HeavenStudio/Assets/Scripts/StaticCamera.cs
minenice55 caf7d9465f
Play Mode Features Part 1 (#413)
* 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
2023-05-07 20:33:15 +00:00

232 lines
7.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using HeavenStudio.Util;
using HeavenStudio.Common;
using HeavenStudio.Editor;
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<DynamicBeatmap.DynamicEntity> panEvents = new List<DynamicBeatmap.DynamicEntity>();
private List<DynamicBeatmap.DynamicEntity> scaleEvents = new List<DynamicBeatmap.DynamicEntity>();
private List<DynamicBeatmap.DynamicEntity> rotationEvents = new List<DynamicBeatmap.DynamicEntity>();
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(float 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)
{
EasingFunction.Function func = EasingFunction.GetEasingFunction((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)
{
EasingFunction.Function func = EasingFunction.GetEasingFunction((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)
{
EasingFunction.Function func = EasingFunction.GetEasingFunction((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);
}
}
}