {
                    float endTime = Math.Max(startTime, ParseUtils.ParseFloat(splits[5]) + offset);
                    result = CreateSpinner(pos, isNewCombo, comboOffset, endTime);
                    if (splits.Length > 6)
                    {
                        ParseCustomSample(splits[6], customSample);
                    }
                }
                else if ((type & HitObjectType.Hold) != 0)
                {
                    float endTime = Math.Max(startTime, ParseUtils.ParseFloat(splits[2] + offset));

                    // I can understand all others except this, because Hold type only exists for Mania mode.
                    if (splits.Length > 5 && !string.IsNullOrEmpty(splits[5]))
                    {
                        string[] sampleSplits = splits[5].Split(':');
                        endTime = Math.Max(startTime, ParseUtils.ParseFloat(sampleSplits[0]));
                        ParseCustomSample(string.Join(":", sampleSplits.Skip(1).ToArray()), customSample);
                    }

                    result = CreateHold(pos, isNewCombo, comboOffset, endTime + offset);
                }

                if (result == null)
                {
                    Logger.LogVerbose("HitObjectParser.Parse - Unknown hit object for line: " + text);
                    return(null);
                }

                result.StartTime = startTime;
                if (result.Samples.Count == 0)
                {
                    result.Samples = GetSamples(soundType, customSample);
                }
                isFirstObject = false;
                return(result);
            }
            catch (Exception e)
            {
                Logger.LogError($"HitObjectParser.Parse - Failed to parse line: {text}, Error: {e.Message}");
            }
            return(null);
        }