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