HeavenStudio/Assets/Scripts/StudioDance/Dancer.cs
Rapandrasmus 98835c3936
Title Screen (#454)
* Barebones title screen prefab added

* logo and stuff

* cool

* Added sfx to title screen

* The logo now bops to the beat

* epic reveal

* Fixed something

* put some of the stuff into the main menu

* other logo bop

* Implemented logobop2 and starbop

* added scrolling bg, tweaked positioning and wip splash text for play button

* more menu

* ooops

* Expand implemented

* cool

* Made stars spawn in in the opening

* make UI elements look nicer on different aspect ratios

* add sound while hovering over logo

* add settings menu to title screen

make the title screen properly play after the opening

* swap out title screen hover sound

remove the old config path warning

* every button works, some play mode fixes

* fix issues with beataction/multisound and pausing

* fix dropdown menus not working in certain screens

* fix particles rotating when camera controls are used

* touch style pause menu items only trigger if cursor is over an item

* various changes

make playback (unpausing) more reliable
only apply changes to advanced audio settings on launch
fix title screen visuals
add opening music
continue past opening by pressing a key
update credits

* almost forgot this

* lol

* initial flow mems

* user-taggable fonts in textboxes

* alt materials for kurokane

* assets prep

* plan out judgement screen layout

change sound encodings

* start sequencing judgement

* judgement screen sequence

* full game loop

* fix major issue with pooled sound objects

rebalance ranking audio
fix issues with some effects in play mode

* new graphics

* particles

* make certain uses of the beat never go below 0

fix loop of superb music

* make markers non clamped

lockstep frees rendertextures when unloading

* lockstep creates its own rendertextures

swapped button order on title screen
added null checks to animation helpers
disabled controller auto-search for now

* enable particles on OK rank

* play mode info panel

* let play mode handle its own fade out

* fix that alignment bug in controller settings

* more safety here

* Update PauseMenu.cs

* settable (one-liner) rating screen text

* address minigame loading crashes

* don't do this twice

* wav converter for mp3

* Update Minigames.cs

* don't double-embed the converted audio

* studio dance bugfixing spree

* import redone sprites for studio dance

* update jukebox

prep epilogue screen

* epilogue screen

* studio dance inkling shuffle test

* new studio dance choreo system

* markers upgrade

* fix deleting volume changes and markers

prep category markers

* Update Editor.unity

* new rating / epilogue settings look

* update to use new tooltip system

mark certain editor components as blocking

* finish category system

* dedicated tempo / volume marker dialogs

* swing prep

* open properties dialog if mapper hasn't opened it prior for this chart

fix memory copy bug when making new chart

* fix ctrl + s

* return to title screen button

* make graphy work everywhere

studio dance selector
membillion mems

* make sure riq cache is clear when loading chart

* lol

* fix the stupid

* bring back tempo and volume change scrolling

* new look for panels

* adjust alignment

* round tooltip

* alignment of chart property prefab

* change scale factor of mem

* adjust open captions material

no dotted BG in results commentary (only epilogue)
bugfix for tempo / volume scroll

* format line 2 of judgement a bit better

update font

* oops

* adjust look of judgement score bar

* new rating bar

* judgement size adjustment

* fix timing window scaling with song pitch

* proper clamping in dialogs

better sync conductor to dsptime (experiment)

* disable timeline pitch change when song is paused

enable perfect challenge if no marker is set to do so

* new app icon

* timing window values are actually double now

* improve deferred timekeep even more

* re-generate font atlases

new app icon in credits

* default epilogue images

* more timing window adjustment

* fix timing display when pitched

* use proper terminology here

* new logo on titlescreen

* remove wip from play

update credits

* adjust spacing of play mode panel

* redo button spacing

* can pass title screen with any controller

fix issues with controller auto-search

* button scale fixes

* controller title screen nav

* remove song genre from properties editor

* disable circle cursor when not using touch style

* proper selection graphic

remove refs
re-add heart to the opening

* controller support in opening

---------

Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
2023-12-26 05:22:51 +00:00

114 lines
3.5 KiB
C#

using System;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.StudioDance
{
public class Dancer : MonoBehaviour
{
[SerializeField] ChoreographyInfo debugChoreography;
[SerializeField] ChoreographyInfo[] choreographies;
private Animator animator;
private double currentBeat = 0f;
private bool isDance = false;
private ChoreographyInfo currentChoreography;
private double totalChoreographyLength = 0f;
public ChoreographyInfo[] ChoreographyInfos { get => choreographies; }
public ChoreographyInfo CurrentChoreography { get => currentChoreography; }
public void SetChoreography(ChoreographyInfo choreography)
{
currentChoreography = choreography;
totalChoreographyLength = 0f;
foreach (var step in choreography.choreographySteps)
{
totalChoreographyLength += step.beatLength;
}
}
public void SetChoreography(int index)
{
if (index < 0 || index >= choreographies.Length) return;
var choreography = choreographies[index];
currentChoreography = choreography;
totalChoreographyLength = 0f;
foreach (var step in choreography.choreographySteps)
{
totalChoreographyLength += step.beatLength;
}
if (!Conductor.instance.isPlaying)
{
animator.Play(currentChoreography.introState);
}
}
private void Start()
{
animator = GetComponent<Animator>();
var gm = GameManager.instance;
if (gm != null)
{
gm.onBeatPulse += OnBeatPulse;
}
if (debugChoreography != null)
{
SetChoreography(debugChoreography);
}
animator.Play(currentChoreography.introState);
}
private void OnBeatPulse(double beat)
{
currentBeat = beat;
}
private void Update()
{
var cond = Conductor.instance;
if (currentChoreography == null || cond == null) return;
if (!cond.isPlaying)
{
if (!isDance) return;
if (currentBeat % 2 != 0)
{
animator.Play(currentChoreography.poseStateOdd);
}
else
{
animator.Play(currentChoreography.poseStateEven);
}
isDance = false;
return;
}
isDance = true;
double choreoBeat = cond.songPositionInBeatsAsDouble % totalChoreographyLength;
double cycleStartBeat = Math.Floor(cond.songPositionInBeatsAsDouble / totalChoreographyLength) * totalChoreographyLength;
double beatSum = 0.0;
double stepLength = 0.0;
string stepState = "";
foreach (ChoreographyInfo.ChoreographyStep s in currentChoreography.choreographySteps)
{
if (choreoBeat > beatSum && choreoBeat < beatSum + s.beatLength)
{
stepLength = s.beatLength;
stepState = s.stateName;
break;
}
beatSum += s.beatLength;
}
if (stepState is not null or "")
{
animator.DoScaledAnimation(stepState, cycleStartBeat + beatSum, stepLength);
}
}
}
}