98835c3936
* Barebones title screen prefab added * logo and stuff * cool * Added sfx to title screen * The logo now bops to the beat * epic reveal * Fixed something * put some of the stuff into the main menu * other logo bop * Implemented logobop2 and starbop * added scrolling bg, tweaked positioning and wip splash text for play button * more menu * ooops * Expand implemented * cool * Made stars spawn in in the opening * make UI elements look nicer on different aspect ratios * add sound while hovering over logo * add settings menu to title screen make the title screen properly play after the opening * swap out title screen hover sound remove the old config path warning * every button works, some play mode fixes * fix issues with beataction/multisound and pausing * fix dropdown menus not working in certain screens * fix particles rotating when camera controls are used * touch style pause menu items only trigger if cursor is over an item * various changes make playback (unpausing) more reliable only apply changes to advanced audio settings on launch fix title screen visuals add opening music continue past opening by pressing a key update credits * almost forgot this * lol * initial flow mems * user-taggable fonts in textboxes * alt materials for kurokane * assets prep * plan out judgement screen layout change sound encodings * start sequencing judgement * judgement screen sequence * full game loop * fix major issue with pooled sound objects rebalance ranking audio fix issues with some effects in play mode * new graphics * particles * make certain uses of the beat never go below 0 fix loop of superb music * make markers non clamped lockstep frees rendertextures when unloading * lockstep creates its own rendertextures swapped button order on title screen added null checks to animation helpers disabled controller auto-search for now * enable particles on OK rank * play mode info panel * let play mode handle its own fade out * fix that alignment bug in controller settings * more safety here * Update PauseMenu.cs * settable (one-liner) rating screen text * address minigame loading crashes * don't do this twice * wav converter for mp3 * Update Minigames.cs * don't double-embed the converted audio * studio dance bugfixing spree * import redone sprites for studio dance * update jukebox prep epilogue screen * epilogue screen * studio dance inkling shuffle test * new studio dance choreo system * markers upgrade * fix deleting volume changes and markers prep category markers * Update Editor.unity * new rating / epilogue settings look * update to use new tooltip system mark certain editor components as blocking * finish category system * dedicated tempo / volume marker dialogs * swing prep * open properties dialog if mapper hasn't opened it prior for this chart fix memory copy bug when making new chart * fix ctrl + s * return to title screen button * make graphy work everywhere studio dance selector membillion mems * make sure riq cache is clear when loading chart * lol * fix the stupid * bring back tempo and volume change scrolling * new look for panels * adjust alignment * round tooltip * alignment of chart property prefab * change scale factor of mem * adjust open captions material no dotted BG in results commentary (only epilogue) bugfix for tempo / volume scroll * format line 2 of judgement a bit better update font * oops * adjust look of judgement score bar * new rating bar * judgement size adjustment * fix timing window scaling with song pitch * proper clamping in dialogs better sync conductor to dsptime (experiment) * disable timeline pitch change when song is paused enable perfect challenge if no marker is set to do so * new app icon * timing window values are actually double now * improve deferred timekeep even more * re-generate font atlases new app icon in credits * default epilogue images * more timing window adjustment * fix timing display when pitched * use proper terminology here * new logo on titlescreen * remove wip from play update credits * adjust spacing of play mode panel * redo button spacing * can pass title screen with any controller fix issues with controller auto-search * button scale fixes * controller title screen nav * remove song genre from properties editor * disable circle cursor when not using touch style * proper selection graphic remove refs re-add heart to the opening * controller support in opening --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
121 lines
6.1 KiB
C#
121 lines
6.1 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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if (anim == null) return true;
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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="animNames">name(s) of animation to look out for</param>
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public static bool IsPlayingAnimationNames(this Animator anim, params string[] animNames)
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{
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if (anim == null) return false;
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var stateInfo = anim.GetCurrentAnimatorStateInfo(0);
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var isPlaying = Array.Exists(animNames, animName => stateInfo.IsName(animName));
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return (stateInfo.normalizedTime < stateInfo.speed || stateInfo.loop) && isPlaying;
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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, double length = 1, float timeScale = 1f, int animLayer = -1, bool clamp = false)
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{
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if (anim == null) return;
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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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if (anim == null) return;
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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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if (anim == null) return;
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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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if (anim == null) return;
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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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public static void SetScaledAnimationSpeed(this Animator anim, float timeScale = 0.5f)
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{
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if (anim == null) return;
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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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if (anim == null) return;
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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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} |