HeavenStudio/Assets/Scripts/StudioDance/Dancer.cs
minenice55 1c6eae8005
Resource Optimization (#812)
* right foot creep

* look around stay low

* optimize the fan club prefab

use anim layers for the monkeys

* dansa med oss

* klappa era hander

* cossack sandvich

* soldier of dance

add speed halving / doubling functionality to choreographies

* fix selection of starting dance

* asset re-organization

* organize the last of the 1.0 games

* Wall

* floating windows can no longer become larger than the actual screen
2024-03-30 02:52:14 +00:00

141 lines
4.4 KiB
C#

using System;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.StudioDance
{
public class Dancer : MonoBehaviour
{
[SerializeField] ChoreographyInfo debugChoreography;
[SerializeField] ChoreographyInfo[] choreographies;
Conductor cond;
GameManager gm;
private Animator animator;
private double currentBeat = 0f;
private bool isDance = false;
private ChoreographyInfo currentChoreography;
private double totalChoreographyLength = 0f;
public ChoreographyInfo[] ChoreographyInfos { get => choreographies; }
public ChoreographyInfo CurrentChoreography { get => currentChoreography; }
public void SetChoreography(ChoreographyInfo choreography)
{
currentChoreography = choreography;
totalChoreographyLength = 0f;
foreach (var step in choreography.choreographySteps)
{
totalChoreographyLength += step.beatLength;
}
}
public void SetChoreography(int index)
{
if (index < 0 || index >= choreographies.Length) return;
var choreography = choreographies[index];
currentChoreography = choreography;
totalChoreographyLength = 0f;
foreach (var step in choreography.choreographySteps)
{
totalChoreographyLength += step.beatLength;
}
if (cond is not null && animator is not null && !cond.isPlaying)
{
animator.Play(currentChoreography.introState, -1, 0f);
}
}
private void Start()
{
animator = GetComponent<Animator>();
cond = Conductor.instance;
gm = GameManager.instance;
if (gm != null)
{
gm.onBeatPulse += OnBeatPulse;
}
if (debugChoreography != null)
{
SetChoreography(debugChoreography);
}
animator.Play(currentChoreography.introState, -1, 0f);
}
public void SetStartChoreography()
{
if (debugChoreography != null)
{
SetChoreography(debugChoreography);
}
else
{
SetChoreography(0);
}
}
private void OnBeatPulse(double beat)
{
currentBeat = beat;
}
private void Update()
{
if (currentChoreography == null || cond == null) return;
if (!cond.isPlaying)
{
if (!isDance) return;
if (currentBeat % 2 != 0)
{
animator.Play(currentChoreography.poseStateOdd, -1, 0f);
}
else
{
animator.Play(currentChoreography.poseStateEven, -1, 0f);
}
isDance = false;
return;
}
isDance = true;
float speed = 1f;
if (currentChoreography.halfSpeedBpm != currentChoreography.doubleSpeedBpm)
{
if (cond.songBpm < currentChoreography.halfSpeedBpm)
{
speed = 0.5f;
}
else if (cond.songBpm > currentChoreography.doubleSpeedBpm)
{
speed = 2f;
}
}
double choreoBeat = cond.songPositionInBeatsAsDouble % (totalChoreographyLength * speed);
double cycleStartBeat = Math.Floor(cond.songPositionInBeatsAsDouble / (totalChoreographyLength * speed)) * (totalChoreographyLength * speed);
double beatSum = 0.0;
double stepLength = 0.0;
string stepState = "";
foreach (ChoreographyInfo.ChoreographyStep s in currentChoreography.choreographySteps)
{
if (choreoBeat > beatSum && choreoBeat < beatSum + (s.beatLength * speed))
{
stepLength = s.beatLength * speed;
stepState = s.stateName;
break;
}
beatSum += s.beatLength * speed;
}
if (stepState is not null or "")
{
animator.DoScaledAnimation(stepState, cycleStartBeat + beatSum, stepLength, animLayer: -1, clamp: true);
}
}
}
}