new file: .DS_Store
new file: Audio/track.mp3 new file: Audio/track.mp3.import modified: Charts/track.json modified: Scenes/Game/level.tscn new file: Scripts/.DS_Store modified: Scripts/Core/GameManager.cs modified: Scripts/Core/MusicClock.cs modified: Scripts/Core/TrackGenerator.cs modified: Scripts/Data/ChartEvent.cs modified: Scripts/Data/TrackData.cs modified: Scripts/GameObjects/NoteObject.cs
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@@ -4,7 +4,6 @@ using Onrinto.Chart;
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using System.Text.Json.Serialization;
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using System.Linq;
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using System.Collections.Generic;
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using System.Security.Cryptography.X509Certificates;
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public partial class TrackGenerator : Node3D
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{
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@@ -12,6 +11,8 @@ public partial class TrackGenerator : Node3D
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List<ChartEvent> _notes = new List<ChartEvent>();
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[Export] public PackedScene NotePrefab;
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private int _spawnIndex = 0;
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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@@ -44,21 +45,46 @@ public partial class TrackGenerator : Node3D
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}
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_notes = track.Events.OrderBy(e => e.Tick).ToList(); // Ensure events are sorted by time.
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track.Initialize(); // Pre-calculate hit times and positions.
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GameManager.Instance.CurrentTrack = track; // Set the current track in the game manager.
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// Load and play music
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if (!string.IsNullOrEmpty(track.MusicPath))
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{
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MusicClock.Instance.LoadMusic(track.MusicPath);
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MusicClock.Instance.Play();
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}
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}
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private void spawnNote(ChartEvent e) {
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var noteInstance = NotePrefab.Instantiate<NoteObject>();
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float speed = 20.0f;
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double hitTime = (double)(e.Tick / track.TicksPerBeat * 60.0 / track.BPM);
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float initialZ = (float)(hitTime * speed);
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noteInstance.Initialize(e, hitTime, initialZ); // Initial Z position
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noteInstance.Initialize(e);
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AddChild(noteInstance);
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}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(double delta)
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{
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if (track == null) return;
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float currentZ = GameManager.Instance.CurrentAbsZ;
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float spawnThreshold = GameManager.Instance.VisibleDistance;
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while (_spawnIndex < _notes.Count)
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{
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var e = _notes[_spawnIndex];
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float visualDist = (e.HitAbsZ - currentZ) * GameManager.Instance.FinalSpeed;
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if (visualDist <= spawnThreshold)
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{
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// Only spawn if it hasn't been missed for too long
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if (e.HitTime - MusicClock.Instance.CurrentTime >= -0.5)
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{
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spawnNote(e);
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}
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_spawnIndex++;
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}
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else break;
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}
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}
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}
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