HeavenStudio/Assets/Scripts/StaticCamera.cs
minenice55 bb2ae74339
Integration of Jukebox Library (#451)
* add Jukebox library

todo:
- saving / loading of new format
- inferrence of unknown data like past versions
- move the temporary float casts to proper use of double
- make sound related functions take double for timing
- inform people that the Jukebox sound player was renamed to SoundByte lol

* make sound, input scheduling, and super curve use double precision

* successfully load charts

* editor works again

v1 riqs can be saved and loaded

* first tempo and volume markers are unmovable

fix loading of charts' easing values

* use gsync / freesync

* update Jukebox refs to SoundByte

* game events use double part 1

Air Rally - Glee Club converted

* don't load song if chart load fails

* finish conversion of all minigames

* remove editor waveform toggle

* timeline now respects added song offset length

clear cache files on app close
prepped notes for dsp sync

* update timeline length when offset changed

* update to latest Jukebox

* make error panel object in global game manager

* improve conductor music scheduling

* added error message box

fix first game events sometimes not playing
2023-06-10 15:13:29 -04:00

234 lines
7.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using HeavenStudio.Util;
using HeavenStudio.Common;
using HeavenStudio.Editor;
using Jukebox;
using Jukebox.Legacy;
namespace HeavenStudio
{
public class StaticCamera : MonoBehaviour
{
[SerializeField] RectTransform canvas;
[SerializeField] GameObject overlayView;
[SerializeField] Image ambientBg;
[SerializeField] GameObject ambientBgGO;
[SerializeField] GameObject letterboxBgGO;
public static StaticCamera instance { get; private set; }
public new Camera camera;
public enum ViewAxis
{
All,
X,
Y,
}
const float AspectRatioWidth = 1;
const float AspectRatioHeight = 1;
private List<RiqEntity> panEvents = new();
private List<RiqEntity> scaleEvents = new();
private List<RiqEntity> rotationEvents = new();
static Vector3 defaultPan = new Vector3(0, 0, 0);
static Vector3 defaultScale = new Vector3(1, 1, 1);
static float defaultRotation = 0;
private static Vector3 pan;
private static Vector3 scale;
private static float rotation;
private static Vector3 panLast;
private static Vector3 scaleLast;
private static float rotationLast;
private void Awake()
{
instance = this;
camera = this.GetComponent<Camera>();
}
// Start is called before the first frame update
void Start()
{
GameManager.instance.onBeatChanged += OnBeatChanged;
Reset();
panLast = defaultPan;
scaleLast = defaultScale;
rotationLast = defaultRotation;
ToggleLetterboxBg(PersistentDataManager.gameSettings.letterboxBgEnable);
ToggleLetterboxGlow(PersistentDataManager.gameSettings.letterboxFxEnable);
}
public void OnBeatChanged(double beat)
{
Reset();
panEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "pan view" });
scaleEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "scale view" });
rotationEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "rotate view" });
panLast = defaultPan;
scaleLast = defaultScale;
rotationLast = defaultRotation;
UpdatePan();
UpdateRotation();
UpdateScale();
}
// Update is called once per frame
void Update()
{
UpdatePan();
UpdateRotation();
UpdateScale();
canvas.localPosition = pan;
canvas.eulerAngles = new Vector3(0, 0, rotation);
canvas.localScale = scale;
}
private void UpdatePan()
{
foreach (var e in panEvents)
{
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) ViewAxis.X:
pan.x = func(panLast.x, e["valA"], Mathf.Min(prog, 1f));
break;
case (int) ViewAxis.Y:
pan.y = func(panLast.y, e["valB"], Mathf.Min(prog, 1f));
break;
default:
float dx = func(panLast.x, e["valA"], Mathf.Min(prog, 1f));
float dy = func(panLast.y, e["valB"], Mathf.Min(prog, 1f));
pan = new Vector3(dx, dy, 0);
break;
}
}
if (prog > 1f)
{
switch (e["axis"])
{
case (int) ViewAxis.X:
panLast.x = e["valA"];
break;
case (int) ViewAxis.Y:
panLast.y = e["valB"];
break;
default:
panLast = new Vector3(e["valA"], e["valB"], 0);
break;
}
}
}
}
private void UpdateRotation()
{
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"]);
rotation = func(rotationLast, -e["valA"], Mathf.Min(prog, 1f));
}
if (prog > 1f)
{
rotationLast = -e["valA"];
}
}
}
private void UpdateScale()
{
foreach (var e in scaleEvents)
{
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) ViewAxis.X:
scale.x = func(scaleLast.x, e["valA"], Mathf.Min(prog, 1f)) * AspectRatioWidth;
break;
case (int) ViewAxis.Y:
scale.y = func(scaleLast.y, e["valB"], Mathf.Min(prog, 1f)) * AspectRatioHeight;
break;
default:
float dx = func(scaleLast.x, e["valA"], Mathf.Min(prog, 1f)) * AspectRatioWidth;
float dy = func(scaleLast.y, e["valB"], Mathf.Min(prog, 1f)) * AspectRatioHeight;
scale = new Vector3(dx, dy, 1);
break;
}
}
if (prog > 1f)
{
switch (e["axis"])
{
case (int) ViewAxis.X:
scaleLast.x = e["valA"] * AspectRatioWidth;
break;
case (int) ViewAxis.Y:
scaleLast.y = e["valB"] * AspectRatioHeight;
break;
default:
scaleLast = new Vector3(e["valA"] * AspectRatioWidth, e["valB"] * AspectRatioHeight, 1);
break;
}
}
}
}
public static void Reset()
{
pan = defaultPan;
scale = defaultScale;
rotation = defaultRotation;
}
public void ToggleOverlayView(bool toggle)
{
overlayView.SetActive(toggle);
}
public void SetAmbientGlowColour(Color colour)
{
ambientBg.color = colour;
GameSettings.UpdatePreviewAmbient(colour);
}
public void ToggleLetterboxBg(bool toggle)
{
letterboxBgGO.SetActive(toggle);
}
public void ToggleLetterboxGlow(bool toggle)
{
ambientBgGO.SetActive(toggle);
}
public void ToggleCanvasVisibility(bool toggle)
{
canvas.gameObject.SetActive(toggle);
}
}
}