HeavenStudio/Assets/Scripts/UI/Overlays/TimingAccuracyDisplay.cs
minenice55 d5ae99d8ba
Game Overlays (#280)
* 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
2023-03-11 04:51:22 +00:00

172 lines
5.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Games;
namespace HeavenStudio.Common
{
public class TimingAccuracyDisplay : MonoBehaviour
{
public enum Rating
{
NG,
OK,
Just
}
public static TimingAccuracyDisplay instance { get; private set; }
[SerializeField] GameObject NG;
[SerializeField] GameObject OK;
[SerializeField] GameObject Just;
[SerializeField] GameObject MinimalJust;
[SerializeField] GameObject MinimalOK;
[SerializeField] GameObject MinimalNG;
[SerializeField] Animator MetreAnim;
[SerializeField] Transform arrowTransform;
[SerializeField] Transform barTransform;
[SerializeField] Transform barJustTransform;
[SerializeField] Transform barOKTransform;
[SerializeField] Transform barNGTransform;
float targetArrowPos = 0f;
// Start is called before the first frame update
void Start()
{
instance = this;
}
// Update is called once per frame
void Update()
{
arrowTransform.localPosition = Vector3.Lerp(arrowTransform.localPosition, new Vector3(0, targetArrowPos, 0), 4f * Time.deltaTime);
}
public void ResetArrow()
{
targetArrowPos = 0f;
arrowTransform.localPosition = Vector3.zero;
StopStarFlash();
NG.GetComponent<ParticleSystem>().Stop();
OK.GetComponent<ParticleSystem>().Stop();
Just.GetComponent<ParticleSystem>().Stop();
MinimalNG.GetComponent<ParticleSystem>().Stop();
MinimalOK.GetComponent<ParticleSystem>().Stop();
MinimalJust.GetComponent<ParticleSystem>().Stop();
}
public void StartStarFlash()
{
MetreAnim.Play("StarWarn", -1, 0f);
}
public void StopStarFlash()
{
MetreAnim.Play("NoPose", -1, 0f);
}
public void MakeAccuracyVfx(double time, bool late = false)
{
if (!OverlaysManager.OverlaysEnabled) return;
GameObject it;
Rating type = Rating.NG;
// centre of the transfor would be "perfect ace"
// move the object up or down the bar depending on hit time
// use bar's scale Y for now, we're waiting for proper assets
// this probably doesn't work
float frac = 0f;
float y = barTransform.position.y;
// SetArrowPos(time);
// no Clamp() because double
time = System.Math.Max(Minigame.EarlyTime(), System.Math.Min(Minigame.EndTime(), time));
if (time >= Minigame.AceStartTime() && time <= Minigame.AceEndTime())
{
type = Rating.Just;
frac = (float)((time - Minigame.AceStartTime()) / (Minigame.AceEndTime() - Minigame.AceStartTime()));
y = barJustTransform.localScale.y * frac - (barJustTransform.localScale.y * 0.5f);
}
else
{
if (time > 1.0)
{
// goes "down"
if (time <= Minigame.LateTime())
{
type = Rating.OK;
frac = (float)((time - Minigame.AceEndTime()) / (Minigame.LateTime() - Minigame.AceEndTime()));
y = ((barOKTransform.localScale.y - barJustTransform.localScale.y) * frac) + barJustTransform.localScale.y;
}
else
{
type = Rating.NG;
frac = (float)((time - Minigame.LateTime()) / (Minigame.EndTime() - Minigame.LateTime()));
y = ((barNGTransform.localScale.y - barOKTransform.localScale.y) * frac) + barOKTransform.localScale.y;
}
}
else
{
// goes "up"
if (time >= Minigame.PerfectTime())
{
type = Rating.OK;
frac = (float)((time - Minigame.PerfectTime()) / (Minigame.AceStartTime() - Minigame.PerfectTime()));
y = ((barOKTransform.localScale.y - barJustTransform.localScale.y) * -frac) - barJustTransform.localScale.y;
}
else
{
type = Rating.NG;
frac = (float)((time - Minigame.EarlyTime()) / (Minigame.PerfectTime() - Minigame.EarlyTime()));
y = ((barNGTransform.localScale.y - barOKTransform.localScale.y) * -frac) - barOKTransform.localScale.y;
}
}
y *= -0.5f;
}
targetArrowPos = (targetArrowPos + y) * 0.5f;
if (PersistentDataManager.gameSettings.timingDisplayMinMode)
{
switch (type)
{
case Rating.OK:
it = MinimalOK;
break;
case Rating.Just:
it = MinimalJust;
break;
default:
it = MinimalNG;
break;
}
}
else
{
switch (type)
{
case Rating.OK:
it = OK;
break;
case Rating.Just:
it = Just;
break;
default:
it = NG;
break;
}
}
it.transform.position = barTransform.position + new Vector3(0, barTransform.localScale.y * y, 0);
it.GetComponent<ParticleSystem>().Play();
}
}
}