151 lines
4.3 KiB
C#
151 lines
4.3 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.IO;
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using UnityEngine;
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using UnityEditor;
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using UnityEngine.SceneManagement;
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public class Timing: MonoBehaviour {
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TimingUI ui;
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LapService lapService;
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public List<SectorTime> sectorTimes;
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public bool timerEnabled;
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public string mapName;
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public double sectorTime;
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public double lapTime;
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public Sector[] sectors;
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double sectorStart;
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double lapStart;
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IEnumerator noticeLifecycle;
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void Awake() {
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ui = GetComponent<TimingUI>();
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sectorTimes = new List<SectorTime>();
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sectorStart = 0.0;
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sectorTime = 0.0;
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sectors = GetComponentsInChildren<Sector>().OrderBy(s => s.sector).ToArray();
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// set map name
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Scene scene = SceneManager.GetActiveScene();
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mapName = scene.name;
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Debug.Log("Track Sector Count - " + sectors.Length);
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lapService = new LapService(mapName);
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StartCoroutine(lapService.GetPb());
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}
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void Update() {
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if (timerEnabled) {
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sectorTime = Time.timeAsDouble - sectorStart;
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lapTime = Time.timeAsDouble - lapStart;
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}
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}
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public void StartTimer() {
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if (sectors.Length == 0) {
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Debug.LogWarning("No Sectors found in timing");
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return;
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}
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Debug.Log("Started Timer");
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timerEnabled = true;
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lapStart = Time.timeAsDouble;
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sectorStart = Time.timeAsDouble;
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}
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public void StopTimer() {
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sectorTimes = new List<SectorTime>();
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timerEnabled = false;
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sectorTime = 0;
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lapTime = 0;
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Debug.Log("Timer Stopped");
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}
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public void NextSector(int sector) {
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if (!timerEnabled)
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return;
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// they turned around or somethin?
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if (sectorTimes.Any(s => s.Sector == sector))
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return;
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// this basically makes sure the timer doesn't do anything weird
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// due to respawns, driving in the wrong direction etc
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// you have to hit the sectors in numbered order
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// ---------------
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// make sure sectors are only accessible by being hit by following
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// the track correctly!
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if (sector != sectorTimes.Count + 1)
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return;
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// alright they legitimately finished a sector...
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double sTime = Time.timeAsDouble - sectorStart;
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SectorTime s = new SectorTime { Sector = sector, Seconds = sTime };
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sectorTimes.Add(s);
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Debug.Log($"{sectorTimes.Count} / {sectors.Length}");
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// restart the timer for the next sector
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sectorStart = Time.timeAsDouble;
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// they finished a lap!
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if (sectorTimes.Count == sectors.Length) {
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EndLap();
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NextLap();
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}
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}
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void NextLap() {
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sectorTimes = new List<SectorTime>();
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StartTimer();
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}
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public void EndLap() {
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// when live reloading this happens
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if (sectorTimes == null)
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Awake();
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Debug.Log($"Ending lap Sectors={sectorTimes.Count} Name={mapName}");
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Lap l = new Lap { Map = mapName, Sectors = sectorTimes };
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Debug.Log($"EndLap {l}");
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// have to show this before we persist the lap in case it is the pb
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if (noticeLifecycle != null) StopCoroutine(noticeLifecycle);
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noticeLifecycle = RecentLapLifecycle(l);
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StartCoroutine(noticeLifecycle);
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StartCoroutine(lapService.PostLap(l));
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}
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IEnumerator RecentLapLifecycle(Lap l) {
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ui.ShowRecentLap(l);
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yield return new WaitForSeconds(5);
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ui.HideRecentLap();
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}
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public Lap PB => lapService.PB;
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public TimingNotice PBSectorDiff(SectorTime s) => PB switch {
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Lap pb => pb.Sectors.SingleOrDefault(fls => fls.Sector == s.Sector) switch {
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SectorTime fastestSector => (new TimingNotice { Seconds = s.Seconds }).Compare(fastestSector.Seconds),
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null => new TimingNotice { Seconds = s.Seconds }, // this one should never happen
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},
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null => new TimingNotice { Seconds = s.Seconds }, // there is no pb
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};
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public TimingNotice PBLapDiff(Lap lap) => PB switch {
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Lap pb => (new TimingNotice { Seconds = lap.TotalTime }).Compare(pb.TotalTime),
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null => new TimingNotice { Seconds = lap.TotalTime },
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};
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}
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