b1fab52ad9
* add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing
234 lines
7.7 KiB
C#
234 lines
7.7 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEngine.UI;
|
|
|
|
using HeavenStudio.Util;
|
|
using HeavenStudio.Common;
|
|
using HeavenStudio.Editor;
|
|
using Jukebox;
|
|
using Jukebox.Legacy;
|
|
|
|
namespace HeavenStudio
|
|
{
|
|
public class StaticCamera : MonoBehaviour
|
|
{
|
|
[SerializeField] RectTransform canvas;
|
|
[SerializeField] GameObject overlayView;
|
|
|
|
[SerializeField] Image ambientBg;
|
|
[SerializeField] GameObject ambientBgGO;
|
|
[SerializeField] GameObject letterboxBgGO;
|
|
|
|
public static StaticCamera instance { get; private set; }
|
|
public new Camera camera;
|
|
|
|
public enum ViewAxis
|
|
{
|
|
All,
|
|
X,
|
|
Y,
|
|
}
|
|
|
|
const float AspectRatioWidth = 1;
|
|
const float AspectRatioHeight = 1;
|
|
|
|
private List<RiqEntity> panEvents = new();
|
|
private List<RiqEntity> scaleEvents = new();
|
|
private List<RiqEntity> rotationEvents = new();
|
|
|
|
static Vector3 defaultPan = new Vector3(0, 0, 0);
|
|
static Vector3 defaultScale = new Vector3(1, 1, 1);
|
|
static float defaultRotation = 0;
|
|
|
|
private static Vector3 pan;
|
|
private static Vector3 scale;
|
|
private static float rotation;
|
|
|
|
private static Vector3 panLast;
|
|
private static Vector3 scaleLast;
|
|
private static float rotationLast;
|
|
|
|
private void Awake()
|
|
{
|
|
instance = this;
|
|
camera = this.GetComponent<Camera>();
|
|
}
|
|
|
|
// Start is called before the first frame update
|
|
void Start()
|
|
{
|
|
GameManager.instance.onBeatChanged += OnBeatChanged;
|
|
|
|
Reset();
|
|
|
|
panLast = defaultPan;
|
|
scaleLast = defaultScale;
|
|
rotationLast = defaultRotation;
|
|
|
|
ToggleLetterboxBg(PersistentDataManager.gameSettings.letterboxBgEnable);
|
|
ToggleLetterboxGlow(PersistentDataManager.gameSettings.letterboxFxEnable);
|
|
}
|
|
|
|
public void OnBeatChanged(double beat)
|
|
{
|
|
Reset();
|
|
|
|
panEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "pan view" });
|
|
scaleEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "scale view" });
|
|
rotationEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "rotate view" });
|
|
|
|
panLast = defaultPan;
|
|
scaleLast = defaultScale;
|
|
rotationLast = defaultRotation;
|
|
|
|
UpdatePan();
|
|
UpdateRotation();
|
|
UpdateScale();
|
|
}
|
|
|
|
// Update is called once per frame
|
|
void Update()
|
|
{
|
|
UpdatePan();
|
|
UpdateRotation();
|
|
UpdateScale();
|
|
|
|
canvas.localPosition = pan;
|
|
canvas.eulerAngles = new Vector3(0, 0, rotation);
|
|
canvas.localScale = scale;
|
|
}
|
|
|
|
private void UpdatePan()
|
|
{
|
|
foreach (var e in panEvents)
|
|
{
|
|
float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
|
|
if (prog >= 0f)
|
|
{
|
|
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease) e["ease"]);
|
|
switch (e["axis"])
|
|
{
|
|
case (int) ViewAxis.X:
|
|
pan.x = func(panLast.x, e["valA"], Mathf.Min(prog, 1f));
|
|
break;
|
|
case (int) ViewAxis.Y:
|
|
pan.y = func(panLast.y, e["valB"], Mathf.Min(prog, 1f));
|
|
break;
|
|
default:
|
|
float dx = func(panLast.x, e["valA"], Mathf.Min(prog, 1f));
|
|
float dy = func(panLast.y, e["valB"], Mathf.Min(prog, 1f));
|
|
pan = new Vector3(dx, dy, 0);
|
|
break;
|
|
}
|
|
}
|
|
if (prog > 1f)
|
|
{
|
|
switch (e["axis"])
|
|
{
|
|
case (int) ViewAxis.X:
|
|
panLast.x = e["valA"];
|
|
break;
|
|
case (int) ViewAxis.Y:
|
|
panLast.y = e["valB"];
|
|
break;
|
|
default:
|
|
panLast = new Vector3(e["valA"], e["valB"], 0);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void UpdateRotation()
|
|
{
|
|
foreach (var e in rotationEvents)
|
|
{
|
|
float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
|
|
if (prog >= 0f)
|
|
{
|
|
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease) e["ease"]);
|
|
rotation = func(rotationLast, -e["valA"], Mathf.Min(prog, 1f));
|
|
}
|
|
if (prog > 1f)
|
|
{
|
|
rotationLast = -e["valA"];
|
|
}
|
|
}
|
|
}
|
|
|
|
private void UpdateScale()
|
|
{
|
|
foreach (var e in scaleEvents)
|
|
{
|
|
float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
|
|
if (prog >= 0f)
|
|
{
|
|
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease) e["ease"]);
|
|
switch (e["axis"])
|
|
{
|
|
case (int) ViewAxis.X:
|
|
scale.x = func(scaleLast.x, e["valA"], Mathf.Min(prog, 1f)) * AspectRatioWidth;
|
|
break;
|
|
case (int) ViewAxis.Y:
|
|
scale.y = func(scaleLast.y, e["valB"], Mathf.Min(prog, 1f)) * AspectRatioHeight;
|
|
break;
|
|
default:
|
|
float dx = func(scaleLast.x, e["valA"], Mathf.Min(prog, 1f)) * AspectRatioWidth;
|
|
float dy = func(scaleLast.y, e["valB"], Mathf.Min(prog, 1f)) * AspectRatioHeight;
|
|
scale = new Vector3(dx, dy, 1);
|
|
break;
|
|
}
|
|
}
|
|
if (prog > 1f)
|
|
{
|
|
switch (e["axis"])
|
|
{
|
|
case (int) ViewAxis.X:
|
|
scaleLast.x = e["valA"] * AspectRatioWidth;
|
|
break;
|
|
case (int) ViewAxis.Y:
|
|
scaleLast.y = e["valB"] * AspectRatioHeight;
|
|
break;
|
|
default:
|
|
scaleLast = new Vector3(e["valA"] * AspectRatioWidth, e["valB"] * AspectRatioHeight, 1);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public static void Reset()
|
|
{
|
|
pan = defaultPan;
|
|
scale = defaultScale;
|
|
rotation = defaultRotation;
|
|
}
|
|
|
|
public void ToggleOverlayView(bool toggle)
|
|
{
|
|
overlayView.SetActive(toggle);
|
|
}
|
|
|
|
public void SetAmbientGlowColour(Color colour)
|
|
{
|
|
ambientBg.color = colour;
|
|
GameSettings.UpdatePreviewAmbient(colour);
|
|
}
|
|
|
|
public void ToggleLetterboxBg(bool toggle)
|
|
{
|
|
letterboxBgGO.SetActive(toggle);
|
|
}
|
|
|
|
public void ToggleLetterboxGlow(bool toggle)
|
|
{
|
|
ambientBgGO.SetActive(toggle);
|
|
}
|
|
|
|
public void ToggleCanvasVisibility(bool toggle)
|
|
{
|
|
canvas.gameObject.SetActive(toggle);
|
|
}
|
|
}
|
|
} |