HeavenStudio/Assets/Scripts/GameCamera.cs
minenice55 cc577966c1 further work
attempt at fixing colour deserialization, not working
2022-08-21 20:50:19 -04:00

199 lines
7.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using System.Linq;
namespace HeavenStudio
{
public class GameCamera : MonoBehaviour
{
public static GameCamera instance { get; private set; }
public new Camera camera;
private List<DynamicBeatmap.DynamicEntity> positionEvents = new List<DynamicBeatmap.DynamicEntity>();
private List<DynamicBeatmap.DynamicEntity> rotationEvents = new List<DynamicBeatmap.DynamicEntity>();
private List<DynamicBeatmap.DynamicEntity> scaleEvents = new List<DynamicBeatmap.DynamicEntity>();
private List<DynamicBeatmap.DynamicEntity> shakeEvents = new List<DynamicBeatmap.DynamicEntity>();
/**
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 defaultScale = new Vector3(16, 9, 1);
public static Vector3 defaultShake = new Vector3(0, 0, 0);
/**
camera's current transformation
TODO: stretching (the scale param) not working, will need help with this cause I don't understand Unity's camera
**/
private static Vector3 position;
private static Vector3 rotEluer;
private static Vector3 scale;
private static Vector3 shakeResult;
/**
camera's last transformation
TODO: stretching (the scaleLast param) not working, will need help with this cause I don't understand Unity's camera
**/
private static Vector3 positionLast;
private static Vector3 rotEluerLast;
private static Vector3 scaleLast;
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
**/
public static Vector3 additionalPosition;
public static Vector3 additionalRotEluer;
public static Vector3 additionalScale;
[Header("Components")]
public Color baseColor;
private void Awake()
{
instance = this;
camera = this.GetComponent<Camera>();
}
private void Start()
{
GameManager.instance.onBeatChanged += OnBeatChanged;
camera.backgroundColor = baseColor;
ResetTransforms();
ResetAdditionalTransforms();
positionLast = defaultPosition;
rotEluerLast = defaultRotEluer;
scaleLast = defaultScale;
}
public void OnBeatChanged(float beat)
{
ResetTransforms();
ResetAdditionalTransforms();
positionLast = defaultPosition;
rotEluerLast = defaultRotEluer;
scaleLast = defaultScale;
// 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" });
//scale (TODO)
// scaleEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "scale camera" });
UpdateCameraTranslate();
UpdateCameraRotate();
SetShakeIntensity();
}
private void Update()
{
UpdateCameraTranslate();
UpdateCameraRotate();
SetShakeIntensity();
Camera cam = GetCamera();
cam.transform.localPosition = position + additionalPosition + shakeResult;
cam.transform.eulerAngles = rotEluer + additionalRotEluer;
cam.transform.localScale = Vector3.Scale(scale, additionalScale);
}
private void UpdateCameraTranslate()
{
foreach (var e in positionEvents)
{
float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
if (prog >= 0f)
{
EasingFunction.Function func = EasingFunction.GetEasingFunction((EasingFunction.Ease) e["ease"]);
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);
}
if (prog > 1f)
{
positionLast = new Vector3(e["valA"], e["valB"], -e["valC"]);
}
}
}
private void UpdateCameraRotate()
{
foreach (var e in rotationEvents)
{
float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
if (prog >= 0f)
{
EasingFunction.Function func = EasingFunction.GetEasingFunction((EasingFunction.Ease) e["ease"]);
float dx = func(rotEluerLast.x, e["valA"], Mathf.Min(prog, 1f));
float dy = func(rotEluerLast.y, e["valB"], Mathf.Min(prog, 1f));
float dz = func(-rotEluerLast.z, e["valC"], Mathf.Min(prog, 1f));
rotEluer = new Vector3(dx, dy, dz); //I'm stupid and forgot to negate the rotation gfd 😢
}
if (prog > 1f)
{
rotEluerLast = new Vector3(e["valA"], e["valB"], -e["valC"]);
}
}
}
private void SetShakeIntensity()
{
foreach (var e in shakeEvents)
{
float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
if (prog >= 0f)
{
float fac = Mathf.Cos(Time.time * 80f) * 0.5f;
shakeResult = new Vector3(fac * e["valA"], fac * e["valB"]);
}
if (prog > 1f)
{
shakeResult = new Vector3(0, 0);
}
}
}
public static void ResetTransforms()
{
position = defaultPosition;
rotEluer = defaultRotEluer;
scale = defaultScale;
shakeResult = defaultShake;
}
public static void ResetAdditionalTransforms()
{
additionalPosition = new Vector3(0, 0, 0);
additionalRotEluer = new Vector3(0, 0, 0);
additionalScale = new Vector3(1, 1, 1);
}
public static Camera GetCamera()
{
return instance.camera;
}
}
}