Global Camera Movement (#80)

* Global Camera: move Spaceball to new system

* Global Camera: holy shit I'm done already?????
This commit is contained in:
minenice55 2022-05-16 01:29:39 -04:00 committed by GitHub
parent 2453f9a48b
commit 4ace832a11
4 changed files with 168 additions and 6 deletions

View file

@ -2,6 +2,9 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using System.Linq;
namespace HeavenStudio
{
public class GameCamera : MonoBehaviour
@ -9,6 +12,42 @@ namespace HeavenStudio
public static GameCamera instance { get; private set; }
public new Camera camera;
private List<Beatmap.Entity> positionEvents = new List<Beatmap.Entity>();
private List<Beatmap.Entity> rotationEvents = new List<Beatmap.Entity>();
private List<Beatmap.Entity> scaleEvents = new List<Beatmap.Entity>();
/**
default cam position, for quick-resetting
**/
static Vector3 defaultPosition = new Vector3(0, 0, -10);
static Vector3 defaultRotEluer = new Vector3(0, 0, 0);
static Vector3 defaultScale = new Vector3(16, 9, 1);
/**
camera's current transformation
TODO: stretching (the scale param) not working, will need help with this cause I don't understand Unity's camera
**/
private static Vector3 position;
private static Vector3 rotEluer;
private static Vector3 scale;
/**
camera's last transformation
TODO: stretching (the scaleLast param) not working, will need help with this cause I don't understand Unity's camera
**/
private static Vector3 positionLast;
private static Vector3 rotEluerLast;
private static Vector3 scaleLast;
/**
transformations to apply *after* the global transform,
to use in minigame scripts (Spaceball, Rhythm Rally, Built to Scale, etc.)
and NOT in the editor
**/
public static Vector3 additionalPosition;
public static Vector3 additionalRotEluer;
public static Vector3 additionalScale;
[Header("Components")]
public Color baseColor;
@ -20,7 +59,108 @@ namespace HeavenStudio
private void Start()
{
GameManager.instance.onBeatChanged += OnBeatChanged;
camera.backgroundColor = baseColor;
ResetTransforms();
ResetAdditionalTransforms();
positionLast = defaultPosition;
rotEluerLast = defaultRotEluer;
scaleLast = defaultScale;
}
public void OnBeatChanged(float beat)
{
ResetTransforms();
ResetAdditionalTransforms();
positionLast = defaultPosition;
rotEluerLast = defaultRotEluer;
scaleLast = defaultScale;
// this entire thing is a mess redo it later
//pos
positionEvents = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "move camera" });
//rot
rotationEvents = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "rotate camera" });
//scale (TODO)
// scaleEvents = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "scale camera" });
UpdateCameraTranslate();
UpdateCameraRotate();
}
private void Update()
{
UpdateCameraTranslate();
UpdateCameraRotate();
Camera cam = GetCamera();
cam.transform.localPosition = position + additionalPosition;
cam.transform.eulerAngles = rotEluer + additionalRotEluer;
cam.transform.localScale = Vector3.Scale(scale, additionalScale);
}
private void UpdateCameraTranslate()
{
foreach (var e in positionEvents)
{
float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
if (prog >= 0f)
{
EasingFunction.Function func = EasingFunction.GetEasingFunction(e.ease);
float dx = func(positionLast.x, e.valA, Mathf.Min(prog, 1f));
float dy = func(positionLast.y, e.valB, Mathf.Min(prog, 1f));
float dz = func(positionLast.z, -e.valC, Mathf.Min(prog, 1f));
position = new Vector3(dx, dy, dz);
}
if (prog > 1f)
{
positionLast = new Vector3(e.valA, e.valB, -e.valC);
}
}
}
private void UpdateCameraRotate()
{
foreach (var e in rotationEvents)
{
float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
if (prog >= 0f)
{
EasingFunction.Function func = EasingFunction.GetEasingFunction(e.ease);
float dx = func(rotEluerLast.x, e.valA, Mathf.Min(prog, 1f));
float dy = func(rotEluerLast.y, e.valB, Mathf.Min(prog, 1f));
float dz = func(rotEluerLast.z, e.valC, Mathf.Min(prog, 1f));
rotEluer = new Vector3(dx, dy, dz);
}
if (prog > 1f)
{
rotEluerLast = new Vector3(e.valA, e.valB, -e.valC);
}
}
}
public static void ResetTransforms()
{
position = defaultPosition;
rotEluer = defaultRotEluer;
scale = defaultScale;
}
public static void ResetAdditionalTransforms()
{
additionalPosition = new Vector3(0, 0, 0);
additionalRotEluer = new Vector3(0, 0, 0);
additionalScale = new Vector3(1, 1, 1);
}
public static Camera GetCamera()
{
return instance.camera;
}
}
}

View file

@ -444,7 +444,7 @@ namespace HeavenStudio
public void ResetCamera()
{
GameCamera.transform.localPosition = new Vector3(0, 0, -10);
HeavenStudio.GameCamera.ResetAdditionalTransforms();
}
}
}

View file

@ -117,27 +117,27 @@ namespace HeavenStudio.Games
{
if (normalizedBeat > 1)
{
GameCamera.instance.camera.transform.localPosition = new Vector3(0, 0, currentZoomCamDistance);
GameCamera.additionalPosition = new Vector3(0, 0, currentZoomCamDistance + 10);
}
else
{
if (currentZoomCamLength < 0)
{
GameCamera.instance.camera.transform.localPosition = new Vector3(0, 0, currentZoomCamDistance);
GameCamera.additionalPosition = new Vector3(0, 0, currentZoomCamDistance + 10);
}
else
{
EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
float newPosZ = func(lastCamDistance, currentZoomCamDistance, normalizedBeat);
GameCamera.instance.camera.transform.localPosition = new Vector3(0, 0, newPosZ);
float newPosZ = func(lastCamDistance + 10, currentZoomCamDistance + 10, normalizedBeat);
GameCamera.additionalPosition = new Vector3(0, 0, newPosZ);
}
}
}
else
{
// ?
GameCamera.instance.camera.transform.localPosition = new Vector3(0, 0, -10f);
GameCamera.additionalPosition = new Vector3(0, 0, 0);
}
}
}

View file

@ -149,6 +149,28 @@ namespace HeavenStudio
{
new Param("toggle", true, "Enable Inputs")
}),
new GameAction("move camera", delegate
{
//TODO: move cam
}, 1f, true, new List<Param>()
{
new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left"),
new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down"),
new Param("valC", new EntityTypes.Float(-0, 250, 10), "In / Out"),
new Param("ease", EasingFunction.Ease.Linear, "Ease Type")
} ),
new GameAction("rotate camera", delegate
{
//TODO: rot cam
}, 1f, true, new List<Param>()
{
new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Pitch"),
new Param("valB", new EntityTypes.Integer(-360, 360, 0), "Yaw"),
new Param("valC", new EntityTypes.Integer(-360, 360, 0), "Roll"),
new Param("ease", EasingFunction.Ease.Linear, "Ease Type")
} ),
}),
new Minigame("countIn", "Count-Ins", "", false, true, new List<GameAction>()
{