HeavenStudio/Assets/Scripts/GameCamera.cs
minenice55 d32f5591d2
Auto-Swing (#827)
* BurstLinq

make BGM resync when changing pitch (to test)

* autoswing

some game implementations, most games already work fine

* more game tweaks

* 16th note swing

more game fixes
make pitch change resync optional in the API

* suppress some common warnings

* Update Credits.txt
2024-04-07 04:54:06 +00:00

364 lines
13 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using System.Linq;
using BurstLinq;
using Jukebox;
using Jukebox.Legacy;
namespace HeavenStudio
{
public class GameCamera : MonoBehaviour
{
public static GameCamera instance { get; private set; }
public new Camera camera;
public enum CameraAxis
{
All,
X,
Y,
Z
}
private List<RiqEntity> positionEvents = new();
private List<RiqEntity> rotationEvents = new();
private List<RiqEntity> shakeEvents = new();
private List<RiqEntity> colorEvents = new();
/**
default cam position, for quick-resetting
**/
public static Vector3 defaultPosition = new Vector3(0, 0, -10);
public static Vector3 defaultRotEluer = new Vector3(0, 0, 0);
public static Vector3 defaultShake = new Vector3(0, 0, 0);
public static float defaultFoV = 53.15f;
/**
camera's current transformation
**/
private static Vector3 _position;
private static Vector3 Position
{
get => _position;
set
{
_position = value;
instance.ApplyCameraValues();
}
}
private static Vector3 _rotEuler;
private static Vector3 RotEuler
{
get => _rotEuler;
set
{
_rotEuler = value;
instance.ApplyCameraValues();
}
}
private static Vector3 _shakeResult;
private static Vector3 ShakeResult
{
get => _shakeResult;
set
{
_shakeResult = value;
instance.ApplyCameraValues();
}
}
/**
camera's last transformation
**/
private static Vector3 positionLast;
private static Vector3 rotEulerLast;
private static Vector3 shakeLast;
/**
transformations to apply *after* the global transform,
to use in minigame scripts (Spaceball, Rhythm Rally, Built to Scale, etc.)
and NOT in the editor
**/
private static Vector3 _additionalPosition;
public static Vector3 AdditionalPosition
{
get => _additionalPosition;
set
{
_additionalPosition = value;
instance.ApplyCameraValues();
}
}
private static Vector3 _additionalRotEuler;
public static Vector3 AdditionalRotEuler
{
get => _additionalRotEuler;
set
{
_additionalRotEuler = value;
instance.ApplyCameraValues();
}
}
private static Vector3 _additionalScale;
public static Vector3 AdditionalScale
{
get => _additionalScale;
set
{
_additionalScale = value;
instance.ApplyCameraValues();
}
}
private static float _additionalFoV;
public static float AdditionalFoV
{
get => _additionalFoV;
set
{
_additionalFoV = value;
instance.ApplyCameraValues();
}
}
[Header("Components")]
public Color baseColor;
public static Color currentColor;
private void Awake()
{
instance = this;
camera = this.GetComponent<Camera>();
}
private void Start()
{
GameManager.instance.onBeatChanged += OnBeatChanged;
camera.backgroundColor = baseColor;
ResetTransforms();
ResetAdditionalTransforms();
currentColor = baseColor;
positionLast = defaultPosition;
rotEulerLast = defaultRotEluer;
}
public void OnBeatChanged(double beat)
{
ResetTransforms();
ResetAdditionalTransforms();
currentColor = baseColor;
positionLast = defaultPosition;
rotEulerLast = defaultRotEluer;
// this entire thing is a mess redo it later
//pos
positionEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "move camera" });
// legacy event
positionEvents.AddRange(EventCaller.GetAllInGameManagerList("gameManager", new string[] { "move camera" }));
//rot
rotationEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "rotate camera" });
positionEvents.AddRange(EventCaller.GetAllInGameManagerList("gameManager", new string[] { "rotate camera" }));
//screen shake time baybee
shakeEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "screen shake" });
//color/colour time baybee
colorEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "camera background color" });
UpdateCameraTranslate();
UpdateCameraRotate();
UpdateShakeIntensity();
UpdateCameraColor();
}
private void Update()
{
UpdateCameraTranslate();
UpdateCameraRotate();
UpdateShakeIntensity();
UpdateCameraColor();
}
private void LateUpdate()
{
Camera cam = GetCamera();
cam.backgroundColor = currentColor;
if (!StaticCamera.instance.usingMinigameAmbientColor) StaticCamera.instance.SetAmbientGlowColour(currentColor, false, false);
}
private void ApplyCameraValues()
{
Camera cam = GetCamera();
// rotate position by additional rotation
Vector3 userPos = Quaternion.Euler(_additionalRotEuler) * _position;
cam.transform.localPosition = userPos + _additionalPosition + _shakeResult;
cam.transform.eulerAngles = _rotEuler + _additionalRotEuler;
cam.fieldOfView = _additionalFoV;
//Debug.Log("Camera Pos: " + _additionalPosition);
}
private void UpdateCameraColor()
{
foreach (var e in colorEvents)
{
float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
if (prog >= 0f)
{
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]);
float newColorR = func(e["color"].r, e["color2"].r, prog);
float newColorG = func(e["color"].g, e["color2"].g, prog);
float newColorB = func(e["color"].b, e["color2"].b, prog);
currentColor = new Color(newColorR, newColorG, newColorB);
}
if (prog > 1f)
{
currentColor = e["color2"];
}
}
}
private void UpdateCameraTranslate()
{
foreach (var e in positionEvents)
{
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) CameraAxis.X:
Position = new Vector3(func(positionLast.x, e["valA"], Mathf.Min(prog, 1f)), Position.y, Position.z);
break;
case (int) CameraAxis.Y:
Position = new Vector3(Position.x, func(positionLast.y, e["valB"], Mathf.Min(prog, 1f)), Position.z);
break;
case (int) CameraAxis.Z:
Position = new Vector3(Position.x, Position.y, func(positionLast.z, -e["valC"], Mathf.Min(prog, 1f)));
break;
default:
float dx = func(positionLast.x, e["valA"], Mathf.Min(prog, 1f));
float dy = func(positionLast.y, e["valB"], Mathf.Min(prog, 1f));
float dz = func(positionLast.z, -e["valC"], Mathf.Min(prog, 1f));
Position = new Vector3(dx, dy, dz);
break;
}
}
if (prog > 1f)
{
switch (e["axis"])
{
case (int) CameraAxis.X:
positionLast.x = e["valA"];
break;
case (int) CameraAxis.Y:
positionLast.y = e["valB"];
break;
case (int) CameraAxis.Z:
positionLast.z = -e["valC"];
break;
default:
positionLast = new Vector3(e["valA"], e["valB"], -e["valC"]);
break;
}
}
}
}
private void UpdateCameraRotate()
{
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"]);
switch (e["axis"])
{
case (int) CameraAxis.X:
RotEuler = new Vector3(func(rotEulerLast.x, e["valA"], Mathf.Min(prog, 1f)), RotEuler.y, RotEuler.z);
break;
case (int) CameraAxis.Y:
RotEuler = new Vector3(RotEuler.x, func(rotEulerLast.y, e["valB"], Mathf.Min(prog, 1f)), RotEuler.z);
break;
case (int) CameraAxis.Z:
RotEuler = new Vector3(RotEuler.x, RotEuler.y, func(rotEulerLast.z, -e["valC"], Mathf.Min(prog, 1f)));
break;
default:
float dx = func(rotEulerLast.x, e["valA"], Mathf.Min(prog, 1f));
float dy = func(rotEulerLast.y, e["valB"], Mathf.Min(prog, 1f));
float dz = func(rotEulerLast.z, -e["valC"], Mathf.Min(prog, 1f));
RotEuler = new Vector3(dx, dy, dz); //I'm stupid and forgot to negate the rotation gfd 😢
break;
}
}
if (prog > 1f)
{
switch (e["axis"])
{
case (int) CameraAxis.X:
rotEulerLast.x = e["valA"];
break;
case (int) CameraAxis.Y:
rotEulerLast.y = e["valB"];
break;
case (int) CameraAxis.Z:
rotEulerLast.z = -e["valC"];
break;
default:
rotEulerLast = new Vector3(e["valA"], e["valB"], -e["valC"]);
break;
}
rotEulerLast = new Vector3(e["valA"], e["valB"], -e["valC"]);
}
}
}
private void UpdateShakeIntensity()
{
foreach (var e in shakeEvents)
{
float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
float fac = Mathf.Cos(Time.time * 80f) * 0.5f;
if (prog >= 0f)
{
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease) e["ease"]);
ShakeResult = new Vector3(fac * func(e["easedA"], e["valA"], Mathf.Min(prog, 1f)), fac * func(e["easedB"], e["valB"], Mathf.Min(prog, 1f)));
}
if (prog > 1f)
{
ShakeResult = new Vector3(fac * e["valA"], fac * e["valB"]);
}
}
}
public static void ResetTransforms()
{
Position = defaultPosition;
RotEuler = defaultRotEluer;
ShakeResult = defaultShake;
}
public static void ResetAdditionalTransforms()
{
AdditionalPosition = new Vector3(0, 0, 0);
AdditionalRotEuler = new Vector3(0, 0, 0);
AdditionalFoV = defaultFoV;
}
public static Camera GetCamera()
{
return instance.camera;
}
}
}