9b16a8d5a9
* new sprites not done * more sprites more anim chanegs * almost done * INSANE * sheet done * its done * re-implement improved squat sprite * remove many unused assets allow games to be hidden in the editor * start animations of backup dancers * finish backup dancer animations * add effects to backup dancers' tree * add dancers to the prefab * import new sprites * backup dancers fully functional * game camera now updates in LateUpdate() * touched some anims * oops * oops 2 * add audience applause fix the mapped cellanim shaders --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
231 lines
8.9 KiB
C#
231 lines
8.9 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
using HeavenStudio.Util;
|
|
|
|
using static HeavenStudio.Games.FanClub;
|
|
|
|
namespace HeavenStudio.Games.Scripts_FanClub
|
|
{
|
|
public class NtrIdolAmie : MonoBehaviour
|
|
{
|
|
[Header("Params")]
|
|
[SerializeField] float stepDistance = 1f;
|
|
[SerializeField] float startPostion = 0f;
|
|
[SerializeField] float rootYPos = 0f;
|
|
|
|
[Header("Objects")]
|
|
[SerializeField] ParticleSystem clapEffect;
|
|
[SerializeField] ParticleSystem winkEffect;
|
|
[SerializeField] GameObject rootTransform;
|
|
[SerializeField] GameObject shadow;
|
|
|
|
[Header("References")]
|
|
public Material coreMat;
|
|
|
|
Animator anim;
|
|
float startStepBeat = float.MaxValue;
|
|
float stepLength = 16f;
|
|
bool exiting = false;
|
|
int currentAnim = 0;
|
|
float startJumpTime = float.MinValue;
|
|
bool hasJumped = false;
|
|
|
|
const int StepCount = 8;
|
|
const int AnimCount = StepCount * 2;
|
|
|
|
Conductor cond;
|
|
|
|
private void Update() {
|
|
if (cond.songPositionInBeatsAsDouble >= startStepBeat + stepLength)
|
|
{
|
|
FinishEntrance(exiting);
|
|
startStepBeat = float.MaxValue;
|
|
currentAnim = 0;
|
|
}
|
|
else if (cond.songPositionInBeatsAsDouble >= startStepBeat)
|
|
{
|
|
currentAnim = (int)((cond.songPositionInBeatsAsDouble - startStepBeat) / (stepLength / AnimCount));
|
|
float startAnimBeat = startStepBeat + (stepLength / AnimCount) * currentAnim;
|
|
float endAnimBeat = startAnimBeat + (stepLength / AnimCount);
|
|
float prog = (float)((cond.songPositionInBeatsAsDouble - startAnimBeat - 0.75) / (endAnimBeat - startAnimBeat));
|
|
prog = Mathf.Clamp01(prog * 4);
|
|
if (exiting)
|
|
{
|
|
currentAnim = AnimCount - currentAnim;
|
|
prog = (float)((cond.songPositionInBeatsAsDouble - startAnimBeat) / (endAnimBeat - startAnimBeat));
|
|
prog = Mathf.Clamp01(prog * 4);
|
|
}
|
|
anim.DoScaledAnimation(currentAnim % 2 == 0 ? "WalkB" : "WalkA", startAnimBeat - (exiting ? 0.75f : 0), stepLength / AnimCount);
|
|
if (exiting)
|
|
rootTransform.transform.localPosition = new Vector3(startPostion + stepDistance * currentAnim - stepDistance * prog, rootYPos);
|
|
else
|
|
rootTransform.transform.localPosition = new Vector3(startPostion + stepDistance * currentAnim + stepDistance * prog, rootYPos);
|
|
}
|
|
|
|
if (startStepBeat == float.MaxValue)
|
|
{
|
|
//idol jumping physics
|
|
float jumpPos = cond.GetPositionFromBeat(startJumpTime, 1f);
|
|
float IDOL_SHADOW_SCALE = 1.18f;
|
|
if (cond.songPositionInBeats >= startJumpTime && cond.songPositionInBeats < startJumpTime + 1f)
|
|
{
|
|
hasJumped = true;
|
|
float yMul = jumpPos * 2f - 1f;
|
|
float yWeight = -(yMul*yMul) + 1f;
|
|
rootTransform.transform.localPosition = new Vector3(startPostion + stepDistance * AnimCount, rootYPos + (2f * yWeight + 0.25f));
|
|
shadow.transform.localScale = new Vector3((1f-yWeight*0.8f) * IDOL_SHADOW_SCALE, (1f-yWeight*0.8f) * IDOL_SHADOW_SCALE, 1f);
|
|
|
|
anim.DoScaledAnimation("Jump", startJumpTime, 1f);
|
|
}
|
|
else
|
|
{
|
|
startJumpTime = float.MinValue;
|
|
rootTransform.transform.localPosition = new Vector3(startPostion + stepDistance * AnimCount, rootYPos);
|
|
shadow.transform.localScale = new Vector3(IDOL_SHADOW_SCALE, IDOL_SHADOW_SCALE, 1f);
|
|
}
|
|
}
|
|
shadow.transform.localPosition = new Vector3(rootTransform.transform.localPosition.x, shadow.transform.localPosition.y);
|
|
}
|
|
|
|
public void ClapParticle()
|
|
{
|
|
if (clapEffect == null) return;
|
|
clapEffect.Play();
|
|
}
|
|
|
|
public void WinkParticle()
|
|
{
|
|
if (winkEffect == null) return;
|
|
winkEffect.Play();
|
|
}
|
|
|
|
public void Init()
|
|
{
|
|
gameObject.SetActive(false);
|
|
rootTransform.SetActive(false);
|
|
shadow.SetActive(false);
|
|
|
|
cond = Conductor.instance;
|
|
anim = GetComponent<Animator>();
|
|
}
|
|
|
|
public void StartEntrance(float beat, float length, bool exit) {
|
|
gameObject.SetActive(true);
|
|
rootTransform.SetActive(true);
|
|
shadow.SetActive(true);
|
|
|
|
startStepBeat = beat;
|
|
stepLength = length;
|
|
|
|
exiting = exit;
|
|
if (exiting)
|
|
{
|
|
rootTransform.transform.localPosition = new Vector3(startPostion + stepDistance * AnimCount, rootYPos);
|
|
}
|
|
else
|
|
{
|
|
rootTransform.transform.localPosition = new Vector3(startPostion, rootYPos);
|
|
}
|
|
}
|
|
|
|
public void FinishEntrance(bool exit) {
|
|
exiting = exit;
|
|
if (exiting)
|
|
{
|
|
rootTransform.transform.localPosition = new Vector3(startPostion, rootYPos);
|
|
gameObject.SetActive(false);
|
|
rootTransform.SetActive(false);
|
|
shadow.SetActive(false);
|
|
}
|
|
else
|
|
{
|
|
rootTransform.transform.localPosition = new Vector3(startPostion + stepDistance * AnimCount, rootYPos);
|
|
gameObject.SetActive(true);
|
|
rootTransform.SetActive(true);
|
|
shadow.SetActive(true);
|
|
}
|
|
}
|
|
|
|
public void ToSpot(bool unspot = true)
|
|
{
|
|
if (unspot)
|
|
coreMat.SetColor("_Color", new Color(1, 1, 1, 1));
|
|
else
|
|
coreMat.SetColor("_Color", new Color(117/255f, 177/255f, 209/255f, 1));
|
|
}
|
|
|
|
public void DoIdolJump(float beat)
|
|
{
|
|
if (startStepBeat != float.MaxValue) return;
|
|
if (!gameObject.activeInHierarchy) return;
|
|
startJumpTime = beat;
|
|
|
|
//play anim
|
|
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
|
{
|
|
// new BeatAction.Action(beat, delegate { anim.Play("Jump", -1, 0); }),
|
|
new BeatAction.Action(beat + 1f, delegate { anim.Play("Land", -1, 0); }),
|
|
});
|
|
}
|
|
|
|
public void PlayAnim(float beat, float length, int type)
|
|
{
|
|
if (startStepBeat != float.MaxValue) return;
|
|
if (!gameObject.activeInHierarchy) return;
|
|
startJumpTime = float.MinValue;
|
|
// DisableResponse(beat, length + 0.5f);
|
|
// DisableBop(beat, length + 0.5f);
|
|
// DisableCall(beat, length + 0.5f);
|
|
|
|
switch (type)
|
|
{
|
|
case (int) IdolAnimations.Bop:
|
|
anim.Play("Beat", -1, 0);
|
|
break;
|
|
case (int) IdolAnimations.PeaceVocal:
|
|
anim.Play("Peace", -1, 0);
|
|
break;
|
|
case (int) IdolAnimations.Peace:
|
|
anim.Play("Peace", -1, 0);
|
|
break;
|
|
case (int) IdolAnimations.Clap:
|
|
anim.Play("Crap", -1, 0);
|
|
break;
|
|
case (int) IdolAnimations.Jump:
|
|
DoIdolJump(beat);
|
|
break;
|
|
case (int) IdolAnimations.Squat:
|
|
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate { anim.Play("Squat0", -1, 0); }),
|
|
new BeatAction.Action(beat + length, delegate { anim.Play("Squat1", -1, 0); }),
|
|
});
|
|
break;
|
|
case (int) IdolAnimations.Wink:
|
|
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate { anim.Play("Wink0", -1, 0); }),
|
|
new BeatAction.Action(beat + length, delegate { anim.Play("Wink1", -1, 0); }),
|
|
});
|
|
break;
|
|
case (int) IdolAnimations.Dab:
|
|
anim.Play("Dab", -1, 0);
|
|
break;
|
|
case (int) IdolAnimations.Call:
|
|
case (int) IdolAnimations.Response:
|
|
case (int) IdolAnimations.BigCall:
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
public void PlayAnimState(string state)
|
|
{
|
|
if (startStepBeat != float.MaxValue) return;
|
|
if (!gameObject.activeInHierarchy) return;
|
|
anim.Play(state, -1, 0);
|
|
}
|
|
}
|
|
} |