SongBrowserApplication.cs 6.6 KB

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  1. using SongBrowserPlugin.UI;
  2. using SongLoaderPlugin;
  3. using SongLoaderPlugin.OverrideClasses;
  4. using System;
  5. using System.Collections;
  6. using System.Collections.Generic;
  7. using System.Linq;
  8. using UnityEngine;
  9. using UnityEngine.UI;
  10. namespace SongBrowserPlugin
  11. {
  12. public class SongBrowserApplication : MonoBehaviour
  13. {
  14. public static SongBrowserApplication Instance;
  15. private Logger _log = new Logger("SongBrowserApplication");
  16. // Song Browser UI Elements
  17. private SongBrowserUI _songBrowserUI;
  18. private ScoreSaberDatabaseDownloader _ppDownloader;
  19. public Dictionary<String, Sprite> CachedIcons;
  20. /// <summary>
  21. ///
  22. /// </summary>
  23. internal static void OnLoad()
  24. {
  25. if (Instance != null)
  26. {
  27. return;
  28. }
  29. new GameObject("BeatSaber SongBrowser Mod").AddComponent<SongBrowserApplication>();
  30. }
  31. /// <summary>
  32. ///
  33. /// </summary>
  34. private void Awake()
  35. {
  36. _log.Trace("Awake()");
  37. Instance = this;
  38. _songBrowserUI = gameObject.AddComponent<SongBrowserUI>();
  39. _ppDownloader = gameObject.AddComponent<ScoreSaberDatabaseDownloader>();
  40. _ppDownloader.onScoreSaberDataDownloaded += OnScoreSaberDataDownloaded;
  41. }
  42. /// <summary>
  43. /// Acquire any UI elements from Beat saber that we need. Wait for the song list to be loaded.
  44. /// </summary>
  45. public void Start()
  46. {
  47. _log.Trace("Start()");
  48. AcquireUIElements();
  49. StartCoroutine(WaitForSongListUI());
  50. }
  51. /// <summary>
  52. /// Wait for the song list to be visible to draw it.
  53. /// </summary>
  54. /// <returns></returns>
  55. private IEnumerator WaitForSongListUI()
  56. {
  57. _log.Trace("WaitForSongListUI()");
  58. yield return new WaitUntil(delegate () { return Resources.FindObjectsOfTypeAll<StandardLevelSelectionFlowCoordinator>().Any(); });
  59. _log.Debug("Found StandardLevelSelectionFlowCoordinator...");
  60. _songBrowserUI.CreateUI();
  61. if (SongLoaderPlugin.SongLoader.AreSongsLoaded)
  62. {
  63. OnSongLoaderLoadedSongs(null, SongLoader.CustomLevels);
  64. }
  65. else
  66. {
  67. SongLoader.SongsLoadedEvent += OnSongLoaderLoadedSongs;
  68. }
  69. _songBrowserUI.RefreshSongList();
  70. }
  71. /// <summary>
  72. /// Only gets called once during boot of BeatSaber.
  73. /// </summary>
  74. /// <param name="loader"></param>
  75. /// <param name="levels"></param>
  76. private void OnSongLoaderLoadedSongs(SongLoader loader, List<CustomLevel> levels)
  77. {
  78. _log.Trace("OnSongLoaderLoadedSongs");
  79. try
  80. {
  81. _songBrowserUI.UpdateSongList();
  82. }
  83. catch (Exception e)
  84. {
  85. _log.Exception("Exception during OnSongLoaderLoadedSongs: ", e);
  86. }
  87. }
  88. /// <summary>
  89. /// Inform browser score saber data is available.
  90. /// </summary>
  91. /// <param name="loader"></param>
  92. /// <param name="levels"></param>
  93. private void OnScoreSaberDataDownloaded()
  94. {
  95. _log.Trace("OnScoreSaberDataDownloaded");
  96. try
  97. {
  98. _songBrowserUI.UpdateSongList();
  99. }
  100. catch (Exception e)
  101. {
  102. _log.Exception("Exception during OnSongLoaderLoadedSongs: ", e);
  103. }
  104. }
  105. /// <summary>
  106. /// Get a handle to the view controllers we are going to add elements to.
  107. /// </summary>
  108. public void AcquireUIElements()
  109. {
  110. _log.Trace("AcquireUIElements()");
  111. try
  112. {
  113. CachedIcons = new Dictionary<String, Sprite>();
  114. foreach (Sprite sprite in Resources.FindObjectsOfTypeAll<Sprite>())
  115. {
  116. if (CachedIcons.ContainsKey(sprite.name))
  117. {
  118. continue;
  119. }
  120. CachedIcons.Add(sprite.name, sprite);
  121. }
  122. // Append our own event to appropriate events so we can refresh the song list before the user sees it.
  123. MainFlowCoordinator mainFlow = Resources.FindObjectsOfTypeAll<MainFlowCoordinator>().First();
  124. SoloModeSelectionViewController view = Resources.FindObjectsOfTypeAll<SoloModeSelectionViewController>().First();
  125. view.didFinishEvent += HandleSoloModeSelectionViewControllerDidSelectMode;
  126. }
  127. catch (Exception e)
  128. {
  129. _log.Exception("Exception AcquireUIElements(): ", e);
  130. }
  131. }
  132. /// <summary>
  133. /// Perfect time to refresh the level list on first entry.
  134. /// </summary>
  135. /// <param name="arg1"></param>
  136. /// <param name="arg2"></param>
  137. private void HandleSoloModeSelectionViewControllerDidSelectMode(SoloModeSelectionViewController arg1, SoloModeSelectionViewController.MenuType arg2)
  138. {
  139. _log.Trace("HandleSoloModeSelectionViewControllerDidSelectMode() - GameplayMode={0}", arg2);
  140. this._songBrowserUI.UpdateSongList();
  141. this._songBrowserUI.RefreshSongList();
  142. }
  143. /// <summary>
  144. /// Helper for invoking buttons.
  145. /// </summary>
  146. /// <param name="buttonName"></param>
  147. public static void InvokeBeatSaberButton(String buttonName)
  148. {
  149. Button buttonInstance = Resources.FindObjectsOfTypeAll<Button>().First(x => (x.name == buttonName));
  150. buttonInstance.onClick.Invoke();
  151. }
  152. /// <summary>
  153. /// Map some key presses directly to UI interactions to make testing easier.
  154. /// </summary>
  155. private void LateUpdate()
  156. {
  157. // z,x,c,v can be used to get into a song, b will hit continue button after song ends
  158. if (Input.GetKeyDown(KeyCode.Z))
  159. {
  160. InvokeBeatSaberButton("SoloButton");
  161. }
  162. if (Input.GetKey(KeyCode.LeftShift) && Input.GetKeyDown(KeyCode.X))
  163. {
  164. InvokeBeatSaberButton("OneSaberButton");
  165. }
  166. else if (Input.GetKeyDown(KeyCode.X))
  167. {
  168. InvokeBeatSaberButton("StandardButton");
  169. }
  170. if (Input.GetKeyDown(KeyCode.B))
  171. {
  172. InvokeBeatSaberButton("ContinueButton");
  173. }
  174. }
  175. }
  176. }