3002e48350
* add mouse controller * support different control styles in options deprecate old input check methods * fully functional input actions system * btsds InputAction * blue bear InputAction * more games fix bugs with some input related systems * coin toss re-toss * cheer readers touch * dog ninja touch * multiple games * last of the easy games' touch * more specialized games * specialized games 2 * finish ktb games * remove legacy settings disclaimer * "only" two games left * karate man touch * rockers touch still needs fixes and bad judge strum * DSGuy flicking animation * playstyle chart property * improve performance of minigame preloading * improve look of cursor make assetbundles use chunk-based compression refactor assetbundle loading methods a bit * prime conductor stream playback to stabilize seeking operations * fix air rally swing on pad release * use virtual mouse pointer * add UniTask * make BeatAction use UniTask * implement UniTask to replace some coroutines * add touch style UI elements and effects games now support the ability to define two cursor colours if they need split screen touch inputs * update plugins and buildscript * implement thresholded pointer position clipping * fix clamping * instant show / hide fix discord game SDK crashes
107 lines
5.5 KiB
C#
107 lines
5.5 KiB
C#
using UnityEngine;
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using System;
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namespace HeavenStudio.Util
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{
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public static class AnimationHelpers
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{
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public static bool IsAnimationNotPlaying(this Animator anim)
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{
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var stateInfo = anim.GetCurrentAnimatorStateInfo(0);
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return (stateInfo.normalizedTime >= stateInfo.speed || stateInfo.loop) && !anim.IsInTransition(0);
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}
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/// <summary>
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/// Returns true if animName is currently playing on animator
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/// </summary>
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/// <param name="anim">Animator to check</param>
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/// <param name="animName">name of animation to look out for</param>
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public static bool IsPlayingAnimationName(this Animator anim, string animName)
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{
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var stateInfo = anim.GetCurrentAnimatorStateInfo(0);
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return (stateInfo.normalizedTime < stateInfo.speed || stateInfo.loop) && stateInfo.IsName(animName);
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}
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/// <summary>
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/// Sets animator's progress on an animation based on current song beat between startTime and length
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/// function must be called in actor's Update loop to update properly
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/// </summary>
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/// <param name="anim">Animator to update</param>
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/// <param name="animName">name of animation to play</param>
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/// <param name="startTime">reference start time of animation (progress 0.0)</param>
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/// <param name="length">duration of animation (progress 1.0)</param>
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/// <param name="timeScale">multiplier for animation progress (smaller values make animation slower)</param>
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/// <param name="animLayer">animator layer to play animation on</param>
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public static void DoScaledAnimation(this Animator anim, string animName, double startTime, float length = 1f, float timeScale = 1f, int animLayer = -1, bool clamp = false)
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{
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float pos = Conductor.instance.GetPositionFromBeat(startTime, length) * timeScale;
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if (clamp) pos = Mathf.Clamp01(pos);
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anim.Play(animName, animLayer, pos);
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anim.speed = 1f; //not 0 so these can still play their script events
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}
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/// <summary>
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/// Sets animator progress on an animation according to pos
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/// </summary>
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/// <param name="anim">Animator to update</param>
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/// <param name="animName">name of animation to play</param>
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/// <param name="pos">position to set animation progress to (0.0 - 1.0)</param>
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/// <param name="animLayer">animator layer to play animation on</param>
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public static void DoNormalizedAnimation(this Animator anim, string animName, float pos = 0f, int animLayer = -1)
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{
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anim.Play(animName, animLayer, pos);
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anim.speed = 1f;
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}
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/// <summary>
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/// Plays animation on animator, scaling speed to song BPM
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/// call this function once, when playing an animation
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/// </summary>
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/// <param name="anim">Animator to play animation on</param>
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/// <param name="animName">name of animation to play</param>
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/// <param name="timeScale">multiplier for animation speed</param>
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/// <param name="startBeat">beat that this animation would start on</param>
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/// <param name="animLayer">animator layer to play animation on</param>
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public static void DoScaledAnimationFromBeatAsync(this Animator anim, string animName, float timeScale = 1f, double startBeat = 0, int animLayer = -1)
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{
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float pos = 0;
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if (!double.IsNaN(startBeat)) {
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var cond = Conductor.instance;
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var animClip = Array.Find(anim.runtimeAnimatorController.animationClips, x => x.name == animName);
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double animLength = cond.SecsToBeats(animClip.length, cond.GetBpmAtBeat(startBeat));
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pos = cond.GetPositionFromBeat(startBeat, animLength) * timeScale;
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} else {
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Debug.LogWarning("DoScaledAnimationFromBeatAsync()'s startBeat was NaN; using DoScaledAnimationAsync() instead.");
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}
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anim.DoScaledAnimationAsync(animName, timeScale, pos, animLayer);
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}
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/// <summary>
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/// Plays animation on animator, scaling speed to song BPM
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/// call this function once, when playing an animation
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/// </summary>
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/// <param name="anim">Animator to play animation on</param>
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/// <param name="animName">name of animation to play</param>
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/// <param name="timeScale">multiplier for animation speed</param>
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/// <param name="startPos">starting progress of animation</param>
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/// <param name="animLayer">animator layer to play animation on</param>
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public static void DoScaledAnimationAsync(this Animator anim, string animName, float timeScale = 1f, float startPos = 0f, int animLayer = -1)
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{
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anim.Play(animName, animLayer, startPos);
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anim.speed = (1f / Conductor.instance.pitchedSecPerBeat) * timeScale;
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}
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/// <summary>
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/// Plays animation on animator, at default speed
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/// this is the least nessecary function here lol
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/// </summary>
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/// <param name="anim">Animator to play animation on</param>
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/// <param name="animName">name of animation to play</param>
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/// <param name="startPos">starting progress of animation</param>
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/// <param name="animLayer">animator layer to play animation on</param>
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public static void DoUnscaledAnimation(this Animator anim, string animName, float startPos = 0f, int animLayer = -1)
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{
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anim.Play(animName, animLayer, startPos);
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anim.speed = 1f;
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}
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}
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} |