new file: .editorconfig
new file: .gitattributes new file: Charts/track.json new file: ProjectOnrinto.csproj new file: ProjectOnrinto.sln new file: Scenes/Audio/audio_stream_player.tscn new file: Scenes/Game/level.tscn new file: Scenes/Prefabs/beat.tscn new file: Scripts/Core/GameManager.cs new file: Scripts/Core/GameManager.cs.uid new file: Scripts/Core/MusicClock.cs new file: Scripts/Core/MusicClock.cs.uid new file: Scripts/Core/TrackGenerator.cs new file: Scripts/Core/TrackGenerator.cs.uid new file: Scripts/Data/ChartEvent.cs new file: Scripts/Data/ChartEvent.cs.uid new file: Scripts/Data/JsonConverter.cs new file: Scripts/Data/JsonConverter.cs.uid new file: Scripts/Data/TrackData.cs new file: Scripts/Data/TrackData.cs.uid new file: Scripts/GameObjects/NoteObject.cs new file: Scripts/GameObjects/NoteObject.cs.uid new file: icon.svg new file: icon.svg.import new file: project.godot
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119
Scripts/Data/TrackData.cs
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119
Scripts/Data/TrackData.cs
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using System.Collections.Generic;
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using System.Linq;
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using Godot;
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namespace Onrinto.Chart;
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public class TrackData
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{
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public int BPM { get; set; }
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public double Offset { get; set; }
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public double TicksPerBeat { get; set; }
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public double BeatDuration => 60.0 / BPM;
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public List<ChartEvent> Events { get; set; } = new List<ChartEvent>();
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public List<TempoPoint> TempoPoints { get; set; } = new List<TempoPoint>();
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public List<SpeedPoint> RelativeSpeedPoints { get; set; } = new List<SpeedPoint>();
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public List<SpeedPoint> AbsoluteSpeedPoints { get; set; } = new List<SpeedPoint>();
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public List<double> TempoSecondsTable { get; private set; } = new List<double>();
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public List<float> RelativeZTable { get; private set; } = new List<float>();
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public void Initialize()
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{
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InitializeTempoTable();
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InitializeRelativeZTable(RelativeSpeedPoints);
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foreach(var e in Events)
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{
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e.HitTime = TickToSeconds(e.Tick);
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e.HitAbsZ = GetZ(e.HitTime, RelativeSpeedPoints, RelativeZTable);
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}
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}
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public void InitializeTempoTable()
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{
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TempoSecondsTable.Clear();
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if(TempoPoints == null || TempoPoints.Count == 0) return;
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TempoPoints = TempoPoints.OrderBy(tp => tp.Tick).ToList();
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double cachedSeconds = 0.0;
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TempoSecondsTable.Add(cachedSeconds);
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for(int i = 0; i < TempoPoints.Count - 1; i++)
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{
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double ticksDelta = TempoPoints[i + 1].Tick - TempoPoints[i].Tick;
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double secondsDelta = ticksDelta / TicksPerBeat * 60.0 / TempoPoints[i].BPM;
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cachedSeconds += secondsDelta;
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TempoSecondsTable.Add(cachedSeconds);
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}
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}
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public void InitializeRelativeZTable(List<SpeedPoint> speedPoints)
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{
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RelativeZTable.Clear();
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if(speedPoints == null || speedPoints.Count == 0) return;
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speedPoints = speedPoints.OrderBy(sp => sp.Tick).ToList();
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float cachedZ = 0.0f;
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RelativeZTable.Add(cachedZ);
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for(int i = 0; i < speedPoints.Count - 1; i++)
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{
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double timeDelta = TickToSeconds(speedPoints[i + 1].Tick) - TickToSeconds(speedPoints[i].Tick);
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if(speedPoints[i].IsLinear)
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{
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cachedZ += (float)timeDelta * (speedPoints[i].Speed + speedPoints[i + 1].Speed) * 0.5f;
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}
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else
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{
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cachedZ += (float)timeDelta * speedPoints[i].Speed;
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}
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RelativeZTable.Add(cachedZ);
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}
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}
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public double TickToSeconds(double tick)
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{
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if(TempoPoints == null || TempoPoints.Count == 0)
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return tick / TicksPerBeat * 60.0 / BPM;
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int idx = 0;
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for(int i = 0; i < TempoPoints.Count; i++)
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{
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if(tick >= TempoPoints[i].Tick) idx = i;
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else break;
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}
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return TempoSecondsTable[idx] + (tick - TempoPoints[idx].Tick) / TicksPerBeat * 60.0 / TempoPoints[idx].BPM;
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}
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public float GetZ(double time, List<SpeedPoint> speedPoints, List<float> zTable)
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{
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if(speedPoints == null || speedPoints.Count == 0) return 0.0f;
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int idx = 0;
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for(int i = 0; i < speedPoints.Count; i++)
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{
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if(time >= TickToSeconds(speedPoints[i].Tick)) idx = i;
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else break;
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}
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var point = speedPoints[idx];
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float cachedZ = zTable[idx];
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double pointTime = TickToSeconds(point.Tick);
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double deltaTime = time - pointTime;
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if(point.IsLinear && idx < speedPoints.Count - 1)
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{
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double nextTime = TickToSeconds(speedPoints[idx + 1].Tick);
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float t = (float)((time - pointTime) / (nextTime - pointTime));
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float currentSpeed = Mathf.Lerp(point.Speed, speedPoints[idx + 1].Speed, t);
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return cachedZ + (float)deltaTime * (point.Speed + currentSpeed) * 0.5f;
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}
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else
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{
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return cachedZ + (float)deltaTime * point.Speed;
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}
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}
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}
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