start work on screen shake

This commit is contained in:
ThatZeoMan 2022-08-16 22:21:04 -05:00
parent a0855efaa1
commit 5acbe06afe
2 changed files with 39 additions and 1 deletions

View file

@ -15,6 +15,7 @@ namespace HeavenStudio
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>();
private List<Beatmap.Entity> shakeEvents = new List<Beatmap.Entity>();
/**
default cam position, for quick-resetting
@ -30,6 +31,7 @@ namespace HeavenStudio
private static Vector3 position;
private static Vector3 rotEluer;
private static Vector3 scale;
private static Vector3 shakeResult;
/**
camera's last transformation
@ -38,6 +40,7 @@ namespace HeavenStudio
private static Vector3 positionLast;
private static Vector3 rotEluerLast;
private static Vector3 scaleLast;
private static Vector3 shakeLast;
/**
transformations to apply *after* the global transform,
@ -89,20 +92,27 @@ namespace HeavenStudio
rotationEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "rotate camera" });
positionEvents.AddRange(EventCaller.GetAllInGameManagerList("gameManager", new string[] { "rotate camera" }));
//screen shake time baybee
shakeEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "screen shake" });
//scale (TODO)
// scaleEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "scale camera" });
UpdateCameraTranslate();
UpdateCameraRotate();
SetShakeIntensity();
}
private void Update()
{
UpdateCameraTranslate();
UpdateCameraRotate();
SetShakeIntensity();
Camera cam = GetCamera();
cam.transform.localPosition = position + additionalPosition;
cam.transform.localPosition = position + additionalPosition + shakeResult;
cam.transform.eulerAngles = rotEluer + additionalRotEluer;
cam.transform.localScale = Vector3.Scale(scale, additionalScale);
}
@ -147,6 +157,26 @@ namespace HeavenStudio
}
}
//scren shake spaghetti
private void SetShakeIntensity()
{
foreach (var e in shakeEvents)
{
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.valA, Mathf.Min(prog, 1f));
shakeResult = new Vector3(dx, dy);
}
if (prog > 1f)
{
shakeLast = new Vector3(e.valA, e.valA);
}
}
}
public static void ResetTransforms()
{
position = defaultPosition;

View file

@ -332,6 +332,14 @@ namespace HeavenStudio
new Param("ease", EasingFunction.Ease.Linear, "Ease")
}, hidden: false ),
new GameAction("screen shake", delegate
{
//TODO: move cam
}, 1f, true, new List<Param>()
{
new Param("valA", new EntityTypes.Float(0, 50, 10), "Intensity")
} ),
new GameAction("move camera", delegate
{
//TODO: move cam