tunnel shader
fix the left sound
This commit is contained in:
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commit
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@ -61,21 +61,20 @@ namespace HeavenStudio.Games
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[SerializeField] Transform bg;
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[SerializeField] float bgScrollTime;
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[SerializeField] Material tunnelLightMaterial;
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[SerializeField] Color tunnelTint;
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[SerializeField] Color tunnelScreen;
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[SerializeField] GameObject tunnelWall;
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[SerializeField] SpriteRenderer tunnelWallRenderer;
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[SerializeField] float tunnelChunksPerSec;
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[SerializeField] float tunnelWallChunkSize;
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Tween bgColorTween;
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Tween fgColorTween;
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Vector3 tunnelStartPos;
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Sound tunnelSoundRight, tunnelSoundMiddle, tunnelSoundLeft;
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[Header("References")]
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[SerializeField] GameObject frontHand;
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[Header("Animators")]
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[SerializeField] Animator cowbellAnimator;
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[SerializeField] Animator driverAnimator;
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@ -83,12 +82,8 @@ namespace HeavenStudio.Games
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[Header("Curves")]
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[SerializeField] BezierCurve3D handCurve;
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GameEvent cowbell = new GameEvent();
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int driverState;
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float bgStartX;
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float fadeDuration = 2f;
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double tunnelStartTime = double.MinValue;
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@ -97,7 +92,7 @@ namespace HeavenStudio.Games
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float handStart;
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float handProgress;
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bool started;
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bool inTunnel;
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public struct QueuedCowbell
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{
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@ -119,9 +114,12 @@ namespace HeavenStudio.Games
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{
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evt.Disable();
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}
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if (Conductor.instance != null && Conductor.instance.NotStopped())
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if (Conductor.instance != null && !(Conductor.instance.isPlaying || Conductor.instance.isPaused))
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{
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Conductor.instance.FadeMinigameVolume(Conductor.instance.songPositionInBeatsAsDouble, 0, 1);
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tunnelLightMaterial.SetColor("_Color", Color.white);
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tunnelLightMaterial.SetColor("_AddColor", Color.black);
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tunnelSoundRight?.Stop();
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tunnelSoundMiddle?.Stop();
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tunnelSoundLeft?.Stop();
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@ -130,7 +128,6 @@ namespace HeavenStudio.Games
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private void Start()
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{
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driverState = 0;
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handStart = -1f;
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tunnelWall.SetActive(false);
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}
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@ -172,13 +169,15 @@ namespace HeavenStudio.Games
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{
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tunnelWall.transform.localPosition = tunnelStartPos - new Vector3(tunnelChunksPerSec * tunnelWallChunkSize * (float)(cond.songPositionAsDouble - tunnelStartTime), 0, 0);
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}
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if (cond.songPositionAsDouble >= tunnelEndTime + PostTunnelScrnTime)
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if (inTunnel && cond.songPositionAsDouble >= tunnelEndTime + PostTunnelScrnTime)
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{
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cond.FadeMinigameVolume(cond.GetBeatFromSongPos(tunnelEndTime + PostTunnelScrnTime), fadeDuration, 1);
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tunnelLightMaterial.SetColor("_Color", Color.white);
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tunnelLightMaterial.SetColor("_AddColor", Color.black);
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inTunnel = false;
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}
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}
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public void HitCowbell()
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{
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SoundByte.PlayOneShot("count-ins/cowbell");
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@ -202,7 +201,6 @@ namespace HeavenStudio.Games
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public void StartCowbell(double beat, float length)
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{
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started = true;
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lastCowbell = beat - 1;
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ScheduleInput(lastCowbell, 1, InputAction_BasicPress, CowbellSuccess, CowbellMiss, CowbellEmpty);
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}
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@ -210,7 +208,6 @@ namespace HeavenStudio.Games
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public void CowbellSuccess(PlayerActionEvent caller, float state)
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{
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HitCowbell();
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//print(state);
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if (Math.Abs(state) >= 1f)
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{
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driverAnimator.Play("Disturbed", -1, 0);
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@ -220,30 +217,19 @@ namespace HeavenStudio.Games
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{
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driverAnimator.Play("Idle", -1, 0);
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}
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}
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public void CowbellMiss(PlayerActionEvent caller)
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{
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//HitCowbell();
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driverAnimator.Play("Angry1", -1, 0);
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}
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public void CowbellEmpty(PlayerActionEvent caller)
|
||||
{
|
||||
//HitCowbell();
|
||||
}
|
||||
|
||||
|
||||
public void CowbellEmpty(PlayerActionEvent caller) { }
|
||||
|
||||
public static void CountIn(double beat, float length)
|
||||
{
|
||||
|
||||
List<MultiSound.Sound> cuelist = new List<MultiSound.Sound>();
|
||||
|
||||
|
||||
for (int i = 0; i < length; i++)
|
||||
{
|
||||
if (i % 2 == 0)
|
||||
|
|
@ -264,7 +250,6 @@ namespace HeavenStudio.Games
|
|||
|
||||
}
|
||||
|
||||
|
||||
public void StartTunnel(double beat, double length, float volume = 0.1f, float fadeDuration = 2f)
|
||||
{
|
||||
Conductor cond = Conductor.instance;
|
||||
|
|
@ -284,14 +269,27 @@ namespace HeavenStudio.Games
|
|||
this.fadeDuration = fadeDuration;
|
||||
cond.FadeMinigameVolume(beat, fadeDuration, volume);
|
||||
|
||||
tunnelSoundRight?.Stop();
|
||||
tunnelSoundMiddle?.Stop();
|
||||
tunnelSoundLeft?.Stop();
|
||||
|
||||
tunnelSoundRight = SoundByte.PlayOneShotGame("tunnel/tunnelRight", beat, looping: true);
|
||||
tunnelSoundMiddle = SoundByte.PlayOneShotGame("tunnel/tunnelMiddle", beat + (6/48f), looping: true);
|
||||
tunnelSoundLeft = SoundByte.PlayOneShotGame("tunnel/tunnelLeft" + (12/48f), beat, looping: true);
|
||||
tunnelSoundMiddle = SoundByte.PlayOneShotGame("tunnel/tunnelMiddle", beat + (6 / 48f), looping: true);
|
||||
tunnelSoundLeft = SoundByte.PlayOneShotGame("tunnel/tunnelLeft", beat + (12 / 48f), looping: true);
|
||||
|
||||
double tunnelEnd = cond.GetBeatFromSongPos(tunnelEndTime + PostTunnelScrnTime);
|
||||
tunnelSoundRight.SetLoopParams(tunnelEnd, 0.1);
|
||||
tunnelSoundMiddle.SetLoopParams(tunnelEnd + (6/48f), 0.1);
|
||||
tunnelSoundLeft.SetLoopParams(tunnelEnd + (12/48f), 0.1);
|
||||
tunnelSoundMiddle.SetLoopParams(tunnelEnd + (6 / 48f), 0.1);
|
||||
tunnelSoundLeft.SetLoopParams(tunnelEnd + (12 / 48f), 0.25);
|
||||
|
||||
BeatAction.New(instance, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(cond.GetBeatFromSongPos(tunnelStartTime + 0.25), delegate {
|
||||
tunnelLightMaterial.SetColor("_Color", tunnelTint);
|
||||
tunnelLightMaterial.SetColor("_AddColor", tunnelScreen);
|
||||
}),
|
||||
});
|
||||
inTunnel = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in a new issue