lockstep creates its own rendertextures
swapped button order on title screen added null checks to animation helpers disabled controller auto-search for now
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||||||
m_ShaderPass: 0
|
|
||||||
m_CubemapFaceMask: 4294967295
|
|
||||||
m_DoubleBuffered: 1
|
|
||||||
m_WrapUpdateZones: 0
|
|
||||||
|
|
@ -1,8 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 7772de3e46eb44448b1d178755b3e627
|
|
||||||
NativeFormatImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
mainObjectFileID: 8600000
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
|
|
@ -264,9 +264,9 @@ RectTransform:
|
||||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||||
m_ConstrainProportionsScale: 0
|
m_ConstrainProportionsScale: 0
|
||||||
m_Children:
|
m_Children:
|
||||||
- {fileID: 2098364309}
|
|
||||||
- {fileID: 1433046563}
|
|
||||||
- {fileID: 348029482}
|
- {fileID: 348029482}
|
||||||
|
- {fileID: 1433046563}
|
||||||
|
- {fileID: 2098364309}
|
||||||
m_Father: {fileID: 551511482}
|
m_Father: {fileID: 551511482}
|
||||||
m_RootOrder: 6
|
m_RootOrder: 6
|
||||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
|
|
@ -418,7 +418,7 @@ RectTransform:
|
||||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
m_AnchorMin: {x: 0, y: 1}
|
m_AnchorMin: {x: 0, y: 1}
|
||||||
m_AnchorMax: {x: 0, y: 1}
|
m_AnchorMax: {x: 0, y: 1}
|
||||||
m_AnchoredPosition: {x: 493, y: -3.5762405}
|
m_AnchoredPosition: {x: 493, y: -3.576233}
|
||||||
m_SizeDelta: {x: 1149.1, y: 139.9575}
|
m_SizeDelta: {x: 1149.1, y: 139.9575}
|
||||||
m_Pivot: {x: 0.5, y: 1}
|
m_Pivot: {x: 0.5, y: 1}
|
||||||
--- !u!114 &75677143
|
--- !u!114 &75677143
|
||||||
|
|
@ -810,7 +810,7 @@ RectTransform:
|
||||||
m_Children:
|
m_Children:
|
||||||
- {fileID: 1660460770}
|
- {fileID: 1660460770}
|
||||||
m_Father: {fileID: 39837708}
|
m_Father: {fileID: 39837708}
|
||||||
m_RootOrder: 2
|
m_RootOrder: 0
|
||||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
m_AnchorMin: {x: 0, y: 0}
|
m_AnchorMin: {x: 0, y: 0}
|
||||||
m_AnchorMax: {x: 0, y: 0}
|
m_AnchorMax: {x: 0, y: 0}
|
||||||
|
|
@ -6889,7 +6889,7 @@ RectTransform:
|
||||||
m_Children:
|
m_Children:
|
||||||
- {fileID: 1867253428}
|
- {fileID: 1867253428}
|
||||||
m_Father: {fileID: 39837708}
|
m_Father: {fileID: 39837708}
|
||||||
m_RootOrder: 0
|
m_RootOrder: 2
|
||||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
m_AnchorMin: {x: 0, y: 0}
|
m_AnchorMin: {x: 0, y: 0}
|
||||||
m_AnchorMax: {x: 0, y: 0}
|
m_AnchorMax: {x: 0, y: 0}
|
||||||
|
|
|
||||||
|
|
@ -9,6 +9,7 @@ using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
namespace HeavenStudio.Games.Loaders
|
namespace HeavenStudio.Games.Loaders
|
||||||
{
|
{
|
||||||
|
|
@ -197,13 +198,16 @@ namespace HeavenStudio.Games
|
||||||
[SerializeField] SpriteRenderer[] slaveSteppers;
|
[SerializeField] SpriteRenderer[] slaveSteppers;
|
||||||
|
|
||||||
// rendertextures update when the slave steppers change sprites
|
// rendertextures update when the slave steppers change sprites
|
||||||
[SerializeField] CustomRenderTexture[] renderTextures;
|
[SerializeField] Vector2 rtSize;
|
||||||
|
[SerializeField] Camera cameraNear1, cameraNear2, cameraDV;
|
||||||
|
[SerializeField] RawImage topT, topN, bottomL, bottomC, bottomR, bottomN;
|
||||||
|
|
||||||
[SerializeField] SpriteRenderer background;
|
[SerializeField] SpriteRenderer background;
|
||||||
[SerializeField] Material stepperMaterial;
|
[SerializeField] Material stepperMaterial;
|
||||||
|
|
||||||
[Header("Properties")]
|
[Header("Properties")]
|
||||||
static List<QueuedMarch> queuedInputs = new();
|
static List<QueuedMarch> queuedInputs = new();
|
||||||
|
RenderTexture[] renderTextures;
|
||||||
Sprite masterSprite;
|
Sprite masterSprite;
|
||||||
HowMissed currentMissStage;
|
HowMissed currentMissStage;
|
||||||
bool lessSteppers = false;
|
bool lessSteppers = false;
|
||||||
|
|
@ -243,6 +247,31 @@ namespace HeavenStudio.Games
|
||||||
}
|
}
|
||||||
|
|
||||||
bachEvents = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "bach" });
|
bachEvents = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "bach" });
|
||||||
|
|
||||||
|
renderTextures = new RenderTexture[3];
|
||||||
|
renderTextures[0] = new RenderTexture((int)rtSize.x, (int)rtSize.y, 24, RenderTextureFormat.ARGB32)
|
||||||
|
{
|
||||||
|
wrapMode = TextureWrapMode.Repeat,
|
||||||
|
};
|
||||||
|
renderTextures[1] = new RenderTexture((int)rtSize.x, (int)rtSize.y, 24, RenderTextureFormat.ARGB32)
|
||||||
|
{
|
||||||
|
wrapMode = TextureWrapMode.Repeat,
|
||||||
|
};
|
||||||
|
renderTextures[2] = new RenderTexture((int)rtSize.x, (int)rtSize.y, 24, RenderTextureFormat.ARGB32)
|
||||||
|
{
|
||||||
|
wrapMode = TextureWrapMode.Repeat,
|
||||||
|
};
|
||||||
|
|
||||||
|
cameraNear1.targetTexture = renderTextures[0];
|
||||||
|
cameraNear2.targetTexture = renderTextures[1];
|
||||||
|
cameraDV.targetTexture = renderTextures[2];
|
||||||
|
|
||||||
|
topT.texture = renderTextures[2];
|
||||||
|
topN.texture = renderTextures[0];
|
||||||
|
bottomL.texture = renderTextures[2];
|
||||||
|
bottomC.texture = renderTextures[2];
|
||||||
|
bottomR.texture = renderTextures[2];
|
||||||
|
bottomN.texture = renderTextures[1];
|
||||||
}
|
}
|
||||||
|
|
||||||
void OnDestroy()
|
void OnDestroy()
|
||||||
|
|
@ -320,6 +349,10 @@ namespace HeavenStudio.Games
|
||||||
masterStepperAnim.gameObject.SetActive(!lessSteppers);
|
masterStepperAnim.gameObject.SetActive(!lessSteppers);
|
||||||
|
|
||||||
UpdateAndRenderSlaves();
|
UpdateAndRenderSlaves();
|
||||||
|
|
||||||
|
cameraNear1.Render();
|
||||||
|
cameraNear2.Render();
|
||||||
|
cameraDV.Render();
|
||||||
}
|
}
|
||||||
|
|
||||||
void UpdateAndRenderSlaves()
|
void UpdateAndRenderSlaves()
|
||||||
|
|
@ -701,7 +734,7 @@ namespace HeavenStudio.Games
|
||||||
private void JustOn(PlayerActionEvent caller, float state)
|
private void JustOn(PlayerActionEvent caller, float state)
|
||||||
{
|
{
|
||||||
currentMissStage = HowMissed.NotMissed;
|
currentMissStage = HowMissed.NotMissed;
|
||||||
stepswitcherPlayer.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
|
stepswitcherPlayer?.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
|
||||||
if (state >= 1f || state <= -1f)
|
if (state >= 1f || state <= -1f)
|
||||||
{
|
{
|
||||||
SoundByte.PlayOneShot("nearMiss");
|
SoundByte.PlayOneShot("nearMiss");
|
||||||
|
|
@ -714,7 +747,7 @@ namespace HeavenStudio.Games
|
||||||
private void JustOff(PlayerActionEvent caller, float state)
|
private void JustOff(PlayerActionEvent caller, float state)
|
||||||
{
|
{
|
||||||
currentMissStage = HowMissed.NotMissed;
|
currentMissStage = HowMissed.NotMissed;
|
||||||
stepswitcherPlayer.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
|
stepswitcherPlayer?.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
|
||||||
if (state >= 1f || state <= -1f)
|
if (state >= 1f || state <= -1f)
|
||||||
{
|
{
|
||||||
SoundByte.PlayOneShot("nearMiss");
|
SoundByte.PlayOneShot("nearMiss");
|
||||||
|
|
@ -727,7 +760,7 @@ namespace HeavenStudio.Games
|
||||||
private void MissOn(PlayerActionEvent caller)
|
private void MissOn(PlayerActionEvent caller)
|
||||||
{
|
{
|
||||||
if (currentMissStage == HowMissed.MissedOn) return;
|
if (currentMissStage == HowMissed.MissedOn) return;
|
||||||
stepswitcherPlayer.Play("OnbeatMiss", 0, 0);
|
stepswitcherPlayer?.Play("OnbeatMiss", 0, 0);
|
||||||
SoundByte.PlayOneShotGame("lockstep/wayOff");
|
SoundByte.PlayOneShotGame("lockstep/wayOff");
|
||||||
currentMissStage = HowMissed.MissedOn;
|
currentMissStage = HowMissed.MissedOn;
|
||||||
}
|
}
|
||||||
|
|
@ -735,7 +768,7 @@ namespace HeavenStudio.Games
|
||||||
private void MissOff(PlayerActionEvent caller)
|
private void MissOff(PlayerActionEvent caller)
|
||||||
{
|
{
|
||||||
if (currentMissStage == HowMissed.MissedOff) return;
|
if (currentMissStage == HowMissed.MissedOff) return;
|
||||||
stepswitcherPlayer.Play("OffbeatMiss", 0, 0);
|
stepswitcherPlayer?.Play("OffbeatMiss", 0, 0);
|
||||||
SoundByte.PlayOneShotGame("lockstep/wayOff");
|
SoundByte.PlayOneShotGame("lockstep/wayOff");
|
||||||
currentMissStage = HowMissed.MissedOff;
|
currentMissStage = HowMissed.MissedOff;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -7,6 +7,7 @@ namespace HeavenStudio.Util
|
||||||
{
|
{
|
||||||
public static bool IsAnimationNotPlaying(this Animator anim)
|
public static bool IsAnimationNotPlaying(this Animator anim)
|
||||||
{
|
{
|
||||||
|
if (anim == null) return true;
|
||||||
var stateInfo = anim.GetCurrentAnimatorStateInfo(0);
|
var stateInfo = anim.GetCurrentAnimatorStateInfo(0);
|
||||||
return (stateInfo.normalizedTime >= stateInfo.speed || stateInfo.loop) && !anim.IsInTransition(0);
|
return (stateInfo.normalizedTime >= stateInfo.speed || stateInfo.loop) && !anim.IsInTransition(0);
|
||||||
}
|
}
|
||||||
|
|
@ -17,6 +18,7 @@ namespace HeavenStudio.Util
|
||||||
/// <param name="animName">name of animation to look out for</param>
|
/// <param name="animName">name of animation to look out for</param>
|
||||||
public static bool IsPlayingAnimationName(this Animator anim, string animName)
|
public static bool IsPlayingAnimationName(this Animator anim, string animName)
|
||||||
{
|
{
|
||||||
|
if (anim == null) return false;
|
||||||
var stateInfo = anim.GetCurrentAnimatorStateInfo(0);
|
var stateInfo = anim.GetCurrentAnimatorStateInfo(0);
|
||||||
return (stateInfo.normalizedTime < stateInfo.speed || stateInfo.loop) && stateInfo.IsName(animName);
|
return (stateInfo.normalizedTime < stateInfo.speed || stateInfo.loop) && stateInfo.IsName(animName);
|
||||||
}
|
}
|
||||||
|
|
@ -33,6 +35,7 @@ namespace HeavenStudio.Util
|
||||||
/// <param name="animLayer">animator layer to play animation on</param>
|
/// <param name="animLayer">animator layer to play animation on</param>
|
||||||
public static void DoScaledAnimation(this Animator anim, string animName, double startTime, float length = 1f, float timeScale = 1f, int animLayer = -1, bool clamp = false)
|
public static void DoScaledAnimation(this Animator anim, string animName, double startTime, float length = 1f, float timeScale = 1f, int animLayer = -1, bool clamp = false)
|
||||||
{
|
{
|
||||||
|
if (anim == null) return;
|
||||||
float pos = Conductor.instance.GetPositionFromBeat(startTime, length) * timeScale;
|
float pos = Conductor.instance.GetPositionFromBeat(startTime, length) * timeScale;
|
||||||
if (clamp) pos = Mathf.Clamp01(pos);
|
if (clamp) pos = Mathf.Clamp01(pos);
|
||||||
anim.Play(animName, animLayer, pos);
|
anim.Play(animName, animLayer, pos);
|
||||||
|
|
@ -48,6 +51,7 @@ namespace HeavenStudio.Util
|
||||||
/// <param name="animLayer">animator layer to play animation on</param>
|
/// <param name="animLayer">animator layer to play animation on</param>
|
||||||
public static void DoNormalizedAnimation(this Animator anim, string animName, float pos = 0f, int animLayer = -1)
|
public static void DoNormalizedAnimation(this Animator anim, string animName, float pos = 0f, int animLayer = -1)
|
||||||
{
|
{
|
||||||
|
if (anim == null) return;
|
||||||
anim.Play(animName, animLayer, pos);
|
anim.Play(animName, animLayer, pos);
|
||||||
anim.speed = 1f;
|
anim.speed = 1f;
|
||||||
}
|
}
|
||||||
|
|
@ -63,6 +67,7 @@ namespace HeavenStudio.Util
|
||||||
/// <param name="animLayer">animator layer to play animation on</param>
|
/// <param name="animLayer">animator layer to play animation on</param>
|
||||||
public static void DoScaledAnimationFromBeatAsync(this Animator anim, string animName, float timeScale = 1f, double startBeat = 0, int animLayer = -1)
|
public static void DoScaledAnimationFromBeatAsync(this Animator anim, string animName, float timeScale = 1f, double startBeat = 0, int animLayer = -1)
|
||||||
{
|
{
|
||||||
|
if (anim == null) return;
|
||||||
float pos = 0;
|
float pos = 0;
|
||||||
if (!double.IsNaN(startBeat)) {
|
if (!double.IsNaN(startBeat)) {
|
||||||
var cond = Conductor.instance;
|
var cond = Conductor.instance;
|
||||||
|
|
@ -86,12 +91,14 @@ namespace HeavenStudio.Util
|
||||||
/// <param name="animLayer">animator layer to play animation on</param>
|
/// <param name="animLayer">animator layer to play animation on</param>
|
||||||
public static void DoScaledAnimationAsync(this Animator anim, string animName, float timeScale = 1f, float startPos = 0f, int animLayer = -1)
|
public static void DoScaledAnimationAsync(this Animator anim, string animName, float timeScale = 1f, float startPos = 0f, int animLayer = -1)
|
||||||
{
|
{
|
||||||
|
if (anim == null) return;
|
||||||
anim.Play(animName, animLayer, startPos);
|
anim.Play(animName, animLayer, startPos);
|
||||||
anim.speed = (1f / Conductor.instance.pitchedSecPerBeat) * timeScale;
|
anim.speed = (1f / Conductor.instance.pitchedSecPerBeat) * timeScale;
|
||||||
}
|
}
|
||||||
|
|
||||||
public static void SetScaledAnimationSpeed(this Animator anim, float timeScale = 0.5f)
|
public static void SetScaledAnimationSpeed(this Animator anim, float timeScale = 0.5f)
|
||||||
{
|
{
|
||||||
|
if (anim == null) return;
|
||||||
anim.speed = (1f / Conductor.instance.pitchedSecPerBeat) * timeScale;
|
anim.speed = (1f / Conductor.instance.pitchedSecPerBeat) * timeScale;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -105,6 +112,7 @@ namespace HeavenStudio.Util
|
||||||
/// <param name="animLayer">animator layer to play animation on</param>
|
/// <param name="animLayer">animator layer to play animation on</param>
|
||||||
public static void DoUnscaledAnimation(this Animator anim, string animName, float startPos = 0f, int animLayer = -1)
|
public static void DoUnscaledAnimation(this Animator anim, string animName, float startPos = 0f, int animLayer = -1)
|
||||||
{
|
{
|
||||||
|
if (anim == null) return;
|
||||||
anim.Play(animName, animLayer, startPos);
|
anim.Play(animName, animLayer, startPos);
|
||||||
anim.speed = 1f;
|
anim.speed = 1f;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue