d5ae99d8ba
* add accuracy display * temp BG for show * separate overlays prefab make proper shader for star effects * aim shakiness display * implement testing skill star * fully functional skill star * separate section display from editor * fully separate chart section display from timeline * add section to overlays * fix nullreference issues * start game layout settings * add game settings script * fix nonfunctioning scoring * invert y position logic on timing bar * add perfect challenge functionality * fix section not showing up in editor add perfect challenge option * add timing display minimal mode * Update PerfectAndPractice.png * show gismo for minigame bounds in editor * add ability to disable overlays in editor * prepare medals add new timing display graphic * hide screen preview * per-axis camera control added per request * section medals basic functionality * add medal get animations * fix bug with perfect icons * visual enhancements * adjust look of timing display minmode address audio ducking issues(?) * prepare overlay lyt editor add viewport pan, rotate, scale adjust audio setting * add layout editor UI elements * dynamic overlay creation * fix default single timing disp * set up overlay settings controls * start UI events * runtime uuid for component reference * layout editor affects overlay elements * show overlay element previews while editing * advanced audio settings * fix bug in drop-down creation * fallback defaults for the new stuff * fix textbox & overlay visibility bugs
248 lines
9 KiB
C#
248 lines
9 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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using System.Linq;
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namespace HeavenStudio
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{
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public class GameCamera : MonoBehaviour
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{
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public static GameCamera instance { get; private set; }
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public new Camera camera;
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public enum CameraAxis
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{
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All,
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X,
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Y,
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Z
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}
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private List<DynamicBeatmap.DynamicEntity> positionEvents = new List<DynamicBeatmap.DynamicEntity>();
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private List<DynamicBeatmap.DynamicEntity> rotationEvents = new List<DynamicBeatmap.DynamicEntity>();
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private List<DynamicBeatmap.DynamicEntity> shakeEvents = new List<DynamicBeatmap.DynamicEntity>();
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/**
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default cam position, for quick-resetting
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**/
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public static Vector3 defaultPosition = new Vector3(0, 0, -10);
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public static Vector3 defaultRotEluer = new Vector3(0, 0, 0);
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public static Vector3 defaultShake = new Vector3(0, 0, 0);
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/**
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camera's current transformation
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**/
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private static Vector3 position;
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private static Vector3 rotEluer;
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private static Vector3 shakeResult;
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/**
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camera's last transformation
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**/
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private static Vector3 positionLast;
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private static Vector3 rotEluerLast;
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private static Vector3 shakeLast;
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/**
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transformations to apply *after* the global transform,
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to use in minigame scripts (Spaceball, Rhythm Rally, Built to Scale, etc.)
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and NOT in the editor
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**/
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public static Vector3 additionalPosition;
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public static Vector3 additionalRotEluer;
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public static Vector3 additionalScale;
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[Header("Components")]
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public Color baseColor;
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private void Awake()
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{
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instance = this;
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camera = this.GetComponent<Camera>();
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}
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private void Start()
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{
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GameManager.instance.onBeatChanged += OnBeatChanged;
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camera.backgroundColor = baseColor;
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ResetTransforms();
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ResetAdditionalTransforms();
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positionLast = defaultPosition;
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rotEluerLast = defaultRotEluer;
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}
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public void OnBeatChanged(float beat)
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{
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ResetTransforms();
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ResetAdditionalTransforms();
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positionLast = defaultPosition;
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rotEluerLast = defaultRotEluer;
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// this entire thing is a mess redo it later
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//pos
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positionEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "move camera" });
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// legacy event
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positionEvents.AddRange(EventCaller.GetAllInGameManagerList("gameManager", new string[] { "move camera" }));
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//rot
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rotationEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "rotate camera" });
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positionEvents.AddRange(EventCaller.GetAllInGameManagerList("gameManager", new string[] { "rotate camera" }));
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//screen shake time baybee
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shakeEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "screen shake" });
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UpdateCameraTranslate();
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UpdateCameraRotate();
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SetShakeIntensity();
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}
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private void Update()
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{
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UpdateCameraTranslate();
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UpdateCameraRotate();
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SetShakeIntensity();
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Camera cam = GetCamera();
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cam.transform.localPosition = position + additionalPosition + shakeResult;
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cam.transform.eulerAngles = rotEluer + additionalRotEluer;
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}
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private void UpdateCameraTranslate()
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{
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foreach (var e in positionEvents)
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{
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float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
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if (prog >= 0f)
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{
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EasingFunction.Function func = EasingFunction.GetEasingFunction((EasingFunction.Ease) e["ease"]);
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switch (e["axis"])
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{
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case (int) CameraAxis.X:
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position.x = func(positionLast.x, e["valA"], Mathf.Min(prog, 1f));
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break;
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case (int) CameraAxis.Y:
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position.y = func(positionLast.y, e["valB"], Mathf.Min(prog, 1f));
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break;
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case (int) CameraAxis.Z:
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position.z = func(positionLast.z, -e["valC"], Mathf.Min(prog, 1f));
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break;
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default:
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float dx = func(positionLast.x, e["valA"], Mathf.Min(prog, 1f));
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float dy = func(positionLast.y, e["valB"], Mathf.Min(prog, 1f));
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float dz = func(positionLast.z, -e["valC"], Mathf.Min(prog, 1f));
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position = new Vector3(dx, dy, dz);
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break;
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}
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}
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if (prog > 1f)
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{
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switch (e["axis"])
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{
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case (int) CameraAxis.X:
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positionLast.x = e["valA"];
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break;
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case (int) CameraAxis.Y:
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positionLast.y = e["valB"];
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break;
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case (int) CameraAxis.Z:
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positionLast.z = -e["valC"];
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break;
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default:
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positionLast = new Vector3(e["valA"], e["valB"], -e["valC"]);
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break;
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}
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}
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}
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}
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private void UpdateCameraRotate()
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{
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foreach (var e in rotationEvents)
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{
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float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
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if (prog >= 0f)
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{
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EasingFunction.Function func = EasingFunction.GetEasingFunction((EasingFunction.Ease) e["ease"]);
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switch (e["axis"])
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{
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case (int) CameraAxis.X:
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rotEluer.x = func(rotEluerLast.x, e["valA"], Mathf.Min(prog, 1f));
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break;
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case (int) CameraAxis.Y:
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rotEluer.y = func(rotEluerLast.y, e["valB"], Mathf.Min(prog, 1f));
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break;
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case (int) CameraAxis.Z:
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rotEluer.z = func(rotEluerLast.z, -e["valC"], Mathf.Min(prog, 1f));
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break;
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default:
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float dx = func(rotEluerLast.x, e["valA"], Mathf.Min(prog, 1f));
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float dy = func(rotEluerLast.y, e["valB"], Mathf.Min(prog, 1f));
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float dz = func(rotEluerLast.z, -e["valC"], Mathf.Min(prog, 1f));
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rotEluer = new Vector3(dx, dy, dz); //I'm stupid and forgot to negate the rotation gfd 😢
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break;
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}
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}
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if (prog > 1f)
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{
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switch (e["axis"])
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{
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case (int) CameraAxis.X:
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rotEluerLast.x = e["valA"];
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break;
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case (int) CameraAxis.Y:
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rotEluerLast.y = e["valB"];
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break;
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case (int) CameraAxis.Z:
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rotEluerLast.z = -e["valC"];
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break;
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default:
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rotEluerLast = new Vector3(e["valA"], e["valB"], -e["valC"]);
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break;
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}
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rotEluerLast = new Vector3(e["valA"], e["valB"], -e["valC"]);
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}
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}
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}
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private void SetShakeIntensity()
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{
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foreach (var e in shakeEvents)
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{
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float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
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if (prog >= 0f)
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{
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float fac = Mathf.Cos(Time.time * 80f) * 0.5f;
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shakeResult = new Vector3(fac * e["valA"], fac * e["valB"]);
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}
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if (prog > 1f)
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{
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shakeResult = new Vector3(0, 0);
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}
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}
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}
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public static void ResetTransforms()
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{
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position = defaultPosition;
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rotEluer = defaultRotEluer;
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shakeResult = defaultShake;
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}
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public static void ResetAdditionalTransforms()
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{
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additionalPosition = new Vector3(0, 0, 0);
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additionalRotEluer = new Vector3(0, 0, 0);
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}
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public static Camera GetCamera()
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{
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return instance.camera;
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}
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}
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} |