soundvision/UnityProject/Assets/Scripts/StateManagement/StateManager.cs

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using System;
using UnityEngine;
using UnityEngine.Events;
namespace cylvester
{
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public interface IStateReader
{
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State? PreviousState { get; }
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State CurrentState { get; }
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State? NextState { get; }
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}
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public interface IStateManager : IStateReader
{
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int SelectedState { set; }
State[] States { get; }
}
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public struct State
{
public string Title;
public string Note;
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public int Bpm;
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public float Speed => Bpm / 60f; // 60 BPM as speed 1f
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}
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[Serializable]
public class UnityStateEvent : UnityEvent<IStateReader>
{}
public class StateManager : MonoBehaviour, IStateManager
{
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private enum Operation
{
Rewind = 0,
Previous = 1,
Next = 2
}
[SerializeField] private string csvFileName = "qlist";
[SerializeField] private UnityStateEvent onStateChanged;
[SerializeField] private int sceneSelection;
void Start()
{
var content = System.IO.File.ReadAllText(Application.streamingAssetsPath + "/" + csvFileName + ".csv");
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var lines = content.Split('\n');
var numberOfEntries = lines.Length - 1;
States = new State[numberOfEntries];
for (var i = 0; i < numberOfEntries; ++i)
{
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var columns = (lines[i+1].Trim()).Split(',');
States[i].Title = columns[0];
try
{
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States[i].Bpm = int.Parse(columns[1]);
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}
catch (FormatException)
{
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States[i].Bpm = 60; // gracefully fail
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}
States[i].Note = columns[2];
}
}
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public State[] States { get; private set; }
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public State CurrentState => States[sceneSelection];
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public State? PreviousState => sceneSelection == 0 ? (State?) null : States[sceneSelection-1];
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public State? NextState => sceneSelection == States.Length - 1 ? (State?) null : States[sceneSelection + 1];
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public int SelectedState
{
set
{
sceneSelection = value;
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onStateChanged.Invoke(this);
}
}
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public void OnMidiReceived(MidiMessage message)
{
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if (message.Status != 176 || message.Data1 != 127) return;
switch ((Operation)message.Data2)
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{
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case Operation.Rewind:
if (sceneSelection == 0) return;
sceneSelection = 0;
break;
case Operation.Previous:
if (sceneSelection == 0) return;
sceneSelection--;
break;
case Operation.Next:
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if (sceneSelection >= States.Length - 1) return;
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sceneSelection++;
break;
default:
return;
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}
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onStateChanged.Invoke(this);
}
}
}