Revert "Merge branch 'master' into Test-for-windowdance"
This reverts commitb16e95509b, reversing changes made toaf0dc0d768.
This commit is contained in:
parent
b16e95509b
commit
4f154fff0d
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@ -706,6 +706,7 @@ namespace HeavenStudio
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|||
new Param("axis", StaticCamera.ViewAxis.All, "Axis", "The axis to scale the viewport in" )
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}
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),
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new GameAction("screen shake", "Screen Shake", 1f, true,
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new List<Param>()
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{
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@ -713,40 +714,7 @@ namespace HeavenStudio
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new Param("valB", new EntityTypes.Float(0, 10, 1), "Vertical Intensity")
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}
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),
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/* kinda broken idk if its useful but its here
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new GameAction("scale letterbox", "Scale Letterbox", 1f, true, new List<Param>()
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{
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new Param("valA", new EntityTypes.Integer(0, 200, 100), "Scale Letterbox X"),
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new Param("valB", new EntityTypes.Integer(0, 200, 100), "Scale Letterbox Y"),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type"),
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new Param("axis", StaticCamera.ViewAxis.All, "Axis", "The axis to scale the letterbox in")
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}
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),*/
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new GameAction("fit to screen", "Fit Game To Screen", 0.5f, false, new List<Param>()
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{
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new Param("toggle", false, "Toggle", "Toggle the game fitting to the screen.")
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},
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delegate
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{
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StaticCamera.instance.UpdateFitToScreen(eventCaller.currentEntity["toggle"]);
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}
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),
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new GameAction("tile screen", "Tile Screen", 1f, true, new List<Param>()
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{
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new Param("valA", new EntityTypes.Float(1, 50, 1), "Tile Screen X"),
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new Param("valB", new EntityTypes.Float(1, 50, 1), "Tile Screen Y"),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type"),
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new Param("axis", StaticCamera.ViewAxis.All, "Axis", "The axis to tile the screen in")
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}
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),
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new GameAction("pan tiles", "Pan Tiles", 1f, true, new List<Param>()
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{
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new Param("valA", new EntityTypes.Float(-50, 50, 0), "Pan Tiles X"),
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new Param("valB", new EntityTypes.Float(-50, 50, 0), "Pan Tiles Y"),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type"),
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new Param("axis", StaticCamera.ViewAxis.All, "Axis", "The axis to pan the tiles in")
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}
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),
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new GameAction("pan window", "Move Window", 1f, true, new List<Param>()
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{
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new Param("valA", new EntityTypes.Float(-100, 200, 0), "Window X", "The Window's destination X coordinate. Can go off screen. Measured in percent from bottom left of screen."),
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@ -16,14 +16,10 @@ namespace HeavenStudio
|
|||
{
|
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[SerializeField] RectTransform canvas;
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[SerializeField] GameObject overlayView;
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[SerializeField] RectTransform overlayCanvas;
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[SerializeField] RectTransform parentView;
|
||||
|
||||
[SerializeField] Image ambientBg;
|
||||
[SerializeField] GameObject ambientBgGO;
|
||||
[SerializeField] GameObject letterboxBgGO;
|
||||
[SerializeField] RectTransform letterboxMask;
|
||||
[SerializeField] RawImage viewportTexture;
|
||||
|
||||
public static StaticCamera instance { get; private set; }
|
||||
public new Camera camera;
|
||||
|
|
@ -41,35 +37,18 @@ namespace HeavenStudio
|
|||
private List<RiqEntity> panEvents = new();
|
||||
private List<RiqEntity> scaleEvents = new();
|
||||
private List<RiqEntity> rotationEvents = new();
|
||||
private List<RiqEntity> letterboxEvents = new();
|
||||
private List<RiqEntity> panTileEvents = new();
|
||||
private List<RiqEntity> tileScreenEvents = new();
|
||||
private List<RiqEntity> fitToScreenEvents = new();
|
||||
|
||||
static Vector3 defaultPan = new Vector3(0, 0, 0);
|
||||
static Vector3 defaultScale = new Vector3(1, 1, 1);
|
||||
static float defaultRotation = 0;
|
||||
static Vector3 defaultLetterbox = new Vector3(1, 1, 1);
|
||||
static Vector3 defaultTilePan = new Vector3(0, 0, 0);
|
||||
static Vector3 defaultScreenTile = new Vector3(1, 1, 1);
|
||||
static bool defaultFitToScreen = false;
|
||||
|
||||
private static Vector3 pan;
|
||||
private static Vector3 scale;
|
||||
private static float rotation;
|
||||
private static Vector3 letterbox;
|
||||
private static Vector3 panInv;
|
||||
private static Vector3 scaleInv;
|
||||
private static Vector3 tilePan;
|
||||
private static Vector3 screenTile;
|
||||
private static bool fitToScreen;
|
||||
|
||||
private static Vector3 panLast;
|
||||
private static Vector3 scaleLast;
|
||||
private static float rotationLast;
|
||||
private static Vector3 letterboxLast;
|
||||
private static Vector3 tilePanLast;
|
||||
private static Vector3 screenTileLast;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
|
|
@ -85,12 +64,8 @@ namespace HeavenStudio
|
|||
Reset();
|
||||
|
||||
panLast = defaultPan;
|
||||
letterboxLast = defaultLetterbox;
|
||||
scaleLast = defaultScale;
|
||||
rotationLast = defaultRotation;
|
||||
tilePanLast = defaultTilePan;
|
||||
screenTileLast = defaultScreenTile;
|
||||
fitToScreen = defaultFitToScreen;
|
||||
|
||||
ToggleLetterboxBg(PersistentDataManager.gameSettings.letterboxBgEnable);
|
||||
ToggleLetterboxGlow(PersistentDataManager.gameSettings.letterboxFxEnable);
|
||||
|
|
@ -103,51 +78,26 @@ namespace HeavenStudio
|
|||
panEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "pan view" });
|
||||
scaleEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "scale view" });
|
||||
rotationEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "rotate view" });
|
||||
letterboxEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "scale letterbox" });
|
||||
fitToScreenEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "fit to screen" });
|
||||
panTileEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "pan tiles"});
|
||||
tileScreenEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "tile screen" });
|
||||
|
||||
panLast = defaultPan;
|
||||
letterboxLast = defaultLetterbox;
|
||||
scaleLast = defaultScale;
|
||||
rotationLast = defaultRotation;
|
||||
tilePanLast = defaultTilePan;
|
||||
screenTileLast = defaultScreenTile;
|
||||
fitToScreen = defaultFitToScreen;
|
||||
|
||||
|
||||
UpdatePan();
|
||||
UpdateRotation();
|
||||
UpdateScale();
|
||||
UpdateLetterbox();
|
||||
UpdateTilePan();
|
||||
UpdateScreenTile();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
UpdateLetterbox();
|
||||
UpdatePan();
|
||||
UpdateRotation();
|
||||
UpdateScale();
|
||||
UpdateTilePan();
|
||||
UpdateScreenTile();
|
||||
|
||||
|
||||
canvas.localPosition = pan;
|
||||
canvas.eulerAngles = new Vector3(0, 0, rotation);
|
||||
if(fitToScreen)
|
||||
{
|
||||
letterboxMask.localScale = new Vector3(parentView.sizeDelta.x/16, parentView.sizeDelta.y/9, 1);
|
||||
overlayCanvas.localScale = new Vector3(parentView.sizeDelta.x/16, parentView.sizeDelta.y/9, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
letterboxMask.localScale = new Vector3(1, 1, 1);
|
||||
overlayCanvas.localScale = new Vector3(1, 1, 1);
|
||||
}
|
||||
canvas.localScale = scale;
|
||||
viewportTexture.uvRect = new Rect(tilePan.x, tilePan.y, screenTile.x, screenTile.y);
|
||||
}
|
||||
|
||||
private void UpdatePan()
|
||||
|
|
@ -249,143 +199,11 @@ namespace HeavenStudio
|
|||
}
|
||||
}
|
||||
|
||||
private void UpdateLetterbox()
|
||||
{
|
||||
foreach (var e in letterboxEvents)
|
||||
{
|
||||
float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
|
||||
if (prog >= 0f)
|
||||
{
|
||||
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease) e["ease"]);
|
||||
switch (e["axis"])
|
||||
{
|
||||
case (int) ViewAxis.X:
|
||||
letterbox.x = func(letterboxLast.x, e["valA"] * .01f * parentView.localScale.x, Mathf.Min(prog, 1f)) * AspectRatioWidth;
|
||||
break;
|
||||
case (int) ViewAxis.Y:
|
||||
letterbox.y = func(letterboxLast.y, e["valB"] * .01f * parentView.localScale.y, Mathf.Min(prog, 1f)) * AspectRatioHeight;
|
||||
break;
|
||||
default:
|
||||
float dx = func(letterboxLast.x, e["valA"] * .01f * parentView.localScale.x, Mathf.Min(prog, 1f)) * AspectRatioWidth;
|
||||
float dy = func(letterboxLast.y, e["valB"] * .01f * parentView.localScale.y, Mathf.Min(prog, 1f)) * AspectRatioHeight;
|
||||
letterbox = new Vector3(dx, dy, 1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (prog > 1f)
|
||||
{
|
||||
switch (e["axis"])
|
||||
{
|
||||
case (int) ViewAxis.X:
|
||||
letterboxLast.x = e["valA"] * .01f * parentView.localScale.x * AspectRatioWidth;
|
||||
break;
|
||||
case (int) ViewAxis.Y:
|
||||
letterboxLast.y = e["valB"] * .01f * parentView.localScale.y * AspectRatioHeight;
|
||||
break;
|
||||
default:
|
||||
letterboxLast = new Vector3(e["valA"] * .01f * parentView.localScale.x * AspectRatioWidth, e["valB"] * .01f * canvas.localScale.y * AspectRatioHeight, 1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateTilePan()
|
||||
{
|
||||
foreach (var e in panTileEvents)
|
||||
{
|
||||
float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
|
||||
if (prog >= 0f)
|
||||
{
|
||||
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease) e["ease"]);
|
||||
switch (e["axis"])
|
||||
{
|
||||
case (int) ViewAxis.X:
|
||||
tilePan.x = func(tilePanLast.x, e["valA"], Mathf.Min(prog, 1f));
|
||||
break;
|
||||
case (int) ViewAxis.Y:
|
||||
tilePan.y = func(tilePan.y, e["valB"], Mathf.Min(prog, 1f));
|
||||
break;
|
||||
default:
|
||||
float dx = func(tilePanLast.x, e["valA"], Mathf.Min(prog, 1f));
|
||||
float dy = func(tilePanLast.y, e["valB"], Mathf.Min(prog, 1f));
|
||||
tilePan = new Vector3(dx, dy, 0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (prog > 1f)
|
||||
{
|
||||
switch (e["axis"])
|
||||
{
|
||||
case (int) ViewAxis.X:
|
||||
tilePanLast.x = e["valA"];
|
||||
break;
|
||||
case (int) ViewAxis.Y:
|
||||
tilePanLast.y = e["valB"];
|
||||
break;
|
||||
default:
|
||||
tilePanLast = new Vector3(e["valA"], e["valB"], 0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateScreenTile()
|
||||
{
|
||||
foreach (var e in tileScreenEvents)
|
||||
{
|
||||
float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
|
||||
if (prog >= 0f)
|
||||
{
|
||||
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease) e["ease"]);
|
||||
switch (e["axis"])
|
||||
{
|
||||
case (int) ViewAxis.X:
|
||||
screenTile.x = func(screenTileLast.x, e["valA"] * canvas.localScale.x, Mathf.Min(prog, 1f)) * AspectRatioWidth;
|
||||
break;
|
||||
case (int) ViewAxis.Y:
|
||||
screenTile.y = func(screenTileLast.y, e["valB"] * canvas.localScale.y, Mathf.Min(prog, 1f)) * AspectRatioHeight;
|
||||
break;
|
||||
default:
|
||||
float dx = func(screenTileLast.x, e["valA"] * canvas.localScale.x, Mathf.Min(prog, 1f)) * AspectRatioWidth;
|
||||
float dy = func(screenTileLast.y, e["valB"] * canvas.localScale.y, Mathf.Min(prog, 1f)) * AspectRatioHeight;
|
||||
screenTile = new Vector3(dx, dy, 1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (prog > 1f)
|
||||
{
|
||||
switch (e["axis"])
|
||||
{
|
||||
case (int) ViewAxis.X:
|
||||
screenTileLast.x = e["valA"] * canvas.localScale.x * AspectRatioWidth;
|
||||
break;
|
||||
case (int) ViewAxis.Y:
|
||||
screenTileLast.y = e["valB"] * canvas.localScale.y * AspectRatioHeight;
|
||||
break;
|
||||
default:
|
||||
screenTileLast = new Vector3(e["valA"] * canvas.localScale.x * AspectRatioWidth, e["valB"] * canvas.localScale.y * AspectRatioHeight, 1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateFitToScreen(bool toggle)
|
||||
{
|
||||
fitToScreen = toggle;
|
||||
}
|
||||
|
||||
public static void Reset()
|
||||
{
|
||||
pan = defaultPan;
|
||||
scale = defaultScale;
|
||||
rotation = defaultRotation;
|
||||
letterbox = defaultLetterbox;
|
||||
tilePan = defaultTilePan;
|
||||
screenTile = defaultScreenTile;
|
||||
fitToScreen = defaultFitToScreen;
|
||||
}
|
||||
|
||||
public void ToggleOverlayView(bool toggle)
|
||||
|
|
|
|||
Loading…
Reference in a new issue