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delegate void | RestartDelegate () |
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delegate void | RewindDelegate () |
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delegate void | FinishDelegate () |
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delegate void | StartDelegate () |
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void | SetupHighContrastTheme () |
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void | InvokeLevelRewindEvent () |
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VGLevel | FetchLevel () |
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| IEnumerator | LoadGame (VGLevel _level) |
| | This coroutine is responsible for loading a game level. It takes a VGLevel object representing the level to be loaded. The function performs several operations such as loading metadata, audio, data, backgrounds, objects, and tweens related to the level. After all the loading operations are done, it starts the game.
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| void | ResetCheckpoints (bool baseOnTime=false) |
| | This function resets the checkpoints for the current level.
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| void | InitCheckpoints (float _songLength) |
| | This function initializes the checkpoints for the current level.
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void | SetUIVolumeWeightMin (float _time=0.25f) |
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void | SetUIVolumeWeight (float _weight, float _time=0.25f) |
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| void | SyncAllObjects () |
| | This function synchronizes all game objects with the current song time.
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| void | SpawnPlayers (Vector3 _pos) |
| | This function is responsible for spawning player objects in the game.
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int | GetPlayerHealthPoints () |
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Action< int, Vector3 > | GetPlayerHitAction () |
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Action< Vector3 > | GetCloseCallAction () |
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Action< Vector3 > | GetPlayerDeathAction () |
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| void | RewindToCheckpoint (int _indexForce=-1, bool _instant=false) |
| | This function is responsible for rewinding the game to a specific checkpoint.
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void | ClearPlayerEvents () |
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void | CallRestartLevel () |
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IEnumerator | ReverseToCheckpointLoop (int _indexForce=-1, bool _instant=false) |
| | Use to reverse the song's time back to last checkpoint.
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void | DoReverse (float _attack, float _hold, float _release) |
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DataManager.GameData.BeatmapData.Checkpoint | GetClosestIndex (List< DataManager.GameData.BeatmapData.Checkpoint > _checkpoints, float _value) |
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| void | SyncSequenceLoop () |
| | This function is responsible for synchronizing a sequence loop with the current song time.
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void | Update () |
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void | LevelCleanUp () |
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void | Pause (bool _showUI=true) |
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void | UnPause () |
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| void | CheckpointCheck () |
| | Checks if a checkpoint has been reached and triggers the checkpoint animation.
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IEnumerator | PlayCheckpointAnimation (int _index=0) |
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void | UpdateTimeline () |
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void | UpdateEvents () |
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void | SetupTheme () |
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void | SetupTimelineImages () |
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void | UpdateTheme () |
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void | ClearEvents () |
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void | ForceUpdateTime (float _time) |
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void | InitTriggerSequence (float _songLength) |
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void | SetupTimeEventTriggers () |
| | Setups the time event triggers.
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void | SetupPlayerEventTriggers () |
| | Setups the event based event triggers.
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void | SetupLevelEventTriggers () |
| | Setups the event based event triggers.
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void | CallEvent (DataManager.GameData.BeatmapData.EventTriggers.Trigger _trigger) |
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void | CallEventRaw (DataManager.GameData.BeatmapData.EventTriggers.Trigger _trigger) |
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void | TestAudioDuck (Vector3 _lowPass, Vector3 _lowPassRes) |
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virtual void | Awake () |
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virtual void | OnAwake () |
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Sequence | GameSequence |
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bool | IsArcade |
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bool | HoldUpdates = false |
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bool | IsFinished = false |
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GameState | CurGameState = GameState.Loading |
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LoadingState | CurLoadingState = new LoadingState() |
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float | CurrentSongTime |
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float | CurrentSongLength |
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float | CurrentSongTimeSmoothed |
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DataManager.BeatmapTheme | LiveTheme |
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Sequence | TriggerSequence |
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bool[] | checkpointsActivated = new bool[0] |
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int | lastCheckpointState = -1 |
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Animator | CheckpointAnimator |
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Transform | CheckpointTimeline |
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GameObject | CheckpointPrefab |
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bool | playingCheckpointAnimation = false |
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AudioClip | LevelAudio |
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DataManager.MetaData.CamJiggle | CameraJiggleLevelOverride = DataManager.MetaData.CamJiggle.PlayerSelected |
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string | TrackName |
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string | ArtistName |
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string | FolderName |
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GameObject | TouchControls |
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int | ColorID |
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int | EndColorID |
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int | AlphaColorID |
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Transform | playerParent |
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RectTransform | songLocationMarker |
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UI_TrackInfoView | IntroView |
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Transform | Timeline |
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Image[] | TimelineImages |
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Image[] | GUIImages |
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Image[] | GUITransImages |
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bool | Paused |
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UI_Window | PauseMenu |
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PauseMenu | PauseMenuScript |
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VGLevel | DEFAULT_LEVEL |
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Dictionary< string, int > | hasTriggered = new Dictionary<string, int>() |
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bool | DestroySingleton |
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void | Start () |
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async System.Threading.Tasks.Task | IsDoneLoading_Audio () |
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async System.Threading.Tasks.Task | IsDoneLoading_Data () |
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async System.Threading.Tasks.Task | IsDoneLoading_Metadata () |
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async System.Threading.Tasks.Task | IsDoneLoading_Objects () |
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async System.Threading.Tasks.Task | IsDoneLoading_Backgrounds () |
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async System.Threading.Tasks.Task | IsDoneLoading_Tweens () |
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async System.Threading.Tasks.Task | IsDoneLoading () |
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| void | SetupCheckpoints () |
| | This function sets up the checkpoints for the current level.
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IEnumerator | LoadAudio (VGLevel _level) |
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void | LoadMetadata (VGLevel _level) |
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void | LoadData (VGLevel _level) |
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| IEnumerator | LoadObjects (VGLevel _level) |
| | This coroutine is responsible for loading the objects for a game level.
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IEnumerator | LoadBackgrounds (VGLevel _level) |
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| IEnumerator | LoadTweens () |
| | This coroutine is responsible for loading the tweens for a game level.
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| void | PlayGame () |
| | This function is responsible for starting the gameplay.
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void | GameLoop () |
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void | OnDestroy () |
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This class manages the main gameplay loop.
It is responsible for loading levels, spawning players, synchronizing game objects with the song time, and handling game state changes. It also provides functions for rewinding to checkpoints, reversing the song, and getting the closest checkpoint to a given time.
| IEnumerator GameManager.LoadGame |
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VGLevel | _level | ) |
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This coroutine is responsible for loading a game level. It takes a VGLevel object representing the level to be loaded. The function performs several operations such as loading metadata, audio, data, backgrounds, objects, and tweens related to the level. After all the loading operations are done, it starts the game.
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| _level | The level to be loaded. |
| IEnumerator GameManager.LoadObjects |
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VGLevel | _level | ) |
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private |
This coroutine is responsible for loading the objects for a game level.
It takes a VGLevel object representing the level to be loaded. The function initializes the trigger sequence and spawn and kill sequence for the level's objects. It then iterates over each beatmap object in the game data, initializing its data, parent chain, and visual. If an error occurs during this process, it is logged and the function continues to the next object.
- Parameters
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| _level | The level whose objects are to be loaded. |
| void GameManager.PlayGame |
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private |
This function is responsible for starting the gameplay.
It sets the UI volume weight to 0, logs the start of the game, and checks if the game is in high contrast mode. It then calls several setup functions to prepare the game level. It also sets up the intro view with the track name, artist name, practice mode status, and main color. Finally, it inserts callbacks into the kill sequence to show and hide the intro background at specific times.
| void GameManager.SyncAllObjects |
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This function synchronizes all game objects with the current song time.
It iterates over each game object in the beatmap and checks if it should be active based on the current song time. If the song time is outside the object's start time and length, and the object is currently active, it deactivates the object. If the song time is within the object's start time and length, and the object is currently inactive, it activates the object.
| void GameManager.SyncSequenceLoop |
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This function is responsible for synchronizing a sequence loop with the current song time.
It takes a SequenceLoop object and checks if it should be active based on the current song time. If the song time is outside the loop's start time and length, and the loop is currently active, it deactivates the loop. If the song time is within the loop's start time and length, and the loop is currently inactive, it activates the loop.
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| sequenceLoop | The sequence loop to be synchronized. |