caf7d9465f
* add pause menu assets * layout and animation for pause * make play mode prefab function re-assign unused class inheritance * remove filepath * don't init medals twice * remove PlayerActionObject * initial attempt at anti-note lock TODO: circumvent inputs clearing themselves making the functionality not work * properly implement input lock prevention * fix error on editor open * functional pause menu * bugfix * make unpausing not reset current play statistics * serialize initializer components in inspector instead of procedurally generating * sanity check * note for fade * make flashes in the camera prefabs instead of in world space remove / reorganize script files address issue #411 * fix bug with perfect campaign make minigame transitions hide the game canvas adjust animation of the song credits textbox * fully functional intro scene (placeholder for future title screen) refactored entire game loading procedure re-organized some files * add interaction query to disclaimer text * reword legal * anchor section medals to section display more tempo change placement controls * operation order bugfix * prep for future ratings and stats * loading text * autoload opening scene * splash screen adjustments added setting to force enable splash screen * adjust setting entry
232 lines
7.8 KiB
C#
232 lines
7.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using HeavenStudio.Util;
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using HeavenStudio.Common;
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using HeavenStudio.Editor;
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namespace HeavenStudio
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{
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public class StaticCamera : MonoBehaviour
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{
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[SerializeField] RectTransform canvas;
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[SerializeField] GameObject overlayView;
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[SerializeField] Image ambientBg;
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[SerializeField] GameObject ambientBgGO;
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[SerializeField] GameObject letterboxBgGO;
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public static StaticCamera instance { get; private set; }
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public new Camera camera;
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public enum ViewAxis
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{
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All,
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X,
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Y,
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}
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const float AspectRatioWidth = 1;
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const float AspectRatioHeight = 1;
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private List<DynamicBeatmap.DynamicEntity> panEvents = new List<DynamicBeatmap.DynamicEntity>();
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private List<DynamicBeatmap.DynamicEntity> scaleEvents = new List<DynamicBeatmap.DynamicEntity>();
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private List<DynamicBeatmap.DynamicEntity> rotationEvents = new List<DynamicBeatmap.DynamicEntity>();
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static Vector3 defaultPan = new Vector3(0, 0, 0);
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static Vector3 defaultScale = new Vector3(1, 1, 1);
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static float defaultRotation = 0;
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private static Vector3 pan;
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private static Vector3 scale;
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private static float rotation;
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private static Vector3 panLast;
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private static Vector3 scaleLast;
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private static float rotationLast;
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private void Awake()
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{
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instance = this;
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camera = this.GetComponent<Camera>();
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}
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// Start is called before the first frame update
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void Start()
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{
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GameManager.instance.onBeatChanged += OnBeatChanged;
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Reset();
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panLast = defaultPan;
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scaleLast = defaultScale;
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rotationLast = defaultRotation;
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ToggleLetterboxBg(PersistentDataManager.gameSettings.letterboxBgEnable);
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ToggleLetterboxGlow(PersistentDataManager.gameSettings.letterboxFxEnable);
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}
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public void OnBeatChanged(float beat)
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{
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Reset();
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panEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "pan view" });
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scaleEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "scale view" });
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rotationEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "rotate view" });
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panLast = defaultPan;
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scaleLast = defaultScale;
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rotationLast = defaultRotation;
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UpdatePan();
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UpdateRotation();
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UpdateScale();
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}
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// Update is called once per frame
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void Update()
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{
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UpdatePan();
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UpdateRotation();
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UpdateScale();
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canvas.localPosition = pan;
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canvas.eulerAngles = new Vector3(0, 0, rotation);
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canvas.localScale = scale;
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}
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private void UpdatePan()
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{
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foreach (var e in panEvents)
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{
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float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
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if (prog >= 0f)
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{
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EasingFunction.Function func = EasingFunction.GetEasingFunction((EasingFunction.Ease) e["ease"]);
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switch (e["axis"])
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{
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case (int) ViewAxis.X:
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pan.x = func(panLast.x, e["valA"], Mathf.Min(prog, 1f));
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break;
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case (int) ViewAxis.Y:
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pan.y = func(panLast.y, e["valB"], Mathf.Min(prog, 1f));
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break;
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default:
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float dx = func(panLast.x, e["valA"], Mathf.Min(prog, 1f));
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float dy = func(panLast.y, e["valB"], Mathf.Min(prog, 1f));
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pan = new Vector3(dx, dy, 0);
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break;
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}
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}
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if (prog > 1f)
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{
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switch (e["axis"])
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{
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case (int) ViewAxis.X:
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panLast.x = e["valA"];
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break;
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case (int) ViewAxis.Y:
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panLast.y = e["valB"];
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break;
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default:
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panLast = new Vector3(e["valA"], e["valB"], 0);
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break;
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}
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}
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}
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}
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private void UpdateRotation()
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{
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foreach (var e in rotationEvents)
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{
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float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
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if (prog >= 0f)
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{
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EasingFunction.Function func = EasingFunction.GetEasingFunction((EasingFunction.Ease) e["ease"]);
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rotation = func(rotationLast, -e["valA"], Mathf.Min(prog, 1f));
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}
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if (prog > 1f)
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{
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rotationLast = -e["valA"];
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}
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}
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}
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private void UpdateScale()
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{
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foreach (var e in scaleEvents)
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{
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float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
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if (prog >= 0f)
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{
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EasingFunction.Function func = EasingFunction.GetEasingFunction((EasingFunction.Ease) e["ease"]);
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switch (e["axis"])
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{
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case (int) ViewAxis.X:
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scale.x = func(scaleLast.x, e["valA"], Mathf.Min(prog, 1f)) * AspectRatioWidth;
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break;
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case (int) ViewAxis.Y:
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scale.y = func(scaleLast.y, e["valB"], Mathf.Min(prog, 1f)) * AspectRatioHeight;
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break;
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default:
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float dx = func(scaleLast.x, e["valA"], Mathf.Min(prog, 1f)) * AspectRatioWidth;
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float dy = func(scaleLast.y, e["valB"], Mathf.Min(prog, 1f)) * AspectRatioHeight;
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scale = new Vector3(dx, dy, 1);
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break;
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}
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}
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if (prog > 1f)
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{
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switch (e["axis"])
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{
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case (int) ViewAxis.X:
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scaleLast.x = e["valA"] * AspectRatioWidth;
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break;
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case (int) ViewAxis.Y:
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scaleLast.y = e["valB"] * AspectRatioHeight;
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break;
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default:
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scaleLast = new Vector3(e["valA"] * AspectRatioWidth, e["valB"] * AspectRatioHeight, 1);
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break;
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}
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}
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}
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}
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public static void Reset()
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{
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pan = defaultPan;
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scale = defaultScale;
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rotation = defaultRotation;
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}
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public void ToggleOverlayView(bool toggle)
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{
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overlayView.SetActive(toggle);
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}
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public void SetAmbientGlowColour(Color colour)
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{
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ambientBg.color = colour;
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GameSettings.UpdatePreviewAmbient(colour);
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}
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public void ToggleLetterboxBg(bool toggle)
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{
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letterboxBgGO.SetActive(toggle);
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}
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public void ToggleLetterboxGlow(bool toggle)
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{
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ambientBgGO.SetActive(toggle);
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}
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public void ToggleCanvasVisibility(bool toggle)
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{
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canvas.gameObject.SetActive(toggle);
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}
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}
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} |