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