bb2ae74339
* 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
82 lines
4.1 KiB
C#
82 lines
4.1 KiB
C#
using UnityEngine;
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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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float compare = anim.GetCurrentAnimatorStateInfo(0).speed;
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return anim.GetCurrentAnimatorStateInfo(0).normalizedTime >= compare && !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="animName">name of animation to look out for</param>
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public static bool IsPlayingAnimationName(this Animator anim, string animName)
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{
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float compare = anim.GetCurrentAnimatorStateInfo(0).speed;
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return anim.GetCurrentAnimatorStateInfo(0).IsName(animName) && anim.GetCurrentAnimatorStateInfo(0).normalizedTime < compare;
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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, float length = 1f, float timeScale = 1f, int animLayer = -1)
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{
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float pos = Conductor.instance.GetPositionFromBeat(startTime, length) * timeScale;
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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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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 funtion 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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anim.Play(animName, animLayer, startPos);
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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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anim.Play(animName, animLayer, startPos);
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anim.speed = 1f;
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}
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}
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} |