From 63a2814caa7ec84ee0dcb22a5b127c6e38b3bc0d Mon Sep 17 00:00:00 2001 From: minenice55 Date: Mon, 11 Sep 2023 18:28:04 -0400 Subject: [PATCH] Timekeeping Improvements and Small Optimizations (#544) * make BeatActions coroutines instead of componentrs * pooled scheduled sounds implement S' entity seek * remove debug prints from last two changes * implement absolute time tracking implement DSP time resyncing * optimize GameManager * update TMPro * update IDE packages * fix dsp sync making the drift worse * fix issue with the JSL dll * relocate debug print * make scheduled pitch setter functional * any cpu --- .vscode/extensions.json | 9 +- .vscode/launch.json | 10 + .vscode/settings.json | 107 +- .../BezierSolution/Demo/OctopusArm.mat | 2 +- Assets/Plugins/JSL/JoyShockLibrary.h.meta | 38 +- .../Plugins/JSL/x64/JoyShockLibrary.dll.meta | 10 +- .../JSL/x64/libJoyShockLibrary.so.meta | 40 +- Assets/Plugins/JSL/x86.meta | 8 - Assets/Plugins/JSL/x86/JoyShockLibrary.dll | Bin 54272 -> 0 bytes .../Plugins/JSL/x86/JoyShockLibrary.dll.meta | 63 - Assets/Plugins/JSL/x86/JoyShockLibrary.exp | Bin 9105 -> 0 bytes .../Plugins/JSL/x86/JoyShockLibrary.exp.meta | 7 - Assets/Plugins/JSL/x86/JoyShockLibrary.lib | Bin 16156 -> 0 bytes .../Plugins/JSL/x86/JoyShockLibrary.lib.meta | 7 - Assets/Resources/Games/firstContact.prefab | 16 +- Assets/Scripts/AppInfo.cs | 4 +- Assets/Scripts/Conductor.cs | 238 +- Assets/Scripts/GameInitializer.cs | 1 + Assets/Scripts/GameManager.cs | 270 +- Assets/Scripts/Games/AirRally/AirRally.cs | 18 +- .../Scripts/Games/BoardMeeting/BMExecutive.cs | 2 +- .../Games/BoardMeeting/BoardMeeting.cs | 12 +- Assets/Scripts/Games/BuiltToScaleDS/Blocks.cs | 2 +- .../Games/BuiltToScaleDS/BuiltToScaleDS.cs | 4 +- Assets/Scripts/Games/CatchyTune/CatchyTune.cs | 4 +- Assets/Scripts/Games/CatchyTune/Fruit.cs | 4 +- .../Games/CheerReaders/CheerReaders.cs | 14 +- Assets/Scripts/Games/ClappyTrio/ClappyTrio.cs | 4 +- Assets/Scripts/Games/CropStomp/CropStomp.cs | 2 +- Assets/Scripts/Games/CropStomp/Veggie.cs | 4 +- Assets/Scripts/Games/DJSchool/DJSchool.cs | 8 +- Assets/Scripts/Games/DJSchool/Student.cs | 8 +- Assets/Scripts/Games/DoubleDate/Basketball.cs | 2 +- Assets/Scripts/Games/DoubleDate/DoubleDate.cs | 8 +- .../Games/DoubleDate/DoubleDateWeasels.cs | 4 +- Assets/Scripts/Games/DoubleDate/Football.cs | 6 +- Assets/Scripts/Games/DoubleDate/SoccerBall.cs | 4 +- .../Games/DrummingPractice/DrummerHit.cs | 6 +- .../DrummingPractice/DrummingPractice.cs | 4 +- Assets/Scripts/Games/FanClub/FanClub.cs | 32 +- Assets/Scripts/Games/FanClub/NtrIdolAmie.cs | 6 +- Assets/Scripts/Games/FanClub/NtrIdolFan.cs | 4 +- Assets/Scripts/Games/Fireworks/Fireworks.cs | 4 +- .../Scripts/Games/Fireworks/FireworksBomb.cs | 2 +- .../Games/FirstContact/FirstContact.cs | 8 +- .../Scripts/Games/FirstContact/Translator.cs | 4 +- .../Scripts/Games/FlipperFlop/FlipperFlop.cs | 52 +- .../Games/FlipperFlop/FlipperFlopFlipper.cs | 6 +- Assets/Scripts/Games/ForkLifter/ForkLifter.cs | 2 +- Assets/Scripts/Games/ForkLifter/Pea.cs | 2 +- Assets/Scripts/Games/GleeClub/ChorusKid.cs | 2 +- Assets/Scripts/Games/GleeClub/GleeClub.cs | 10 +- Assets/Scripts/Games/KarateMan/KarateMan.cs | 4 +- .../Scripts/Games/KarateMan/KarateManJoe.cs | 4 +- .../Scripts/Games/KarateMan/KarateManPot.cs | 32 +- Assets/Scripts/Games/Kitties/Kitties.cs | 52 +- .../Scripts/Games/LaunchParty/LaunchParty.cs | 2 +- .../Games/LaunchParty/LaunchPartyRocket.cs | 34 +- Assets/Scripts/Games/Lockstep/Lockstep.cs | 12 +- .../Games/MarchingOrders/MarchingOrders.cs | 16 +- .../Scripts/Games/MeatGrinder/MeatGrinder.cs | 8 +- Assets/Scripts/Games/MeatGrinder/MeatToss.cs | 2 +- Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs | 8 +- Assets/Scripts/Games/MrUpbeat/UpbeatMan.cs | 2 +- Assets/Scripts/Games/MunchyMonk/MunchyMonk.cs | 6 +- .../Games/OctopusMachine/OctopusMachine.cs | 6 +- .../Games/PajamaParty/CtrPillowMonkey.cs | 2 +- .../Games/PajamaParty/CtrPillowPlayer.cs | 8 +- .../Scripts/Games/PajamaParty/PajamaParty.cs | 10 +- Assets/Scripts/Games/QuizShow/QuizShow.cs | 6 +- Assets/Scripts/Games/RhythmRally/Paddlers.cs | 2 +- .../Scripts/Games/RhythmRally/RhythmRally.cs | 6 +- .../Scripts/Games/RhythmSomen/RhythmSomen.cs | 12 +- .../Games/RhythmTweezers/NoPeekingSign.cs | 2 +- .../Games/RhythmTweezers/RhythmTweezers.cs | 6 +- Assets/Scripts/Games/Ringside/Ringside.cs | 40 +- Assets/Scripts/Games/Rockers/Rockers.cs | 20 +- .../Games/SamuraiSliceNtr/SamuraiSliceNtr.cs | 2 +- Assets/Scripts/Games/SeeSaw/SeeSaw.cs | 12 +- Assets/Scripts/Games/SeeSaw/SeeSawGuy.cs | 12 +- .../Games/SneakySpirits/SneakySpirits.cs | 14 +- .../Games/SneakySpirits/SneakySpiritsGhost.cs | 2 +- Assets/Scripts/Games/SpaceDance/SpaceDance.cs | 12 +- Assets/Scripts/Games/SpaceSoccer/Kicker.cs | 10 +- .../Scripts/Games/Splashdown/NtrSynchrette.cs | 4 +- Assets/Scripts/Games/Splashdown/Splashdown.cs | 18 +- Assets/Scripts/Games/Tambourine/Tambourine.cs | 8 +- Assets/Scripts/Games/TapTrial/TapTrial.cs | 10 +- .../Scripts/Games/TapTrial/TapTrialPlayer.cs | 2 +- Assets/Scripts/Games/TapTroupe/TapTroupe.cs | 30 +- .../Games/TapTroupe/TapTroupeCorner.cs | 2 +- Assets/Scripts/Games/TheDazzles/TheDazzles.cs | 6 +- .../Games/TheDazzles/TheDazzlesGirl.cs | 2 +- Assets/Scripts/Games/TossBoys/TossBoys.cs | 18 +- Assets/Scripts/Games/TossBoys/TossKid.cs | 2 +- .../Games/TramAndPauline/TramAndPauline.cs | 4 +- Assets/Scripts/Games/TrickClass/TrickClass.cs | 6 +- .../Games/WizardsWaltz/WizardsWaltz.cs | 4 +- .../WorkingDough/PlayerEnterDoughBall.cs | 8 +- .../Games/WorkingDough/WorkingDough.cs | 18 +- Assets/Scripts/LevelEditor/Editor.cs | 14 +- .../Scripts/LevelEditor/Timeline/Timeline.cs | 28 +- .../LevelEditor/Timeline/TimelineEventObj.cs | 91 +- Assets/Scripts/Minigames.cs | 67 +- Assets/Scripts/Util/BeatAction.cs | 41 +- Assets/Scripts/Util/MultiSound.cs | 10 +- Assets/Scripts/Util/Sound.cs | 98 +- Assets/Scripts/Util/SoundByte.cs | 39 +- Assets/TextMesh Pro/Documentation.meta | 8 - .../TextMesh Pro User Guide 2016.pdf | Bin 694398 -> 0 bytes .../TextMesh Pro User Guide 2016.pdf.meta | 7 - .../LiberationSans SDF - Fallback.asset | 125 +- .../LiberationSans SDF 1.mat | 63 - .../LiberationSans SDF 1.mat.meta | 8 - .../LiberationSans SDF.asset | 27 +- .../Fonts & Materials/LiberationSans SDF.mat | 63 - .../LiberationSans SDF.mat.meta | 8 - .../Resources/Sprite Assets/Buttons.asset | 500 - .../Sprite Assets/Buttons.asset.meta | 8 - .../Resources/Sprite Assets/HeavenEmoji.asset | 248 - .../Sprite Assets/HeavenEmoji.asset.meta | 8 - .../Style Sheets/Default Style Sheet.asset | 23 +- .../TextMesh Pro/Resources/TMP Settings.asset | 20 +- Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl | 178 + .../Shaders/SDFFunctions.hlsl.meta | 10 + .../Shaders/TMP_Bitmap-Custom-Atlas.shader | 58 +- .../Shaders/TMP_Bitmap-Mobile.shader | 43 +- Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader | 56 +- .../Shaders}/TMP_SDF External Outline.shader | 10 +- .../TMP_SDF External Outline.shader.meta | 0 .../Shaders/TMP_SDF Overlay.shader | 78 +- .../TextMesh Pro/Shaders/TMP_SDF SSD.shader | 90 +- .../Shaders/TMP_SDF-HDRP LIT.shadergraph | 12074 ++++++++++++++++ .../Shaders/TMP_SDF-HDRP LIT.shadergraph.meta | 10 + .../Shaders/TMP_SDF-HDRP UNLIT.shadergraph | 11759 +++++++++++++++ .../TMP_SDF-HDRP UNLIT.shadergraph.meta | 10 + .../Shaders/TMP_SDF-Mobile Masking.shader | 72 +- .../Shaders/TMP_SDF-Mobile Overlay.shader | 63 +- .../Shaders/TMP_SDF-Mobile SSD.shader | 6 +- .../Shaders/TMP_SDF-Mobile-2-Pass.shader | 384 + .../Shaders/TMP_SDF-Mobile-2-Pass.shader.meta | 9 + .../Shaders/TMP_SDF-Mobile.shader | 18 +- .../Shaders/TMP_SDF-Surface-Mobile.shader | 9 +- .../Shaders/TMP_SDF-Surface.shader | 11 +- .../Shaders/TMP_SDF-URP Lit.shadergraph | 11932 +++++++++++++++ .../Shaders/TMP_SDF-URP Lit.shadergraph.meta | 10 + .../Shaders/TMP_SDF-URP Unlit.shadergraph | 11629 +++++++++++++++ .../TMP_SDF-URP Unlit.shadergraph.meta | 10 + Assets/TextMesh Pro/Shaders/TMP_SDF.shader | 76 +- Assets/TextMesh Pro/Shaders/TMP_Sprite.shader | 72 +- Assets/TextMesh Pro/Shaders/TMPro.cginc.meta | 2 +- .../TextMesh Pro/Shaders/TMPro_Mobile.cginc | 32 +- .../Shaders/TMPro_Properties.cginc | 5 - .../TextMesh Pro/Shaders/TMPro_Surface.cginc | 10 +- Packages/manifest.json | 5 +- Packages/packages-lock.json | 11 +- ProjectSettings/ProjectSettings.asset | 6 +- 157 files changed, 49650 insertions(+), 2194 deletions(-) create mode 100644 .vscode/launch.json delete mode 100644 Assets/Plugins/JSL/x86.meta delete mode 100644 Assets/Plugins/JSL/x86/JoyShockLibrary.dll delete mode 100644 Assets/Plugins/JSL/x86/JoyShockLibrary.dll.meta delete mode 100644 Assets/Plugins/JSL/x86/JoyShockLibrary.exp delete mode 100644 Assets/Plugins/JSL/x86/JoyShockLibrary.exp.meta delete mode 100644 Assets/Plugins/JSL/x86/JoyShockLibrary.lib delete mode 100644 Assets/Plugins/JSL/x86/JoyShockLibrary.lib.meta delete mode 100644 Assets/TextMesh Pro/Documentation.meta delete mode 100644 Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf delete mode 100644 Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf.meta delete mode 100644 Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF 1.mat delete mode 100644 Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF 1.mat.meta delete mode 100644 Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.mat delete mode 100644 Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.mat.meta delete mode 100644 Assets/TextMesh Pro/Resources/Sprite Assets/Buttons.asset delete mode 100644 Assets/TextMesh Pro/Resources/Sprite Assets/Buttons.asset.meta delete mode 100644 Assets/TextMesh Pro/Resources/Sprite Assets/HeavenEmoji.asset delete mode 100644 Assets/TextMesh Pro/Resources/Sprite Assets/HeavenEmoji.asset.meta create mode 100644 Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl create mode 100644 Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl.meta rename Assets/{Resources/Fonts => TextMesh Pro/Shaders}/TMP_SDF External Outline.shader (100%) rename Assets/{Resources/Fonts => TextMesh Pro/Shaders}/TMP_SDF External Outline.shader.meta (100%) create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP LIT.shadergraph create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP LIT.shadergraph.meta create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP UNLIT.shadergraph create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP UNLIT.shadergraph.meta create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader.meta create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF-URP Lit.shadergraph create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF-URP Lit.shadergraph.meta create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF-URP Unlit.shadergraph create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF-URP Unlit.shadergraph.meta diff --git a/.vscode/extensions.json b/.vscode/extensions.json index 4c5e5acf..4ca9629e 100644 --- a/.vscode/extensions.json +++ b/.vscode/extensions.json @@ -1,6 +1,7 @@ { - "recommendations": [ - "ms-dotnettools.csharp", - "editorconfig.editorconfig" - ] + "recommendations": [ + "ms-dotnettools.csharp", + "editorconfig.editorconfig", + "visualstudiotoolsforunity.vstuc" + ] } \ No newline at end of file diff --git a/.vscode/launch.json b/.vscode/launch.json new file mode 100644 index 00000000..da60e25a --- /dev/null +++ b/.vscode/launch.json @@ -0,0 +1,10 @@ +{ + "version": "0.2.0", + "configurations": [ + { + "name": "Attach to Unity", + "type": "vstuc", + "request": "attach" + } + ] +} \ No newline at end of file diff --git a/.vscode/settings.json b/.vscode/settings.json index 89354649..d5d9a24c 100644 --- a/.vscode/settings.json +++ b/.vscode/settings.json @@ -1,54 +1,55 @@ { - "files.exclude": { - "**/.DS_Store": true, - "**/.git": true, - "**/.gitmodules": true, - "**/*.booproj": true, - 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"dotnet.defaultSolution": "HeavenStudio.sln" +} \ No newline at end of file diff --git a/Assets/Plugins/BezierSolution/Demo/OctopusArm.mat b/Assets/Plugins/BezierSolution/Demo/OctopusArm.mat index b4d89719..07cd58b3 100644 --- a/Assets/Plugins/BezierSolution/Demo/OctopusArm.mat +++ b/Assets/Plugins/BezierSolution/Demo/OctopusArm.mat @@ -19,7 +19,7 @@ Material: serializedVersion: 3 m_TexEnvs: - _BumpMap: - m_Texture: {fileID: 2800000, guid: 89e1b1c005d29cf4598ea861deb35a80, type: 3} + m_Texture: {fileID: 2800000, guid: 8b8c8a10edf94ddc8cc4cc4fcd5696a9, type: 3} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - _DetailAlbedoMap: diff --git a/Assets/Plugins/JSL/JoyShockLibrary.h.meta b/Assets/Plugins/JSL/JoyShockLibrary.h.meta index ecab57e1..d3804368 100644 --- a/Assets/Plugins/JSL/JoyShockLibrary.h.meta +++ b/Assets/Plugins/JSL/JoyShockLibrary.h.meta @@ -11,6 +11,16 @@ PluginImporter: isExplicitlyReferenced: 0 validateReferences: 1 platformData: + - first: + : Any + second: + enabled: 0 + 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3Ga|MSz;p>KH&|-hA`9n-CL{wiJvy&cX&ARbjl`Y>BeDhB@jVCbcfN7?;o~#* zzDW7uW*M9PL?8$Y!p!=baqrM5t*_;_1?Fc6V}&*=_sCvCYq8PHPaOh5WBlV27ax6# z{Nt4}n)sZ8gY-R{xba+lWYU+^!xc8B`OO9g=Xd@%2iVe?&V;5fPg7jDQbu$BKO+cK zZr6I#vqP^?%(Tiz<-R@Pz addedPitchChanges = new List(); + // Song beats per minute // This is determined by the song you're trying to sync up to public float songBpm; @@ -25,18 +34,19 @@ namespace HeavenStudio // Current song position, in seconds private double songPos; // for Conductor use only - public float songPosition => (float) songPos; + public float songPosition => (float)songPos; public double songPositionAsDouble => songPos; // Current song position, in beats public double songPosBeat; // for Conductor use only - public float songPositionInBeats => (float) songPosBeat; + public float songPositionInBeats => (float)songPosBeat; public double songPositionInBeatsAsDouble => songPosBeat; // Current time of the song private double time; - double dspTime, lastDspTime; - double absTime, lastAbsTime; + double dspTime; + double absTime, absTimeAdjust; + double dspMargin = 128 / 44100.0; // the dspTime we started at private double dspStart; @@ -45,6 +55,7 @@ namespace HeavenStudio DateTime startTime; //the beat we started at + private double startPos; private double startBeat; public double startBeatAsDouble => startBeat; @@ -59,7 +70,7 @@ namespace HeavenStudio // Conductor is currently playing song public bool isPlaying; - + // Conductor is currently paused, but not fully stopped public bool isPaused; @@ -79,16 +90,40 @@ namespace HeavenStudio public void SetTimelinePitch(float pitch) { + if (pitch != 0 && pitch * minigamePitch != SongPitch) + { + Debug.Log("added pitch change " + pitch * minigamePitch + " at" + absTime); + addedPitchChanges.Add(new AddedPitchChange { time = absTime, pitch = pitch * minigamePitch }); + } + timelinePitch = pitch; musicSource.pitch = SongPitch; + } public void SetMinigamePitch(float pitch) { + if (pitch != 0 && pitch * timelinePitch != SongPitch) + { + Debug.Log("added pitch change " + pitch * timelinePitch + " at" + absTime); + addedPitchChanges.Add(new AddedPitchChange { time = absTime, pitch = pitch * timelinePitch }); + } + minigamePitch = pitch; musicSource.pitch = SongPitch; } + public void SetMinigamePitch(float pitch, double beat) + { + BeatAction.New( this, + new List { + new BeatAction.Action(beat, delegate { + SetMinigamePitch(pitch); + }), + } + ); + } + void Awake() { instance = this; @@ -97,13 +132,16 @@ namespace HeavenStudio void Start() { musicSource.priority = 0; + AudioConfiguration config = AudioSettings.GetConfiguration(); + dspMargin = 2 * (config.dspBufferSize / (double)config.sampleRate); + addedPitchChanges.Clear(); } public void SetBeat(double beat) { var chart = GameManager.instance.Beatmap; double offset = chart.data.offset; - double startPos = GetSongPosFromBeat(beat); + startPos = GetSongPosFromBeat(beat); double dspTime = AudioSettings.dspTime; @@ -113,19 +151,32 @@ namespace HeavenStudio SeekMusicToTime(startPos); songPosBeat = GetBeatFromSongPos(time); - + GameManager.instance.SetCurrentEventToClosest(beat); } public void Play(double beat) { if (isPlaying) return; + + if (!isPaused) + { + AudioConfiguration config = AudioSettings.GetConfiguration(); + dspMargin = 2 * (config.dspBufferSize / (double)config.sampleRate); + addedPitchChanges.Clear(); + addedPitchChanges.Add(new AddedPitchChange { time = 0, pitch = SongPitch }); + } + var chart = GameManager.instance.Beatmap; double offset = chart.data.offset; double dspTime = AudioSettings.dspTime; + absTimeAdjust = 0; + dspStart = dspTime; + startTime = DateTime.Now; + GameManager.instance.SortEventsList(); - double startPos = GetSongPosFromBeat(beat); + startPos = GetSongPosFromBeat(beat); firstBeatOffset = offset; time = startPos; @@ -149,12 +200,8 @@ namespace HeavenStudio } songPosBeat = GetBeatFromSongPos(time); - startTime = DateTime.Now; - lastAbsTime = 0; - lastDspTime = AudioSettings.dspTime; - dspStart = dspTime; startBeat = songPosBeat; - + isPlaying = true; isPaused = false; } @@ -170,10 +217,15 @@ namespace HeavenStudio public void Stop(double time) { + if (absTimeAdjust != 0) + { + Debug.Log($"Last playthrough had a dsp (audio) drift of {absTimeAdjust}.\nConsider increasing audio buffer size if audio distortion was present."); + } this.time = time; songPos = time; songPosBeat = 0; + absTimeAdjust = 0; isPlaying = false; isPaused = false; @@ -181,13 +233,48 @@ namespace HeavenStudio musicSource.Stop(); } - void SeekMusicToTime(double startPos) + /// + /// stops playback of the audio without stopping beatkeeping + /// + public void StopOnlyAudio() + { + musicSource.Stop(); + } + + /// + /// fades out the audio over a duration + /// + /// duration of the fade + public void FadeOutAudio(float duration) + { + StartCoroutine(FadeOutAudioCoroutine(duration)); + } + + IEnumerator FadeOutAudioCoroutine(float duration) + { + float startVolume = musicSource.volume; + float endVolume = 0f; + float startTime = Time.time; + float endTime = startTime + duration; + + while (Time.time < endTime) + { + float t = (Time.time - startTime) / duration; + musicSource.volume = Mathf.Lerp(startVolume, endVolume, t); + yield return null; + } + + musicSource.volume = endVolume; + StopOnlyAudio(); + } + + void SeekMusicToTime(double fStartPos) { double offset = GameManager.instance.Beatmap.data.offset; - if (musicSource.clip != null && startPos < musicSource.clip.length - offset) + if (musicSource.clip != null && fStartPos < musicSource.clip.length - offset) { // https://www.desmos.com/calculator/81ywfok6xk - double musicStartDelay = -offset - startPos; + double musicStartDelay = -offset - fStartPos; if (musicStartDelay > 0) { musicSource.timeSamples = 0; @@ -195,24 +282,13 @@ namespace HeavenStudio else { int freq = musicSource.clip.frequency; - int samples = (int)(freq * (startPos + offset)); + int samples = (int)(freq * (fStartPos + offset)); musicSource.timeSamples = samples; } } } - double deltaTimeReal { get { - double ret = absTime - lastAbsTime; - lastAbsTime = absTime; - return ret; - }} - double deltaTimeDsp { get { - double ret = dspTime - lastDspTime; - lastDspTime = dspTime; - return ret; - }} - public void Update() { if (isPlaying) @@ -229,24 +305,54 @@ namespace HeavenStudio musicSource.UnPause(); musicScheduledPitch = SongPitch; - musicScheduledTime = (AudioSettings.dspTime + (-GameManager.instance.Beatmap.data.offset - songPositionAsDouble)/(double)SongPitch); + musicScheduledTime = (AudioSettings.dspTime + (-GameManager.instance.Beatmap.data.offset - songPositionAsDouble) / (double)SongPitch); musicSource.SetScheduledStartTime(musicScheduledTime); } } absTime = (DateTime.Now - startTime).TotalSeconds; + + //dspTime to sync with audio thread in case of drift dspTime = AudioSettings.dspTime - dspStart; - double dt = deltaTimeReal; + if (Math.Abs(absTime + absTimeAdjust - dspTime) > dspMargin) + { + int i = 0; + while (Math.Abs(absTime + absTimeAdjust - dspTime) > dspMargin) + { + i++; + absTimeAdjust = (dspTime - absTime + absTimeAdjust) * 0.5; + if (i > 8) break; + } + } - //todo: dspTime to sync with audio thread in case of drift + time = MapTimeToPitchChanges(absTime + absTimeAdjust); - time += dt * SongPitch; - - songPos = time; + songPos = startPos + time; songPosBeat = GetBeatFromSongPos(songPos); } } + double MapTimeToPitchChanges(double time) + { + double counter = 0; + double lastChangeTime = 0; + float pitch = addedPitchChanges[0].pitch; + foreach (var pch in addedPitchChanges) + { + double changeTime = pch.time; + if (changeTime > time) + { + break; + } + + counter += (changeTime - lastChangeTime) * pitch; + lastChangeTime = changeTime; + pitch = pch.pitch; + } + + counter += (time - lastChangeTime) * pitch; + return counter; + } public void LateUpdate() { @@ -265,7 +371,7 @@ namespace HeavenStudio { if (metronomeSound != null) { - metronomeSound.Delete(); + metronomeSound.Stop(); metronomeSound = null; } } @@ -352,53 +458,53 @@ namespace HeavenStudio break; } - counter += (t.beat - lastTempoChangeBeat) * 60/bpm; + counter += (t.beat - lastTempoChangeBeat) * 60 / bpm; bpm = t["tempo"]; lastTempoChangeBeat = t.beat; } - counter += (beat - lastTempoChangeBeat) * 60/bpm; + counter += (beat - lastTempoChangeBeat) * 60 / bpm; return counter; } //thank you @wooningcharithri#7419 for the psuedo-code - public double BeatsToSecs(double beats, float bpm) - { - return beats / bpm * 60f; - } - public double SecsToBeats(double s, float bpm) - { - return s / 60f * bpm; - } + public double BeatsToSecs(double beats, float bpm) + { + return beats / bpm * 60f; + } + public double SecsToBeats(double s, float bpm) + { + return s / 60f * bpm; + } - public double GetBeatFromSongPos(double seconds) - { - double lastTempoChangeBeat = 0f; - double counterSeconds = 0; - float lastBpm = 120f; - - foreach (RiqEntity t in GameManager.instance.Beatmap.TempoChanges) - { - double beatToNext = t.beat - lastTempoChangeBeat; - double secToNext = BeatsToSecs(beatToNext, lastBpm); - double nextSecs = counterSeconds + secToNext; + public double GetBeatFromSongPos(double seconds) + { + double lastTempoChangeBeat = 0f; + double counterSeconds = 0; + float lastBpm = 120f; - if (nextSecs >= seconds) - break; - - lastTempoChangeBeat = t.beat; - lastBpm = t["tempo"]; - counterSeconds = nextSecs; - } - return lastTempoChangeBeat + SecsToBeats(seconds - counterSeconds, lastBpm); + foreach (RiqEntity t in GameManager.instance.Beatmap.TempoChanges) + { + double beatToNext = t.beat - lastTempoChangeBeat; + double secToNext = BeatsToSecs(beatToNext, lastBpm); + double nextSecs = counterSeconds + secToNext; + + if (nextSecs >= seconds) + break; + + lastTempoChangeBeat = t.beat; + lastBpm = t["tempo"]; + counterSeconds = nextSecs; } + return lastTempoChangeBeat + SecsToBeats(seconds - counterSeconds, lastBpm); + } // // convert real seconds to beats public double GetRestFromRealTime(double seconds) { - return seconds/pitchedSecPerBeat; + return seconds / pitchedSecPerBeat; } public void SetBpm(float bpm) diff --git a/Assets/Scripts/GameInitializer.cs b/Assets/Scripts/GameInitializer.cs index ff110493..4d56edb4 100644 --- a/Assets/Scripts/GameInitializer.cs +++ b/Assets/Scripts/GameInitializer.cs @@ -88,6 +88,7 @@ namespace HeavenStudio AudioSource source = Conductor.AddComponent(); Conductor.AddComponent(); Conductor.GetComponent().musicSource = source; + source.priority = 255; source.outputAudioMixerGroup = Settings.GetMusicMixer(); // Conductor.AddComponent(); diff --git a/Assets/Scripts/GameManager.cs b/Assets/Scripts/GameManager.cs index 419473c8..7bfaf1f9 100644 --- a/Assets/Scripts/GameManager.cs +++ b/Assets/Scripts/GameManager.cs @@ -3,6 +3,7 @@ using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; +using UnityEngine.Pool; using Starpelly; using Jukebox; @@ -14,10 +15,13 @@ namespace HeavenStudio { public class GameManager : MonoBehaviour { + const int SoundPoolSizeMin = 32; + const int SoundPoolSizeMax = 32; + [Header("Lists")] [NonSerialized] public RiqBeatmap Beatmap = new(); - private List preloadedGames = new List(); - [NonSerialized] public List SoundObjects = new List(); + private List preloadedGames = new(); + [NonSerialized] public ObjectPool SoundObjects; [Header("Components")] [NonSerialized] public Camera GameCamera, CursorCam, OverlayCamera, StaticCamera; @@ -34,7 +38,8 @@ namespace HeavenStudio [NonSerialized] public string txt = null; [NonSerialized] public string ext = null; - [NonSerialized] public int currentEvent, currentTempoEvent, currentVolumeEvent, currentSectionEvent, + [NonSerialized] + public int currentEvent, currentTempoEvent, currentVolumeEvent, currentSectionEvent, currentPreEvent, currentPreSwitch, currentPreSequence; [NonSerialized] public double endBeat; [NonSerialized] public float startOffset; @@ -49,6 +54,8 @@ namespace HeavenStudio bool AudioLoadDone; bool ChartLoadError; + List eventBeats, tempoBeats, volumeBeats, sectionBeats; + public event Action onBeatChanged; public event Action onSectionChange; @@ -109,7 +116,7 @@ namespace HeavenStudio { AudioLoadDone = false; ChartLoadError = false; - currentPreEvent= 0; + currentPreEvent = 0; currentPreSwitch = 0; currentPreSequence = 0; @@ -138,7 +145,9 @@ namespace HeavenStudio GoForAPerfect.instance.Disable(); ///// - + + SoundObjects = new ObjectPool(CreatePooledSound, OnTakePooledSound, OnReturnPooledSound, OnDestroyPooledSound, true, SoundPoolSizeMin, SoundPoolSizeMax); + if (preLoaded) { @@ -168,8 +177,42 @@ namespace HeavenStudio } } + Sound CreatePooledSound() + { + GameObject oneShot = new GameObject($"Pooled Scheduled Sound"); + oneShot.transform.SetParent(transform); + + AudioSource audioSource = oneShot.AddComponent(); + audioSource.playOnAwake = false; + + Sound snd = oneShot.AddComponent(); + + oneShot.SetActive(false); + + return snd; + } + + // Called when an item is returned to the pool using Release + void OnReturnPooledSound(Sound snd) + { + snd.Stop(); + } + + // Called when an item is taken from the pool using Get + void OnTakePooledSound(Sound snd) + { + snd.gameObject.SetActive(true); + } + + // If the pool capacity is reached then any items returned will be destroyed. + void OnDestroyPooledSound(Sound snd) + { + snd.Stop(); + Destroy(snd.gameObject); + } + public void NewRemix() - { + { AudioLoadDone = false; Beatmap = new("1", "HeavenStudio"); Beatmap.data.properties = Minigames.propertiesModel; @@ -260,7 +303,7 @@ namespace HeavenStudio if (Beatmap.data.riqOrigin != "HeavenStudio") { string origin = Beatmap.data.riqOrigin?.DisplayName() ?? "Unknown Origin"; - GlobalGameManager.ShowErrorMessage("Warning", + GlobalGameManager.ShowErrorMessage("Warning", $"This chart came from\n{origin}\nand uses content not included in Heaven Studio.\n\nYou may be able to edit this chart in Heaven Studio to be used in its original program."); } } @@ -275,7 +318,7 @@ namespace HeavenStudio { SkillStarManager.instance.KillStar(); } - + if (SkillStarManager.instance.IsEligible && !skillStarCollected && accuracy >= 1f) { if (SkillStarManager.instance.DoStarJust()) @@ -289,16 +332,26 @@ namespace HeavenStudio public void SeekAheadAndPreload(double start, float seekTime = 8f) { + List entitiesAtSameBeat = ListPool.Get(); + List gameSwitchs = ListPool.Get(); + Minigames.Minigame inf; + //seek ahead to preload games that have assetbundles //check game switches first - var gameSwitchs = Beatmap.Entities.FindAll(c => c.datamodel.Split(1) == "switchGame"); + foreach (RiqEntity entity in Beatmap.Entities) + { + if (entity.datamodel.Split(1) == "switchGame") + { + gameSwitchs.Add(entity); + } + } if (currentPreSwitch < gameSwitchs.Count && currentPreSwitch >= 0) { if (start + seekTime >= gameSwitchs[currentPreSwitch].beat) { string gameName = gameSwitchs[currentPreSwitch].datamodel.Split(2); - var inf = GetGameInfo(gameName); - if (inf != null && inf.usesAssetBundle && !inf.AssetsLoaded) + inf = GetGameInfo(gameName); + if (inf != null && inf.usesAssetBundle && !inf.AssetsLoaded) { Debug.Log($"ASYNC loading assetbundles for game {gameName}"); StartCoroutine(inf.LoadCommonAssetBundleAsync()); @@ -308,18 +361,23 @@ namespace HeavenStudio } } //then check game entities - List entities = Beatmap.Entities.Select(c => c.beat).ToList(); if (currentPreEvent < Beatmap.Entities.Count && currentPreEvent >= 0) { - if (start + seekTime >= entities[currentPreEvent]) + if (start + seekTime >= eventBeats[currentPreEvent]) { - var entitiesAtSameBeat = Beatmap.Entities.FindAll(c => c.beat == Beatmap.Entities[currentPreEvent].beat && !EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0]))); + foreach (RiqEntity entity in Beatmap.Entities) + { + if (entity.beat == Beatmap.Entities[currentPreEvent].beat && !EventCaller.FXOnlyGames().Contains(eventCaller.GetMinigame(entity.datamodel.Split('/')[0]))) + { + entitiesAtSameBeat.Add(entity); + } + } SortEventsByPriority(entitiesAtSameBeat); foreach (RiqEntity entity in entitiesAtSameBeat) { string gameName = entity.datamodel.Split('/')[0]; - var inf = GetGameInfo(gameName); - if (inf != null && inf.usesAssetBundle && !inf.AssetsLoaded) + inf = GetGameInfo(gameName); + if (inf != null && inf.usesAssetBundle && !inf.AssetsLoaded) { Debug.Log($"ASYNC loading assetbundles for game {gameName}"); StartCoroutine(inf.LoadCommonAssetBundleAsync()); @@ -329,29 +387,38 @@ namespace HeavenStudio } } } + + ListPool.Release(entitiesAtSameBeat); + ListPool.Release(gameSwitchs); } public void SeekAheadAndDoPreEvent(double start) { - List entities = Beatmap.Entities.Select(c => c.beat).ToList(); if (currentPreSequence < Beatmap.Entities.Count && currentPreSequence >= 0) { - var seekEntity = Beatmap.Entities[currentPreSequence]; + List entitiesAtSameBeat = ListPool.Get(); + RiqEntity seekEntity = Beatmap.Entities[currentPreSequence]; - float seekTime = EventCaller.instance.GetGameAction( - EventCaller.instance.GetMinigame(seekEntity.datamodel.Split(0)), seekEntity.datamodel.Split(1)).preFunctionLength; - - if (start + seekTime >= entities[currentPreSequence]) + foreach (RiqEntity entity in Beatmap.Entities) + { + if (entity.beat == seekEntity.beat) + { + entitiesAtSameBeat.Add(entity); + } + } + SortEventsByPriority(entitiesAtSameBeat); + + float seekTime = eventCaller.GetGameAction( + eventCaller.GetMinigame(seekEntity.datamodel.Split(0)), seekEntity.datamodel.Split(1)).preFunctionLength; + + if (start + seekTime >= eventBeats[currentPreSequence]) { - double beat = seekEntity.beat; - var entitiesAtSameBeat = Beatmap.Entities.FindAll(c => c.beat == seekEntity.beat); - SortEventsByPriority(entitiesAtSameBeat); foreach (RiqEntity entity in entitiesAtSameBeat) { currentPreSequence++; string gameName = entity.datamodel.Split('/')[0]; var inf = GetGameInfo(gameName); - if (inf != null && inf.usesAssetBundle && inf.AssetsLoaded && !inf.SequencesPreloaded) + if (inf != null && inf.usesAssetBundle && inf.AssetsLoaded && !inf.SequencesPreloaded) { Debug.Log($"Preloading game {gameName}"); PreloadGameSequences(gameName); @@ -359,6 +426,7 @@ namespace HeavenStudio eventCaller.CallPreEvent(entity); } } + ListPool.Release(entitiesAtSameBeat); } } @@ -369,33 +437,28 @@ namespace HeavenStudio if (!Conductor.instance.isPlaying) return; Conductor cond = Conductor.instance; - - List entities = Beatmap.Entities.Select(c => c.beat).ToList(); - List tempoChanges = Beatmap.TempoChanges.Select(c => c.beat).ToList(); if (currentTempoEvent < Beatmap.TempoChanges.Count && currentTempoEvent >= 0) { - if (cond.songPositionInBeatsAsDouble >= tempoChanges[currentTempoEvent]) + if (cond.songPositionInBeatsAsDouble >= tempoBeats[currentTempoEvent]) { cond.SetBpm(Beatmap.TempoChanges[currentTempoEvent]["tempo"]); currentTempoEvent++; } } - List volumeChanges = Beatmap.VolumeChanges.Select(c => c.beat).ToList(); if (currentVolumeEvent < Beatmap.VolumeChanges.Count && currentVolumeEvent >= 0) { - if (cond.songPositionInBeatsAsDouble >= volumeChanges[currentVolumeEvent]) + if (cond.songPositionInBeatsAsDouble >= volumeBeats[currentVolumeEvent]) { cond.SetVolume(Beatmap.VolumeChanges[currentVolumeEvent]["volume"]); currentVolumeEvent++; } } - List chartSections = Beatmap.SectionMarkers.Select(c => c.beat).ToList(); if (currentSectionEvent < Beatmap.SectionMarkers.Count && currentSectionEvent >= 0) { - if (cond.songPositionInBeatsAsDouble >= chartSections[currentSectionEvent]) + if (cond.songPositionInBeatsAsDouble >= sectionBeats[currentSectionEvent]) { Debug.Log("Section " + Beatmap.SectionMarkers[currentSectionEvent]["sectionName"] + " started"); currentSection = Beatmap.SectionMarkers[currentSectionEvent]; @@ -416,19 +479,35 @@ namespace HeavenStudio if (currentEvent < Beatmap.Entities.Count && currentEvent >= 0) { - if (cond.songPositionInBeatsAsDouble >= entities[currentEvent]) + if (cond.songPositionInBeatsAsDouble >= eventBeats[currentEvent]) { + List entitiesAtSameBeat = ListPool.Get(); + List fxEntities = ListPool.Get(); + // allows for multiple events on the same beat to be executed on the same frame, so no more 1-frame delay - var entitiesAtSameBeat = Beatmap.Entities.FindAll(c => c.beat == Beatmap.Entities[currentEvent].beat && !EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0]))); - var fxEntities = Beatmap.Entities.FindAll(c => c.beat == Beatmap.Entities[currentEvent].beat && EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0]))); + using (PooledObject> pool = ListPool.Get(out List currentBeatEntities)) + { + currentBeatEntities = Beatmap.Entities.FindAll(c => c.beat == Beatmap.Entities[currentEvent].beat); + foreach (RiqEntity entity in currentBeatEntities) + { + if (EventCaller.FXOnlyGames().Contains(eventCaller.GetMinigame(entity.datamodel.Split('/')[0]))) + { + fxEntities.Add(entity); + } + else + { + entitiesAtSameBeat.Add(entity); + } + } + } SortEventsByPriority(fxEntities); SortEventsByPriority(entitiesAtSameBeat); // FX entities should ALWAYS execute before gameplay entities - for (int i = 0; i < fxEntities.Count; i++) + foreach (RiqEntity entity in fxEntities) { - eventCaller.CallEvent(fxEntities[i], true); + eventCaller.CallEvent(entity, true); currentEvent++; } @@ -447,6 +526,9 @@ namespace HeavenStudio // Thank you to @shshwdr for bring this to my attention currentEvent++; } + + ListPool.Release(entitiesAtSameBeat); + ListPool.Release(fxEntities); } } @@ -465,7 +547,8 @@ namespace HeavenStudio } } - private void LateUpdate() { + private void LateUpdate() + { OverlaysManager.instance.TogleOverlaysVisibility(Editor.Editor.instance == null || Editor.Editor.instance.fullscreen || ((PersistentDataManager.gameSettings.overlaysInEditor) && (!Editor.Editor.instance.fullscreen)) || HeavenStudio.Editor.GameSettings.InPreview); } @@ -514,7 +597,7 @@ namespace HeavenStudio { Util.SoundByte.UnpauseOneShots(); } - else + else { Conductor.instance.SetBpm(Beatmap.TempoChanges[0]["tempo"]); Conductor.instance.SetVolume(Beatmap.VolumeChanges[0]["volume"]); @@ -544,7 +627,6 @@ namespace HeavenStudio Conductor.instance.Stop(beat); SetCurrentEventToClosest(beat); onBeatChanged?.Invoke(beat); - KillAllSounds(); // I feel like I should standardize the names SkillStarManager.instance.KillStar(); @@ -555,7 +637,7 @@ namespace HeavenStudio // pass this data to rating screen + stats Debug.Log($"== Playthrough statistics of {Beatmap["remixtitle"]} (played at {System.DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss")}) =="); Debug.Log($"Average input offset for playthrough: {averageInputOffset}ms"); - Debug.Log($"Accuracy for playthrough: {(PlayerAccuracy * 100) : 0.00}"); + Debug.Log($"Accuracy for playthrough: {(PlayerAccuracy * 100): 0.00}"); Debug.Log($"Cleared {clearedSections.FindAll(c => c).Count} sections out of {Beatmap.SectionMarkers.Count}"); if (SkillStarManager.instance.IsCollected) Debug.Log($"Skill Star collected"); @@ -563,7 +645,8 @@ namespace HeavenStudio Debug.Log($"Skill Star not collected"); if (GoForAPerfect.instance.perfect) Debug.Log($"Perfect Clear!"); - + + KillAllSounds(); if (playOnStart || restart) { Play(0, restartDelay); @@ -573,12 +656,16 @@ namespace HeavenStudio private IEnumerator WaitReadyAndPlayCo(double beat) { + WaitUntil yieldOverlays = new WaitUntil(() => OverlaysManager.OverlaysReady); + WaitUntil yieldBeatmap = new WaitUntil(() => Beatmap != null && Beatmap.Entities.Count > 0); + WaitUntil yieldAudio = new WaitUntil(() => AudioLoadDone || (ChartLoadError && !GlobalGameManager.IsShowingDialog)); + // wait for overlays to be ready - yield return new WaitUntil(() => OverlaysManager.OverlaysReady); + yield return yieldOverlays; // wait for first game to be loaded - yield return new WaitUntil(() => Beatmap != null && Beatmap.Entities.Count > 0); + yield return yieldBeatmap; //wait for audio clip to be loaded - yield return new WaitUntil(() => AudioLoadDone || (ChartLoadError && !GlobalGameManager.IsShowingDialog)); + yield return yieldAudio; SkillStarManager.instance.KillStar(); TimingAccuracyDisplay.instance.StopStarFlash(); @@ -588,13 +675,12 @@ namespace HeavenStudio GlobalGameManager.UpdateDiscordStatus(Beatmap["remixtitle"], false, true); Play(beat, 1f); + yield break; } public void KillAllSounds() { - for (int i = 0; i < SoundObjects.Count; i++) - Destroy(SoundObjects[i].gameObject); - + Debug.Log("Killing all sounds"); SoundObjects.Clear(); Util.SoundByte.KillOneShots(); } @@ -609,15 +695,21 @@ namespace HeavenStudio Beatmap.TempoChanges.Sort((x, y) => x.beat.CompareTo(y.beat)); Beatmap.VolumeChanges.Sort((x, y) => x.beat.CompareTo(y.beat)); Beatmap.SectionMarkers.Sort((x, y) => x.beat.CompareTo(y.beat)); + + eventBeats = Beatmap.Entities.Select(c => c.beat).ToList(); + tempoBeats = Beatmap.TempoChanges.Select(c => c.beat).ToList(); + volumeBeats = Beatmap.VolumeChanges.Select(c => c.beat).ToList(); + sectionBeats = Beatmap.SectionMarkers.Select(c => c.beat).ToList(); } void SortEventsByPriority(List entities) { - entities.Sort((x, y) => { - Minigames.Minigame xGame = EventCaller.instance.GetMinigame(x.datamodel.Split(0)); - Minigames.GameAction xAction = EventCaller.instance.GetGameAction(xGame, x.datamodel.Split(1)); - Minigames.Minigame yGame = EventCaller.instance.GetMinigame(y.datamodel.Split(0)); - Minigames.GameAction yAction = EventCaller.instance.GetGameAction(yGame, y.datamodel.Split(1)); + entities.Sort((x, y) => + { + Minigames.Minigame xGame = eventCaller.GetMinigame(x.datamodel.Split(0)); + Minigames.GameAction xAction = eventCaller.GetGameAction(xGame, x.datamodel.Split(1)); + Minigames.Minigame yGame = eventCaller.GetMinigame(y.datamodel.Split(0)); + Minigames.GameAction yAction = eventCaller.GetGameAction(yGame, y.datamodel.Split(1)); return yAction.priority.CompareTo(xAction.priority); }); @@ -632,25 +724,57 @@ namespace HeavenStudio return double.MinValue; } + public static int GetIndexAfter(List list, double compareTo) + { + list.Sort(); + if (list.Count > 0) + { + foreach (double item in list) + { + if (item >= compareTo) + { + return Math.Max(list.IndexOf(item), 0); + } + } + return list.Count; + } + return 0; + } + + public static int GetIndexBefore(List list, double compareTo) + { + list.Sort(); + if (list.Count > 0) + { + foreach (double item in list) + { + if (item >= compareTo) + { + return Math.Max(list.IndexOf(item) - 1, 0); + } + } + return list.Count - 1; + } + return 0; + } + public void SetCurrentEventToClosest(double beat) { SortEventsList(); onBeatChanged?.Invoke(beat); if (Beatmap.Entities.Count > 0) { - List entities = Beatmap.Entities.Select(c => c.beat).ToList(); - - currentEvent = entities.IndexOf(GetClosestInList(entities, beat)); - currentPreEvent = entities.IndexOf(GetClosestInList(entities, beat)); - currentPreSequence = entities.IndexOf(GetClosestInList(entities, beat)); + currentEvent = GetIndexAfter(eventBeats, beat); + currentPreEvent = GetIndexAfter(eventBeats, beat); + currentPreSequence = GetIndexAfter(eventBeats, beat); var gameSwitchs = Beatmap.Entities.FindAll(c => c.datamodel.Split(1) == "switchGame"); - string newGame = Beatmap.Entities[currentEvent].datamodel.Split(0); + string newGame = Beatmap.Entities[Math.Min(currentEvent, eventBeats.Count - 1)].datamodel.Split(0); if (gameSwitchs.Count > 0) { - int index = gameSwitchs.FindIndex(c => c.beat == GetClosestInList(gameSwitchs.Select(c => c.beat).ToList(), beat)); + int index = GetIndexBefore(gameSwitchs.Select(c => c.beat).ToList(), beat); currentPreSwitch = index; var closestGameSwitch = gameSwitchs[index]; if (closestGameSwitch.beat <= beat) @@ -698,13 +822,12 @@ namespace HeavenStudio if (Beatmap.TempoChanges.Count > 0) { currentTempoEvent = 0; - List tempoChanges = Beatmap.TempoChanges.Select(c => c.beat).ToList(); //for tempo changes, just go over all of em until the last one we pass - for (int t = 0; t < tempoChanges.Count; t++) + for (int t = 0; t < tempoBeats.Count; t++) { // Debug.Log("checking tempo event " + t + " against beat " + beat + "( tc beat " + tempoChanges[t] + ")"); - if (tempoChanges[t] > beat) + if (tempoBeats[t] > beat) { break; } @@ -716,11 +839,10 @@ namespace HeavenStudio if (Beatmap.VolumeChanges.Count > 0) { currentVolumeEvent = 0; - List volumeChanges = Beatmap.VolumeChanges.Select(c => c.beat).ToList(); - for (int t = 0; t < volumeChanges.Count; t++) + for (int t = 0; t < volumeBeats.Count; t++) { - if (volumeChanges[t] > beat) + if (volumeBeats[t] > beat) { break; } @@ -733,11 +855,10 @@ namespace HeavenStudio if (Beatmap.SectionMarkers.Count > 0) { currentSectionEvent = 0; - List beatmapSections = Beatmap.SectionMarkers.Select(c => c.beat).ToList(); - for (int t = 0; t < beatmapSections.Count; t++) + for (int t = 0; t < sectionBeats.Count; t++) { - if (beatmapSections[t] > beat) + if (sectionBeats[t] > beat) { break; } @@ -774,7 +895,7 @@ namespace HeavenStudio if (miniGame != null) miniGame.OnGameSwitch(beat); - while(beat + 0.25 > Conductor.instance.songPositionInBeats) + while (beat + 0.25 > Conductor.instance.songPositionInBeats) { if (!Conductor.instance.isPlaying) { @@ -831,6 +952,7 @@ namespace HeavenStudio if (gameInfo.usesAssetBundle) { //game is packed in an assetbundle, load from that instead + // this is fucked!! figure out a way to make this async return gameInfo.GetCommonAssetBundle().LoadAsset(name); } name = gameInfo.LoadableName; @@ -841,7 +963,7 @@ namespace HeavenStudio public Minigames.Minigame GetGameInfo(string name) { - return EventCaller.instance.minigames.Find(c => c.name == name); + return eventCaller.minigames.Find(c => c.name == name); } public void SetCurrentGame(string game, bool useMinigameColor = true) @@ -864,7 +986,7 @@ namespace HeavenStudio private void SetAmbientGlowToCurrentMinigameColor() { - if (GetGameInfo(currentGame) != null) + if (GetGameInfo(currentGame) != null) HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(Colors.Hex2RGB(GetGameInfo(currentGame).color), true); } diff --git a/Assets/Scripts/Games/AirRally/AirRally.cs b/Assets/Scripts/Games/AirRally/AirRally.cs index b7ced16f..34cd3ba2 100644 --- a/Assets/Scripts/Games/AirRally/AirRally.cs +++ b/Assets/Scripts/Games/AirRally/AirRally.cs @@ -753,7 +753,7 @@ namespace HeavenStudio.Games public void ServeObject(double beat, double targetBeat, bool type) { - BeatAction.New(gameObject, new List + BeatAction.New(this, new List { new BeatAction.Action(beat - 0.5, delegate { @@ -815,12 +815,12 @@ namespace HeavenStudio.Games public void ForthCountIn4Do(double beat, float length) { - BeatAction.New(instance.gameObject, instance.ForthCountIn4Action(beat, length)); + BeatAction.New(instance, instance.ForthCountIn4Action(beat, length)); } public void ForthCountIn8Do(double beat, float length) { - BeatAction.New(instance.gameObject, instance.ForthCountIn8Action(beat, length)); + BeatAction.New(instance, instance.ForthCountIn8Action(beat, length)); } private List ForthCountIn4Action(double beat, float length) @@ -905,7 +905,7 @@ namespace HeavenStudio.Games public void ForthVoiceDo(double beat) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { instance.ForthVoiceAction(beat) }); @@ -1068,7 +1068,7 @@ namespace HeavenStudio.Games tempCounts.Sort((x, y) => x.beat.CompareTo(y.beat)); - BeatAction.New(instance.gameObject, tempCounts); + BeatAction.New(instance, tempCounts); } public override void OnPlay(double beat) @@ -1220,7 +1220,7 @@ namespace HeavenStudio.Games if (!(silent || isBaBumBeat) || (isCatch && !silent)) SoundByte.PlayOneShotGame("airRally/nya_" + distanceString, beat, 1, 1, false, false, nyaOffsets[(int)DistanceAtBeat(beat)]); - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat - 1, delegate { @@ -1336,7 +1336,7 @@ namespace HeavenStudio.Games MultiSound.Play(sounds.ToArray()); - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat, delegate { @@ -1400,7 +1400,7 @@ namespace HeavenStudio.Games if (IsCatchBeat(caller.startBeat + caller.timer + 1)) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(caller.startBeat + caller.timer + 1, delegate { @@ -1444,7 +1444,7 @@ namespace HeavenStudio.Games if (IsCatchBeat(caller.startBeat + caller.timer + 2)) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(caller.startBeat + caller.timer + 2, delegate { diff --git a/Assets/Scripts/Games/BoardMeeting/BMExecutive.cs b/Assets/Scripts/Games/BoardMeeting/BMExecutive.cs index c4a0cb7a..56018048 100644 --- a/Assets/Scripts/Games/BoardMeeting/BMExecutive.cs +++ b/Assets/Scripts/Games/BoardMeeting/BMExecutive.cs @@ -70,7 +70,7 @@ namespace HeavenStudio.Games.Scripts_BoardMeeting } game.StopChairLoopSoundIfLastToStop(); - BeatAction.New(game.gameObject, new List() + BeatAction.New(game, new List() { new BeatAction.Action(Conductor.instance.songPositionInBeatsAsDouble + 1.5f, delegate { canBop = true; }) }); diff --git a/Assets/Scripts/Games/BoardMeeting/BoardMeeting.cs b/Assets/Scripts/Games/BoardMeeting/BoardMeeting.cs index ea9cdbe2..d117583b 100644 --- a/Assets/Scripts/Games/BoardMeeting/BoardMeeting.cs +++ b/Assets/Scripts/Games/BoardMeeting/BoardMeeting.cs @@ -169,7 +169,7 @@ namespace HeavenStudio.Games { for (int i = 0; i < length; i++) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + i, delegate { @@ -192,7 +192,7 @@ namespace HeavenStudio.Games new MultiSound.Sound("boardMeeting/three", beat + 1), new MultiSound.Sound("boardMeeting/stopAll", beat + 2) }); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { assistantAnim.DoScaledAnimationAsync("One", 0.5f); }), new BeatAction.Action(beat + 1, delegate { assistantAnim.DoScaledAnimationAsync("Three", 0.5f); }), @@ -254,7 +254,7 @@ namespace HeavenStudio.Games })); } stops.Add(new BeatAction.Action(beat + length * executiveCount + 0.5f, delegate { executivesCanBop = true; })); - BeatAction.New(instance.gameObject, stops); + BeatAction.New(instance, stops); ScheduleInput(beat, length * (executiveCount - 1), InputType.STANDARD_DOWN, Just, Miss, Empty); } @@ -295,7 +295,7 @@ namespace HeavenStudio.Games executives[index].Spin(soundToPlay); })); } - BeatAction.New(instance.gameObject, rolls); + BeatAction.New(instance, rolls); } @@ -402,7 +402,7 @@ namespace HeavenStudio.Games } SoundByte.PlayOneShotGame("boardMeeting/stopPlayer"); executives[executiveCount - 1].Stop(); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(caller.timer + caller.startBeat + 1f, delegate { @@ -436,7 +436,7 @@ namespace HeavenStudio.Games executives[executiveCount - 1].Stop(); assistantAnim.DoScaledAnimationAsync("Stop", 0.5f); SoundByte.PlayOneShotGame("boardMeeting/stopAllPlayer"); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(caller.timer + caller.startBeat + 1f, delegate { diff --git a/Assets/Scripts/Games/BuiltToScaleDS/Blocks.cs b/Assets/Scripts/Games/BuiltToScaleDS/Blocks.cs index 3b95389d..c5a9e1ee 100644 --- a/Assets/Scripts/Games/BuiltToScaleDS/Blocks.cs +++ b/Assets/Scripts/Games/BuiltToScaleDS/Blocks.cs @@ -73,7 +73,7 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleDS }, forcePlay: true ); - BeatAction.New(this.gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(sinkBeat, delegate { moving = false; }), }); diff --git a/Assets/Scripts/Games/BuiltToScaleDS/BuiltToScaleDS.cs b/Assets/Scripts/Games/BuiltToScaleDS/BuiltToScaleDS.cs index 1f92afdc..c0479964 100644 --- a/Assets/Scripts/Games/BuiltToScaleDS/BuiltToScaleDS.cs +++ b/Assets/Scripts/Games/BuiltToScaleDS/BuiltToScaleDS.cs @@ -343,7 +343,7 @@ namespace HeavenStudio.Games } })); } - BeatAction.New(instance.gameObject, actions); + BeatAction.New(instance, actions); } if (!autoLights && !shouldLights) { @@ -470,7 +470,7 @@ namespace HeavenStudio.Games public void MultiplePiano(double beat, float length, bool silent, int note1, int note2, int note3, int note4, int note5, int note6) { if (silent) return; - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { PlayPiano(beat, length, note1); }), new BeatAction.Action(beat + length, delegate { PlayPiano(beat + length, length, note2); }), diff --git a/Assets/Scripts/Games/CatchyTune/CatchyTune.cs b/Assets/Scripts/Games/CatchyTune/CatchyTune.cs index 0ec601ab..35060ba5 100644 --- a/Assets/Scripts/Games/CatchyTune/CatchyTune.cs +++ b/Assets/Scripts/Games/CatchyTune/CatchyTune.cs @@ -229,7 +229,7 @@ namespace HeavenStudio.Games beat = beat - (isPineapple ? 2f : 1f); if (GameManager.instance.currentGame == "catchyTune") { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(spawnBeat, delegate { if (instance != null) instance.DropFruit(beat, side, smile, isPineapple, endSmile); }), }); @@ -274,7 +274,7 @@ namespace HeavenStudio.Games bopRight = whoBopsAuto == (int)WhoBops.Alalin || whoBopsAuto == (int)WhoBops.Both; for (int i = 0; i < length; i++) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + i, delegate { diff --git a/Assets/Scripts/Games/CatchyTune/Fruit.cs b/Assets/Scripts/Games/CatchyTune/Fruit.cs index 769db01f..1de7dddb 100644 --- a/Assets/Scripts/Games/CatchyTune/Fruit.cs +++ b/Assets/Scripts/Games/CatchyTune/Fruit.cs @@ -148,7 +148,7 @@ namespace HeavenStudio.Games.Scripts_CatchyTune // play near miss animation anim.DoScaledAnimation("barely", barelyStart, isPineapple ? 2f : 1f); - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(barelyStart + (isPineapple ? 2f : 1f), delegate { Destroy(this.gameObject); }), }); @@ -166,7 +166,7 @@ namespace HeavenStudio.Games.Scripts_CatchyTune { game.catchMiss(side, isPineapple); - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(startBeat + beatLength + (isPineapple ? 3f : 1.5f), delegate { Destroy(this.gameObject); }), }); diff --git a/Assets/Scripts/Games/CheerReaders/CheerReaders.cs b/Assets/Scripts/Games/CheerReaders/CheerReaders.cs index 9e3dbd73..84228c1f 100644 --- a/Assets/Scripts/Games/CheerReaders/CheerReaders.cs +++ b/Assets/Scripts/Games/CheerReaders/CheerReaders.cs @@ -433,7 +433,7 @@ namespace HeavenStudio.Games { for (int i = 0; i < length; i++) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + i, delegate { @@ -476,7 +476,7 @@ namespace HeavenStudio.Games cueBeat = beat; cueLength = length - 1f; if (!shouldSwitchColor) return; - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + length * 0.5f, delegate { shouldBeBlack = !shouldBeBlack; }) }); @@ -523,7 +523,7 @@ namespace HeavenStudio.Games } MultiSound.Play(soundsToPlay.ToArray(), forcePlay: true); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { @@ -660,7 +660,7 @@ namespace HeavenStudio.Games } MultiSound.Play(soundsToPlay.ToArray(), forcePlay: true); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { @@ -836,7 +836,7 @@ namespace HeavenStudio.Games break; } MultiSound.Play(soundsToPlay.ToArray(), forcePlay: true); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { @@ -1012,7 +1012,7 @@ namespace HeavenStudio.Games soundsToPlay.Add(new MultiSound.Sound("cheerReaders/bookDiagonal", beat)); } MultiSound.Play(soundsToPlay.ToArray(), forcePlay: true); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { @@ -1218,7 +1218,7 @@ namespace HeavenStudio.Games break; } MultiSound.Play(soundsToPlay.ToArray(), forcePlay: true); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { diff --git a/Assets/Scripts/Games/ClappyTrio/ClappyTrio.cs b/Assets/Scripts/Games/ClappyTrio/ClappyTrio.cs index d37430ea..fc1defa6 100644 --- a/Assets/Scripts/Games/ClappyTrio/ClappyTrio.cs +++ b/Assets/Scripts/Games/ClappyTrio/ClappyTrio.cs @@ -216,7 +216,7 @@ namespace HeavenStudio.Games } } if (sounds.Count > 0) clapSounds = MultiSound.Play(sounds.ToArray()); - if (actions.Count > 0) clapAction = BeatAction.New(this.gameObject, actions); + if (actions.Count > 0) clapAction = BeatAction.New(this, actions); // prepare player input ClappyTrioPlayer.QueueClap(beat, length * (Lion.Count - 1)); @@ -249,7 +249,7 @@ namespace HeavenStudio.Games bops.Add(new BeatAction.Action(spawnBeat, delegate { misses = 0; })); } } - if (bops.Count > 0) BeatAction.New(instance.gameObject, bops); + if (bops.Count > 0) BeatAction.New(instance, bops); } } diff --git a/Assets/Scripts/Games/CropStomp/CropStomp.cs b/Assets/Scripts/Games/CropStomp/CropStomp.cs index 6db8aad2..617205b7 100644 --- a/Assets/Scripts/Games/CropStomp/CropStomp.cs +++ b/Assets/Scripts/Games/CropStomp/CropStomp.cs @@ -171,7 +171,7 @@ namespace HeavenStudio.Games startBeat = inactiveStart + (stepsPassed * 2f); // Cue the marching proper to begin when applicable. - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(startBeat - 0.25f, delegate { StartMarching(startBeat); }) }); diff --git a/Assets/Scripts/Games/CropStomp/Veggie.cs b/Assets/Scripts/Games/CropStomp/Veggie.cs index d4f27164..b0a8cb69 100644 --- a/Assets/Scripts/Games/CropStomp/Veggie.cs +++ b/Assets/Scripts/Games/CropStomp/Veggie.cs @@ -279,7 +279,7 @@ namespace HeavenStudio.Games.Scripts_CropStomp if (!isMole) { - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(pickedBeat + 0.5f, delegate { veggieSprite.sortingOrder = -1; }), new BeatAction.Action(pickedBeat + pickTime, delegate { GameObject.Destroy(gameObject); }) @@ -291,7 +291,7 @@ namespace HeavenStudio.Games.Scripts_CropStomp } else { - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(pickedBeat + pickTime, delegate { GameObject.Destroy(gameObject); }) }); diff --git a/Assets/Scripts/Games/DJSchool/DJSchool.cs b/Assets/Scripts/Games/DJSchool/DJSchool.cs index a7966e35..3003684f 100644 --- a/Assets/Scripts/Games/DJSchool/DJSchool.cs +++ b/Assets/Scripts/Games/DJSchool/DJSchool.cs @@ -294,7 +294,7 @@ namespace HeavenStudio.Games { for (int i = 0; i < length; i++) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + i, delegate { @@ -363,7 +363,7 @@ namespace HeavenStudio.Games } - BeatAction.New(djYellow, new List() + BeatAction.New(djYellowScript, new List() { new BeatAction.Action(beat, delegate { @@ -422,7 +422,7 @@ namespace HeavenStudio.Games } - BeatAction.New(djYellow, new List() + BeatAction.New(djYellowScript, new List() { new BeatAction.Action(beat + 0.5f, delegate { @@ -494,7 +494,7 @@ namespace HeavenStudio.Games }); - BeatAction.New(djYellow, new List() + BeatAction.New(djYellowScript, new List() { new BeatAction.Action(beat, delegate { djYellow.GetComponent().DoScaledAnimationAsync("Scratcho", 0.5f); }), new BeatAction.Action(beat + .5f, delegate { djYellow.GetComponent().DoScaledAnimationAsync("Scratcho2", 0.5f); }), diff --git a/Assets/Scripts/Games/DJSchool/Student.cs b/Assets/Scripts/Games/DJSchool/Student.cs index f29b6a68..2b828734 100644 --- a/Assets/Scripts/Games/DJSchool/Student.cs +++ b/Assets/Scripts/Games/DJSchool/Student.cs @@ -206,7 +206,7 @@ namespace HeavenStudio.Games.Scripts_DJSchool FlashFX(false); swiping = true; - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat, delegate { anim.Play("Swipe", 0, 0); }), new BeatAction.Action(beat + 4f, delegate { swiping = false; }), @@ -226,7 +226,7 @@ namespace HeavenStudio.Games.Scripts_DJSchool { OnMissSwipeForPlayerInput(caller.timer + caller.startBeat + 1f); SoundByte.PlayOneShotGame("djSchool/recordSwipe"); - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat, delegate { anim.Play("Swipe", 0, 0); }), new BeatAction.Action(beat + 4f, delegate { swiping = false; }), @@ -254,7 +254,7 @@ namespace HeavenStudio.Games.Scripts_DJSchool canBoo = false; Invoke("EnableBoo", booSound.clip.length); } - BeatAction.New(game.gameObject, new List() + BeatAction.New(game, new List() { new BeatAction.Action(caller.timer + caller.startBeat + 1f, delegate { @@ -276,7 +276,7 @@ namespace HeavenStudio.Games.Scripts_DJSchool //swiping = false; mixer.audioMixer.FindSnapshot("Main").TransitionTo(.01f); - BeatAction.New(game.gameObject, new List() + BeatAction.New(game, new List() { new BeatAction.Action(beat, delegate { diff --git a/Assets/Scripts/Games/DoubleDate/Basketball.cs b/Assets/Scripts/Games/DoubleDate/Basketball.cs index f225199e..90b7f3ce 100644 --- a/Assets/Scripts/Games/DoubleDate/Basketball.cs +++ b/Assets/Scripts/Games/DoubleDate/Basketball.cs @@ -55,7 +55,7 @@ namespace HeavenStudio.Games.Scripts_DoubleDate void Just(PlayerActionEvent caller, float state) { - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(conductor.songPositionInBeatsAsDouble + 3f, delegate { diff --git a/Assets/Scripts/Games/DoubleDate/DoubleDate.cs b/Assets/Scripts/Games/DoubleDate/DoubleDate.cs index 52e792a3..4a001952 100644 --- a/Assets/Scripts/Games/DoubleDate/DoubleDate.cs +++ b/Assets/Scripts/Games/DoubleDate/DoubleDate.cs @@ -187,7 +187,7 @@ namespace HeavenStudio.Games { for (int i = 0; i < length; i++) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + i, delegate { SingleBop(); }) }); @@ -220,7 +220,7 @@ namespace HeavenStudio.Games else if (weaselsHappy) weasels.Happy(); if (!forceNoLeaves) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(Conductor.instance.songPositionInBeatsAsDouble + 1f, delegate { @@ -321,7 +321,7 @@ namespace HeavenStudio.Games if (hit) { lastHitWeasel = Conductor.instance.songPositionInBeatsAsDouble; - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat - (0.25f/3f), delegate { weasels.Hit(beat); }), }); @@ -329,7 +329,7 @@ namespace HeavenStudio.Games else { lastHitWeasel = Conductor.instance.songPositionInBeatsAsDouble; - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat + 0.25, delegate { weasels.Hide(beat + 0.25f); }), }); diff --git a/Assets/Scripts/Games/DoubleDate/DoubleDateWeasels.cs b/Assets/Scripts/Games/DoubleDate/DoubleDateWeasels.cs index 7b176489..8d9ade35 100644 --- a/Assets/Scripts/Games/DoubleDate/DoubleDateWeasels.cs +++ b/Assets/Scripts/Games/DoubleDate/DoubleDateWeasels.cs @@ -48,7 +48,7 @@ namespace HeavenStudio.Games.Scripts_DoubleDate { notHit = false; anim.DoScaledAnimationAsync("WeaselsHide", 0.5f); - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat + 1.45f, delegate { @@ -75,7 +75,7 @@ namespace HeavenStudio.Games.Scripts_DoubleDate { notHit = false; anim.DoScaledAnimationAsync("WeaselsHit", 0.5f); - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat + 2f, delegate { diff --git a/Assets/Scripts/Games/DoubleDate/Football.cs b/Assets/Scripts/Games/DoubleDate/Football.cs index 302c818a..5424f312 100644 --- a/Assets/Scripts/Games/DoubleDate/Football.cs +++ b/Assets/Scripts/Games/DoubleDate/Football.cs @@ -63,7 +63,7 @@ namespace HeavenStudio.Games.Scripts_DoubleDate SoundByte.PlayOneShot("miss"); game.Kick(false); GetComponent().sortingOrder = 8; - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(conductor.songPositionInBeatsAsDouble + 4f, delegate { @@ -73,7 +73,7 @@ namespace HeavenStudio.Games.Scripts_DoubleDate return; } Hit(); - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(conductor.songPositionInBeatsAsDouble + 1f, delegate { @@ -115,7 +115,7 @@ namespace HeavenStudio.Games.Scripts_DoubleDate } } - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(conductor.songPositionInBeatsAsDouble + 5f, delegate { diff --git a/Assets/Scripts/Games/DoubleDate/SoccerBall.cs b/Assets/Scripts/Games/DoubleDate/SoccerBall.cs index f2c755bf..2382e9b0 100644 --- a/Assets/Scripts/Games/DoubleDate/SoccerBall.cs +++ b/Assets/Scripts/Games/DoubleDate/SoccerBall.cs @@ -55,7 +55,7 @@ namespace HeavenStudio.Games.Scripts_DoubleDate void Just(PlayerActionEvent caller, float state) { - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(conductor.songPositionInBeatsAsDouble + 3f, delegate { @@ -89,7 +89,7 @@ namespace HeavenStudio.Games.Scripts_DoubleDate SoundByte.PlayOneShotGame("doubleDate/weasel_hide"); game.MissKick(pathStartBeat + 2.25f); - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(conductor.songPositionInBeatsAsDouble + 4f, delegate { diff --git a/Assets/Scripts/Games/DrummingPractice/DrummerHit.cs b/Assets/Scripts/Games/DrummingPractice/DrummerHit.cs index f95ab161..6d1ed5aa 100644 --- a/Assets/Scripts/Games/DrummingPractice/DrummerHit.cs +++ b/Assets/Scripts/Games/DrummingPractice/DrummerHit.cs @@ -22,7 +22,7 @@ namespace HeavenStudio.Games.Scripts_DrummingPractice { game.ScheduleInput(startBeat, 1f, InputType.STANDARD_DOWN, Just, Miss, Out); - BeatAction.New(game.gameObject, new List() + BeatAction.New(game, new List() { new BeatAction.Action(startBeat+1f, delegate { SoundByte.PlayOneShotGame("drummingPractice/drum"); @@ -46,7 +46,7 @@ namespace HeavenStudio.Games.Scripts_DrummingPractice private void Miss(PlayerActionEvent caller) { game.SetFaces(2); - BeatAction.New(game.gameObject, new List() + BeatAction.New(game, new List() { new BeatAction.Action(startBeat+2f, delegate { game.SetFaces(0); @@ -64,7 +64,7 @@ namespace HeavenStudio.Games.Scripts_DrummingPractice if (!_hit) { - BeatAction.New(game.gameObject, new List() + BeatAction.New(game, new List() { new BeatAction.Action(startBeat+2f, delegate { game.SetFaces(0); diff --git a/Assets/Scripts/Games/DrummingPractice/DrummingPractice.cs b/Assets/Scripts/Games/DrummingPractice/DrummingPractice.cs index b6c34032..acb79a53 100644 --- a/Assets/Scripts/Games/DrummingPractice/DrummingPractice.cs +++ b/Assets/Scripts/Games/DrummingPractice/DrummingPractice.cs @@ -182,7 +182,7 @@ namespace HeavenStudio.Games moveAnim = exit ? "NPCDrummersExit" : "NPCDrummersEnter"; isMoving = true; lastEase = (EasingFunction.Ease)ease; - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + length - 0.01f, delegate { isMoving = false; }) }); @@ -195,7 +195,7 @@ namespace HeavenStudio.Games { for (int i = 0; i < length; i++) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + i, delegate { Bop(); }) }); diff --git a/Assets/Scripts/Games/FanClub/FanClub.cs b/Assets/Scripts/Games/FanClub/FanClub.cs index 12587695..a90a23e4 100644 --- a/Assets/Scripts/Games/FanClub/FanClub.cs +++ b/Assets/Scripts/Games/FanClub/FanClub.cs @@ -400,7 +400,7 @@ namespace HeavenStudio.Games goBopSpec = targetAuto == (int)IdolBopType.Both || targetAuto == (int)IdolBopType.Spectators; for (int i = 0; i < length; i++) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + i, delegate { BopSingle(target); }) }); @@ -494,7 +494,7 @@ namespace HeavenStudio.Games idolAnimator.Play("IdolCrap" + GetPerformanceSuffix(), -1, 0); break; case (int)IdolAnimations.Call: - BeatAction.New(Arisa, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { Arisa.GetComponent().Play("IdolCall0" + GetPerformanceSuffix(), -1, 0); }), new BeatAction.Action(beat + 0.75f, delegate { Arisa.GetComponent().Play("IdolCall1" + GetPerformanceSuffix(), -1, 0); }), @@ -507,21 +507,21 @@ namespace HeavenStudio.Games DoIdolJump(beat, length); break; case (int)IdolAnimations.BigCall: - BeatAction.New(Arisa, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { Arisa.GetComponent().Play("IdolBigCall0" + GetPerformanceSuffix(), -1, 0); }), new BeatAction.Action(beat + length, delegate { Arisa.GetComponent().Play("IdolBigCall1" + GetPerformanceSuffix(), -1, 0); }), }); break; case (int)IdolAnimations.Squat: - BeatAction.New(Arisa, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { Arisa.GetComponent().Play("IdolSquat0" + GetPerformanceSuffix(), -1, 0); }), new BeatAction.Action(beat + length, delegate { Arisa.GetComponent().Play("IdolSquat1" + GetPerformanceSuffix(), -1, 0); }), }); break; case (int)IdolAnimations.Wink: - BeatAction.New(Arisa, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { Arisa.GetComponent().Play("IdolWink0" + GetPerformanceSuffix(), -1, 0); }), new BeatAction.Action(beat + length, delegate { Arisa.GetComponent().Play("IdolWink1" + GetPerformanceSuffix(), -1, 0); }), @@ -573,7 +573,7 @@ namespace HeavenStudio.Games idolJumpStartTime = beat; //play anim - BeatAction.New(Arisa, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { Arisa.GetComponent().Play("IdolJump" + GetPerformanceSuffix(), -1, 0); }), new BeatAction.Action(beat + 1f, delegate { Arisa.GetComponent().Play("IdolLand" + GetPerformanceSuffix(), -1, 0); }), @@ -641,7 +641,7 @@ namespace HeavenStudio.Games Prepare(beat + 5f); Prepare(beat + 6f); - BeatAction.New(Arisa, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { DoIdolPeace();}), new BeatAction.Action(beat + 1f, delegate { DoIdolPeace();}), @@ -691,7 +691,7 @@ namespace HeavenStudio.Games Prepare(beat + 3f, 2); Prepare(beat + 4f, 1); - BeatAction.New(Arisa, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { DoIdolCall(0, isBig); Blue.PlayAnimState("Beat"); Orange.PlayAnimState("Beat"); }), new BeatAction.Action(beat + (isBig ? 1f : 0.75f), delegate { DoIdolCall(1, isBig); }), @@ -753,7 +753,7 @@ namespace HeavenStudio.Games DisableSpecBop(beat, 3.75f); PlayAnimationAll("FanBigReady", onlyOverrideBop: true); - BeatAction.New(this.gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat + 1.5f, delegate { PlayAnimationAll("FanBigReady", onlyOverrideBop: true); }), new BeatAction.Action(beat + 2f, delegate { PlayAnimationAll("FanBigReady", onlyOverrideBop: true); }), @@ -846,7 +846,7 @@ namespace HeavenStudio.Games } // Jukebox.PlayOneShotGame("fanClub/play_clap", volume: 0.08f); SoundByte.PlayOneShotGame("fanClub/crap_impact", pitch: UnityEngine.Random.Range(0.95f, 1.05f), volume: 0.1f); - BeatAction.New(Spectators[who], new List() + BeatAction.New(Spectators[who].GetComponent(), new List() { new BeatAction.Action(beat, delegate { Spectators[who].GetComponent().Play("FanClap", -1, 0); }), new BeatAction.Action(beat + 0.1f, delegate { Spectators[who].GetComponent().Play("FanFree", -1, 0); }), @@ -855,7 +855,7 @@ namespace HeavenStudio.Games } else { - BeatAction.New(this.gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat, delegate { PlayAnimationAll("FanClap", true, true);}), new BeatAction.Action(beat + 0.1f, delegate { PlayAnimationAll("FanFree", true, true);}), @@ -865,7 +865,7 @@ namespace HeavenStudio.Games private void PlayLongClap(double beat) { - BeatAction.New(this.gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat, delegate { PlayAnimationAll("FanClap", true, true);}), new BeatAction.Action(beat + 1f, delegate { PlayAnimationAll("FanFree", true, true);}), @@ -874,7 +874,7 @@ namespace HeavenStudio.Games private void PlayChargeClap(double beat) { - BeatAction.New(this.gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat, delegate { PlayAnimationAll("FanClap", true, true);}), new BeatAction.Action(beat + 0.1f, delegate { PlayAnimationAll("FanClapCharge", true, true);}), @@ -884,7 +884,7 @@ namespace HeavenStudio.Games private void StartJump(int idx, double beat) { Spectators[idx].GetComponent().jumpStartTime = beat; - BeatAction.New(Spectators[idx], new List() + BeatAction.New(Spectators[idx].GetComponent(), new List() { new BeatAction.Action(beat, delegate { Spectators[idx].GetComponent().Play("FanJump", -1, 0);}), new BeatAction.Action(beat + 1f, delegate { Spectators[idx].GetComponent().Play("FanPrepare", -1, 0);}), @@ -934,7 +934,7 @@ namespace HeavenStudio.Games goBopSpec = false; // recreation of sub61 - BeatAction.New(this.gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat, delegate { StartClapLoop(beat, 1);}), @@ -972,7 +972,7 @@ namespace HeavenStudio.Games void StartClapLoop(double beat, int who) { - BeatAction.New(Spectators[who], new List() + BeatAction.New(Spectators[who].GetComponent(), new List() { new BeatAction.Action(beat, delegate { PlayOneClap(beat, who); }), new BeatAction.Action(beat + 0.5f, delegate { StartClapLoop(beat + 0.5f, who); }), diff --git a/Assets/Scripts/Games/FanClub/NtrIdolAmie.cs b/Assets/Scripts/Games/FanClub/NtrIdolAmie.cs index a036c495..bf452349 100644 --- a/Assets/Scripts/Games/FanClub/NtrIdolAmie.cs +++ b/Assets/Scripts/Games/FanClub/NtrIdolAmie.cs @@ -163,7 +163,7 @@ namespace HeavenStudio.Games.Scripts_FanClub startJumpTime = beat; //play anim - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { // new BeatAction.Action(beat, delegate { anim.Play("Jump", -1, 0); }), new BeatAction.Action(beat + 1f, delegate { anim.Play("Land", -1, 0); }), @@ -197,14 +197,14 @@ namespace HeavenStudio.Games.Scripts_FanClub DoIdolJump(beat); break; case (int) IdolAnimations.Squat: - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat, delegate { anim.Play("Squat0", -1, 0); }), new BeatAction.Action(beat + length, delegate { anim.Play("Squat1", -1, 0); }), }); break; case (int) IdolAnimations.Wink: - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat, delegate { anim.Play("Wink0", -1, 0); }), new BeatAction.Action(beat + length, delegate { anim.Play("Wink1", -1, 0); }), diff --git a/Assets/Scripts/Games/FanClub/NtrIdolFan.cs b/Assets/Scripts/Games/FanClub/NtrIdolFan.cs index 4038c9d7..9db84bec 100644 --- a/Assets/Scripts/Games/FanClub/NtrIdolFan.cs +++ b/Assets/Scripts/Games/FanClub/NtrIdolFan.cs @@ -196,7 +196,7 @@ namespace HeavenStudio.Games.Scripts_FanClub clappingStartTime = cond.songPositionInBeatsAsDouble; if (doCharge) - BeatAction.New(this.gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(cond.songPositionInBeatsAsDouble + 0.1f, delegate { if (PlayerInput.Pressing() || autoplayRelease > 0f) @@ -209,7 +209,7 @@ namespace HeavenStudio.Games.Scripts_FanClub if (autoplayRelease > 0f && !doCharge) { - BeatAction.New(this.gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(cond.songPositionInBeatsAsDouble + autoplayRelease, delegate { animator.Play("FanFree", -1, 0); diff --git a/Assets/Scripts/Games/Fireworks/Fireworks.cs b/Assets/Scripts/Games/Fireworks/Fireworks.cs index b859826d..2defb616 100644 --- a/Assets/Scripts/Games/Fireworks/Fireworks.cs +++ b/Assets/Scripts/Games/Fireworks/Fireworks.cs @@ -215,7 +215,7 @@ namespace HeavenStudio.Games } if (GameManager.instance.currentGame == "fireworks") { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { @@ -280,7 +280,7 @@ namespace HeavenStudio.Games new MultiSound.Sound("fireworks/practiceHai", beat + 2), }, forcePlay: true); } - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + 1, delegate { diff --git a/Assets/Scripts/Games/Fireworks/FireworksBomb.cs b/Assets/Scripts/Games/Fireworks/FireworksBomb.cs index a1864997..9aeaef37 100644 --- a/Assets/Scripts/Games/Fireworks/FireworksBomb.cs +++ b/Assets/Scripts/Games/Fireworks/FireworksBomb.cs @@ -40,7 +40,7 @@ namespace HeavenStudio.Games.Scripts_Fireworks { anim.DoScaledAnimationAsync("ExplodeBomb", 0.25f); exploded = true; - BeatAction.New(game.gameObject, new List() + BeatAction.New(game, new List() { new BeatAction.Action(startBeat + 3f, delegate { Destroy(gameObject); }) }); diff --git a/Assets/Scripts/Games/FirstContact/FirstContact.cs b/Assets/Scripts/Games/FirstContact/FirstContact.cs index 0da090a1..671df7dc 100644 --- a/Assets/Scripts/Games/FirstContact/FirstContact.cs +++ b/Assets/Scripts/Games/FirstContact/FirstContact.cs @@ -270,7 +270,7 @@ namespace HeavenStudio.Games AlienSpeakInactive(speakEventToCheck["spaceNum"]); } } - BeatAction.New(gameObject, queuedSpeaks); + BeatAction.New(this, queuedSpeaks); } public override void OnGameSwitch(double beat) @@ -404,7 +404,7 @@ namespace HeavenStudio.Games ScheduleInput(beat, length + relativeBeat, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, AlienTapping, AlienOnMiss, AlienEmpty); callDiagList.Add(input["dialogue"]); } - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat, delegate { @@ -450,7 +450,7 @@ namespace HeavenStudio.Games MultiSound.Play(sound.ToArray()); - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat, delegate { alien.Play(animString, 0, 0); }), new BeatAction.Action(beat + .5f, delegate { alien.Play(animString, 0, 0); }), @@ -512,7 +512,7 @@ namespace HeavenStudio.Games if (!stay) { - BeatAction.New(missionControl, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + length, delegate { missionControl.SetActive(false); }), }); diff --git a/Assets/Scripts/Games/FirstContact/Translator.cs b/Assets/Scripts/Games/FirstContact/Translator.cs index f45c358d..8bedb9d0 100644 --- a/Assets/Scripts/Games/FirstContact/Translator.cs +++ b/Assets/Scripts/Games/FirstContact/Translator.cs @@ -44,7 +44,7 @@ namespace HeavenStudio.Games.Scripts_FirstContact SoundByte.PlayOneShotGame("firstContact/failContact"); } - BeatAction.New(this.gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(.5f, delegate { anim.Play("translator_speak", 0, 0);}), }); @@ -53,7 +53,7 @@ namespace HeavenStudio.Games.Scripts_FirstContact public void EhTranslation() { SoundByte.PlayOneShotGame("firstContact/slightlyFail"); - BeatAction.New(this.gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(.5f, delegate { anim.Play("translator_eh", 0, 0);}), }); diff --git a/Assets/Scripts/Games/FlipperFlop/FlipperFlop.cs b/Assets/Scripts/Games/FlipperFlop/FlipperFlop.cs index f8a32f7e..2499da7f 100644 --- a/Assets/Scripts/Games/FlipperFlop/FlipperFlop.cs +++ b/Assets/Scripts/Games/FlipperFlop/FlipperFlop.cs @@ -322,7 +322,7 @@ namespace HeavenStudio.Games goBopTuck = whoBopsAuto == (int)WhoBops.CaptainTuck || whoBopsAuto == (int)WhoBops.Both; for (int i = 0; i < length; i++) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + i, delegate { @@ -410,13 +410,13 @@ namespace HeavenStudio.Games { ScheduleInput(beat - 1, 1 + i, InputType.STANDARD_ALT_DOWN, JustFlipperRoll, MissFlipperRoll, Nothing); queuedMovements.Add(beat + i); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + i - 0.5f, delegate { moveLeft = flippers[0].left;}) }); foreach (var flipper in flippers) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + i, delegate { flipper.Flip(roll, true);}) }); @@ -448,7 +448,7 @@ namespace HeavenStudio.Games soundToPlay = $"flipperFlop/count/flopNoise{noiseToPlay}"; if (thatsItBarberShop) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + i, delegate { @@ -462,7 +462,7 @@ namespace HeavenStudio.Games } else { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + i - 0.5f, delegate { @@ -482,7 +482,7 @@ namespace HeavenStudio.Games else { string failingSoundToPlay = $"flipperFlop/count/flopCountFail{flopCount}"; - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + i, delegate { string voiceLine = soundToPlay; @@ -507,7 +507,7 @@ namespace HeavenStudio.Games if (appreciation != (int)AppreciationType.None && uh == 0 && i + 1 == length) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + i + 1f, delegate { @@ -537,7 +537,7 @@ namespace HeavenStudio.Games } if (appreciation == (int)AppreciationType.None && uh == 0 && i + 1 == length) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + length - 0.1f, delegate { missed = false; currentCaptainBop = CaptainTuckBopType.Normal; captainTuckFaceAnim.Play("CaptainTuckNeutralExpression", 0, 0); }) }); @@ -559,7 +559,7 @@ namespace HeavenStudio.Games ScheduleInput(beat - 1, 1 + i, InputType.STANDARD_DOWN, JustFlip, MissFlip, Nothing); foreach (var flipper in flippers) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + i, delegate { flipper.Flip(roll, true); CaptainTuckBop(); }) }); @@ -574,7 +574,7 @@ namespace HeavenStudio.Games string voiceLine = $"flipperFlop/uh{voiceLineIndex}"; string failVoiceLine = $"flipperFlop/uhfail{voiceLineIndex}"; - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + length + i, delegate { string voiceLineToPlay = voiceLine; @@ -596,7 +596,7 @@ namespace HeavenStudio.Games }), }); } - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + length + uh, delegate { @@ -626,7 +626,7 @@ namespace HeavenStudio.Games } else if (uh > 0 && flopCount == 4) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + length, delegate { @@ -668,14 +668,14 @@ namespace HeavenStudio.Games SoundByte.PlayOneShotGame("flipperFlop/appreciation/good"); if (heart) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckBlushExpression", 0.5f); }) }); } else { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); }) }); @@ -685,14 +685,14 @@ namespace HeavenStudio.Games SoundByte.PlayOneShotGame("flipperFlop/appreciation/goodjob"); if (heart) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckBlushExpression", 0.5f); }) }); } else { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 1f); }), new BeatAction.Action(beat + 0.5f, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); }) @@ -703,14 +703,14 @@ namespace HeavenStudio.Games SoundByte.PlayOneShotGame("flipperFlop/appreciation/nice"); if (heart) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckBlushExpression", 0.5f); }) }); } else { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); }) }); @@ -720,14 +720,14 @@ namespace HeavenStudio.Games SoundByte.PlayOneShotGame("flipperFlop/appreciation/welldone"); if (heart) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckBlushExpression", 0.5f); }) }); } else { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 1f); }), new BeatAction.Action(beat + 0.5f, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); }) @@ -738,14 +738,14 @@ namespace HeavenStudio.Games SoundByte.PlayOneShotGame("flipperFlop/appreciation/yes"); if (heart) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckBlushExpression", 0.5f); }) }); } else { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { instance.captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); }) }); @@ -770,14 +770,14 @@ namespace HeavenStudio.Games ScheduleInput(beat, 3, InputType.STANDARD_DOWN, JustFlip, MissFlip, Nothing); foreach (var flipper in flippers) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + 2, delegate { flipper.Flip(false, true);}), new BeatAction.Action(beat + 2.5f, delegate { flipper.Flip(false, true);}), new BeatAction.Action(beat + 3, delegate { flipper.Flip(false, true);}) }); } - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + 2, delegate {captainTuckAnim.DoScaledAnimationAsync("CaptainBop", 0.5f); }), new BeatAction.Action(beat + 3, delegate {captainTuckAnim.DoScaledAnimationAsync("CaptainBop", 0.5f); }), @@ -892,7 +892,7 @@ namespace HeavenStudio.Games } } - BeatAction.New(instance.gameObject, speaks); + BeatAction.New(instance, speaks); } public static void FlipperRollVoiceLine(double beat, int amount, bool now) @@ -1043,7 +1043,7 @@ namespace HeavenStudio.Games } } - BeatAction.New(instance.gameObject, speaks); + BeatAction.New(instance, speaks); } public void JustFlip(PlayerActionEvent caller, float state) diff --git a/Assets/Scripts/Games/FlipperFlop/FlipperFlopFlipper.cs b/Assets/Scripts/Games/FlipperFlop/FlipperFlopFlipper.cs index 0f754711..339d268a 100644 --- a/Assets/Scripts/Games/FlipperFlop/FlipperFlopFlipper.cs +++ b/Assets/Scripts/Games/FlipperFlop/FlipperFlopFlipper.cs @@ -42,7 +42,7 @@ namespace HeavenStudio.Games.Scripts_FlipperFlop leftImpact.SetActive(true); } faceAnim.Play("FaceAngry", 0, 0); - BeatAction.New(game.gameObject, new List() + BeatAction.New(game, new List() { new BeatAction.Action(Conductor.instance.songPositionInBeatsAsDouble + 0.1f, delegate { leftImpact.SetActive(false); rightImpact.SetActive(false); }), new BeatAction.Action(Conductor.instance.songPositionInBeatsAsDouble + 0.3f, delegate { faceAnim.Play("FaceAnnoyed", 0, 0); }) @@ -76,7 +76,7 @@ namespace HeavenStudio.Games.Scripts_FlipperFlop canBlink = false; SoundByte.PlayOneShotGame("flipperFlop/failgroan"); game.BumpIntoOtherSeal(!left); - BeatAction.New(this.gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(Conductor.instance.songPositionInBeatsAsDouble + 0.3f, delegate { faceAnim.Play("FaceGoofy"); }), }); @@ -118,7 +118,7 @@ namespace HeavenStudio.Games.Scripts_FlipperFlop SoundByte.PlayOneShotGame("flipperFlop/punch", -1, 1, 0.5f); anim.DoScaledAnimationAsync(shouldReverse + "MissFlop" + leftOrRight, 0.5f); game.BumpIntoOtherSeal(!left); - BeatAction.New(this.gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(Conductor.instance.songPositionInBeatsAsDouble + 0.3f, delegate { faceAnim.Play("FaceGoofy"); }), }); diff --git a/Assets/Scripts/Games/ForkLifter/ForkLifter.cs b/Assets/Scripts/Games/ForkLifter/ForkLifter.cs index b5a928a7..37d07a87 100644 --- a/Assets/Scripts/Games/ForkLifter/ForkLifter.cs +++ b/Assets/Scripts/Games/ForkLifter/ForkLifter.cs @@ -158,7 +158,7 @@ namespace HeavenStudio.Games { playerInstance.shouldBop = (autoBop || doesBop); if (!autoBop && doesBop) { - BeatAction.New(gameObject, new List() { + BeatAction.New(this, new List() { new BeatAction.Action(beat + length, delegate { playerInstance.shouldBop = false; }) diff --git a/Assets/Scripts/Games/ForkLifter/Pea.cs b/Assets/Scripts/Games/ForkLifter/Pea.cs index e5148c01..3ff226fd 100644 --- a/Assets/Scripts/Games/ForkLifter/Pea.cs +++ b/Assets/Scripts/Games/ForkLifter/Pea.cs @@ -199,7 +199,7 @@ namespace HeavenStudio.Games.Scripts_ForkLifter private void Miss(PlayerActionEvent caller) { SoundByte.PlayOneShot("forkLifter/disappointed"); - BeatAction.New(game.gameObject, new List() + BeatAction.New(game, new List() { new BeatAction.Action(startBeat+ 2.45f, delegate { Destroy(this.gameObject); diff --git a/Assets/Scripts/Games/GleeClub/ChorusKid.cs b/Assets/Scripts/Games/GleeClub/ChorusKid.cs index 6ebfb6d0..29320763 100644 --- a/Assets/Scripts/Games/GleeClub/ChorusKid.cs +++ b/Assets/Scripts/Games/GleeClub/ChorusKid.cs @@ -77,7 +77,7 @@ namespace HeavenStudio.Games.Scripts_GleeClub if (currentSound != null) SoundByte.KillLoop(currentSound, 0f); SoundByte.PlayOneShotGame("gleeClub/LoudWailStart"); currentSound = SoundByte.PlayOneShotGame("gleeClub/LoudWailLoop", -1, currentPitch, 1f, true); - BeatAction.New(game.gameObject, new List() + BeatAction.New(game, new List() { new BeatAction.Action(Conductor.instance.songPositionInBeatsAsDouble + 1f, delegate { UnYell(); }) }); diff --git a/Assets/Scripts/Games/GleeClub/GleeClub.cs b/Assets/Scripts/Games/GleeClub/GleeClub.cs index 7fc59d79..677bb8b8 100644 --- a/Assets/Scripts/Games/GleeClub/GleeClub.cs +++ b/Assets/Scripts/Games/GleeClub/GleeClub.cs @@ -284,7 +284,7 @@ namespace HeavenStudio.Games new MultiSound.Sound("gleeClub/togetherEN-04", beat + 2f, conductorPitch, 1, false, 0.02f), }); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + 1.5f, delegate { @@ -336,7 +336,7 @@ namespace HeavenStudio.Games { StartInterval(beat, length); } - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { if (closeMouth != (int)MouthOpenClose.OnlyClose) leftChorusKid.currentPitch = pitch; leftChorusKid.StartSinging(); }), new BeatAction.Action(beat + length, delegate { if (closeMouth != (int)MouthOpenClose.OnlyOpen) leftChorusKid.StopSinging(); }), @@ -374,7 +374,7 @@ namespace HeavenStudio.Games float pitchLeft2 = SoundByte.GetPitchFromSemiTones(sing.semiTonesLeft2, true); float pitchLeft3 = SoundByte.GetPitchFromSemiTones(sing.semiTonesLeft3, true); float pitchMiddle2 = SoundByte.GetPitchFromSemiTones(sing.semiTonesMiddle2, true); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + length + sing.startBeat, delegate { @@ -441,7 +441,7 @@ namespace HeavenStudio.Games { missed = false; if (!playerChorusKid.disappeared) ScheduleInput(beat, 1, InputType.STANDARD_DOWN, JustBaton, MissBaton, Out); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { @@ -476,7 +476,7 @@ namespace HeavenStudio.Games public void ShowHeart(double beat) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { diff --git a/Assets/Scripts/Games/KarateMan/KarateMan.cs b/Assets/Scripts/Games/KarateMan/KarateMan.cs index 11f19e3d..d9d5cd2f 100644 --- a/Assets/Scripts/Games/KarateMan/KarateMan.cs +++ b/Assets/Scripts/Games/KarateMan/KarateMan.cs @@ -763,7 +763,7 @@ namespace HeavenStudio.Games int comboId = KarateManPot.GetNewCombo(); - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat, delegate { CreateItemInstance(beat, "Item00", 0, KarateManPot.ItemType.ComboPot1, comboId); }), new BeatAction.Action(beat + 0.25f, delegate { CreateItemInstance(beat + 0.25f, "Item00", 0, KarateManPot.ItemType.ComboPot2, comboId); }), @@ -1043,7 +1043,7 @@ namespace HeavenStudio.Games { for (int i = 0; i < length; i++) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + i, delegate { diff --git a/Assets/Scripts/Games/KarateMan/KarateManJoe.cs b/Assets/Scripts/Games/KarateMan/KarateManJoe.cs index 3ba50355..e4df90d1 100644 --- a/Assets/Scripts/Games/KarateMan/KarateManJoe.cs +++ b/Assets/Scripts/Games/KarateMan/KarateManJoe.cs @@ -276,7 +276,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan public void ForceFailCombo(double beat) { if (inCombo) return; - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat, delegate { Punch(1); inCombo = true; inComboId = -1; shouldComboId = -1;}), new BeatAction.Action(beat + 0.25f, delegate { Punch(2); }), @@ -297,7 +297,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan { wantKick = true; unPrepareTime = double.MinValue; - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat, delegate { if (wantKick) diff --git a/Assets/Scripts/Games/KarateMan/KarateManPot.cs b/Assets/Scripts/Games/KarateMan/KarateManPot.cs index 86ca35ee..9f8726a1 100644 --- a/Assets/Scripts/Games/KarateMan/KarateManPot.cs +++ b/Assets/Scripts/Games/KarateMan/KarateManPot.cs @@ -186,20 +186,20 @@ namespace HeavenStudio.Games.Scripts_KarateMan break; case ItemType.ComboPot2: path = 1; - BeatAction.New(gameObject, new List() { new BeatAction.Action(startBeat + 1f, delegate { JoeComboSequence(); }) }); + BeatAction.New(this, new List() { new BeatAction.Action(startBeat + 1f, delegate { JoeComboSequence(); }) }); break; case ItemType.ComboPot3: path = 2; - BeatAction.New(gameObject, new List() { new BeatAction.Action(startBeat + 1f, delegate { JoeComboSequence(); }) }); + BeatAction.New(this, new List() { new BeatAction.Action(startBeat + 1f, delegate { JoeComboSequence(); }) }); break; case ItemType.ComboPot4: path = 3; //if the button isn't held anymore make Joe spin - BeatAction.New(gameObject, new List() { new BeatAction.Action(startBeat + 1f, delegate { JoeComboSequence(); }) }); + BeatAction.New(this, new List() { new BeatAction.Action(startBeat + 1f, delegate { JoeComboSequence(); }) }); break; case ItemType.ComboPot5: path = 4; - BeatAction.New(gameObject, new List() { new BeatAction.Action(startBeat + 1f, delegate { JoeComboSequence(); }) }); + BeatAction.New(this, new List() { new BeatAction.Action(startBeat + 1f, delegate { JoeComboSequence(); }) }); break; case ItemType.ComboBarrel: OnHit = KarateMan.instance.ScheduleInput(startBeat, 1f, InputType.STANDARD_ALT_UP, ComboEndJustOrNg, ComboEndThrough, ComboEndOut, CanComboEnd); @@ -711,7 +711,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan if (OnHitExpression == (int) KarateMan.KarateManFaces.Normal) return; var joe = KarateMan.instance.Joe; - BeatAction.New(joe.gameObject, new List() + BeatAction.New(joe, new List() { new BeatAction.Action(offset, delegate { joe.SetFaceExpression(OnHitExpression); @@ -741,7 +741,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan status = FlyStatus.NG; joe.SetFaceExpression((int) KarateMan.KarateManFaces.Sad); - BeatAction.New(joe.gameObject, new List() + BeatAction.New(joe, new List() { new BeatAction.Action(startBeat + 2f, delegate { joe.SetFaceExpression((int) KarateMan.KarateManFaces.Normal); @@ -792,7 +792,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan ItemHitEffect(); } - BeatAction.New(joe.gameObject, new List() + BeatAction.New(joe, new List() { new BeatAction.Action(startBeat + 4f, delegate { joe.SetFaceExpression((int) KarateMan.KarateManFaces.Sad); @@ -811,7 +811,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan var joe = KarateMan.instance.Joe; if (GameManager.instance.currentGame != "karateman") return; if (status != FlyStatus.Fly || gameObject == null) return; - BeatAction.New(joe.gameObject, new List() + BeatAction.New(joe, new List() { new BeatAction.Action(startBeat + 2f, delegate { joe.SetFaceExpression((int) KarateMan.KarateManFaces.Surprise); @@ -862,7 +862,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan var joe = KarateMan.instance.Joe; if (GameManager.instance.currentGame != "karateman") return; if (status != FlyStatus.Fly || gameObject == null) return; - BeatAction.New(joe.gameObject, new List() + BeatAction.New(joe, new List() { new BeatAction.Action(startBeat + 2f, delegate { joe.SetFaceExpression((int) KarateMan.KarateManFaces.Surprise); @@ -919,7 +919,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan SoundByte.PlayOneShot("miss"); status = FlyStatus.NG; - BeatAction.New(joe.gameObject, new List() + BeatAction.New(joe, new List() { new BeatAction.Action(startBeat + 2f, delegate { joe.SetFaceExpression((int) KarateMan.KarateManFaces.Sad); @@ -959,7 +959,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan var joe = KarateMan.instance.Joe; if (joe.GetComboId() != comboId || !joe.inCombo) { - BeatAction.New(joe.gameObject, new List() + BeatAction.New(joe, new List() { new BeatAction.Action(startBeat + 2f, delegate { joe.SetFaceExpression((int) KarateMan.KarateManFaces.Surprise); @@ -973,7 +973,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan else { joe.SetFaceExpression((int) KarateMan.KarateManFaces.VerySad); - BeatAction.New(joe.gameObject, new List() + BeatAction.New(joe, new List() { new BeatAction.Action(startBeat + 1.5f, delegate { joe.inCombo = false; @@ -1007,7 +1007,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan status = FlyStatus.NG; joe.SetFaceExpression((int) KarateMan.KarateManFaces.Sad); - BeatAction.New(joe.gameObject, new List() + BeatAction.New(joe, new List() { new BeatAction.Action(startBeat + 2f, delegate { joe.SetFaceExpression((int) KarateMan.KarateManFaces.Normal); @@ -1030,7 +1030,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan var joe = KarateMan.instance.Joe; if (GameManager.instance.currentGame != "karateman") return; if (status != FlyStatus.Fly || gameObject == null) return; - BeatAction.New(joe.gameObject, new List() + BeatAction.New(joe, new List() { new BeatAction.Action(startBeat + 2f, delegate { joe.SetFaceExpression((int) KarateMan.KarateManFaces.Surprise); @@ -1065,7 +1065,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan SoundByte.PlayOneShot("miss"); status = FlyStatus.NG; - BeatAction.New(joe.gameObject, new List() + BeatAction.New(joe, new List() { new BeatAction.Action(startBeat + 1.25f, delegate { joe.SetFaceExpression((int) KarateMan.KarateManFaces.Sad); @@ -1096,7 +1096,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan { if (GameManager.instance.currentGame != "karateman") return; if (status != FlyStatus.Fly || gameObject == null) return; - BeatAction.New(KarateMan.instance.Joe.gameObject, new List() + BeatAction.New(KarateMan.instance.Joe, new List() { new BeatAction.Action(startBeat + 2f, delegate { KarateMan.instance.Joe.SetFaceExpression((int) KarateMan.KarateManFaces.VerySad); diff --git a/Assets/Scripts/Games/Kitties/Kitties.cs b/Assets/Scripts/Games/Kitties/Kitties.cs index bff03b9c..be43f5d1 100644 --- a/Assets/Scripts/Games/Kitties/Kitties.cs +++ b/Assets/Scripts/Games/Kitties/Kitties.cs @@ -62,10 +62,10 @@ namespace HeavenStudio.Games.Loaders new GameAction("bgcolor", "Background Color") { - function = delegate + function = delegate { var e = eventCaller.currentEntity; - Kitties.instance.BackgroundColor(e.beat, e.length, e["colorStart"], e["colorEnd"], e["ease"]); + Kitties.instance.BackgroundColor(e.beat, e.length, e["colorStart"], e["colorEnd"], e["ease"]); }, defaultLength = 4, resizable = true, @@ -77,9 +77,9 @@ namespace HeavenStudio.Games.Loaders } } }, - new List() {"ctr", "normal"}, + new List() { "ctr", "normal" }, "ctrteppan", "en", - new List() {} + new List() { } ); } } @@ -130,23 +130,23 @@ namespace HeavenStudio.Games new MultiSound.Sound("kitties/nya3", beat + 1.5f) }); - if(type == 3) + if (type == 3) { - BeatAction.New(Cats[0], new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { Spawn(type, 0, isMice, isInverse, true, false);}), new BeatAction.Action(beat + 2.5f, delegate { kitties[0].Play("FaceClap", 0, 0);}), new BeatAction.Action(beat + 3f, delegate { kitties[0].Play("FaceClap", 0, 0);}), }); - BeatAction.New(Cats[1], new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + .75f, delegate { Spawn(type, 1, isMice, isInverse, false, false);}), new BeatAction.Action(beat + 2.5f, delegate { kitties[1].Play("FaceClap", 0, 0);}), new BeatAction.Action(beat + 3f, delegate { kitties[1].Play("FaceClap", 0, 0);}), }); - BeatAction.New(Cats[2], new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + 1.5f, delegate { Spawn(type, 2, isMice, isInverse, false, false);}), new BeatAction.Action(beat + 1.5f, delegate { player.canClap = true;}), @@ -155,21 +155,21 @@ namespace HeavenStudio.Games else if (!isMice) { - BeatAction.New(Cats[0], new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { Spawn(type, 0, isMice, isInverse, true, false);}), new BeatAction.Action(beat + 2.5f, delegate { kitties[0].Play("Clap1", 0, 0);}), new BeatAction.Action(beat + 3f, delegate { kitties[0].Play("Clap2", 0, 0);}), }); - BeatAction.New(Cats[1], new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + .75f, delegate { Spawn(type, 1, isMice, isInverse, false, false);}), new BeatAction.Action(beat + 2.5f, delegate { kitties[1].Play("Clap1", 0, 0);}), new BeatAction.Action(beat + 3f, delegate { kitties[1].Play("Clap2", 0, 0);}), }); - BeatAction.New(Cats[2], new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + 1.5f, delegate { Spawn(type, 2, isMice, isInverse, false, false);}), new BeatAction.Action(beat + 1.5f, delegate { player.canClap = true;}), @@ -178,21 +178,21 @@ namespace HeavenStudio.Games } else { - BeatAction.New(Cats[0], new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { Spawn(type, 0, isMice, isInverse, true, false);}), new BeatAction.Action(beat + 2.5f, delegate { kitties[0].Play("MiceClap1", 0, 0);}), new BeatAction.Action(beat + 3f, delegate { kitties[0].Play("MiceClap2", 0, 0);}), }); - BeatAction.New(Cats[1], new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + .75f, delegate { Spawn(type, 1, isMice, isInverse, false, false);}), new BeatAction.Action(beat + 2.5f, delegate { kitties[1].Play("MiceClap1", 0, 0);}), new BeatAction.Action(beat + 3f, delegate { kitties[1].Play("MiceClap2", 0, 0);}), }); - BeatAction.New(Cats[2], new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + 1.5f, delegate { Spawn(type, 2, isMice, isInverse, false, false);}), new BeatAction.Action(beat + 1.5f, delegate { player.canClap = true;}), @@ -202,7 +202,7 @@ namespace HeavenStudio.Games if (!keepSpawned) { - BeatAction.New(Cats[0], new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + 3.5f, delegate { RemoveCats(false);}) }); @@ -221,7 +221,7 @@ namespace HeavenStudio.Games new MultiSound.Sound("kitties/roll4", beat + 1.5f) }); - BeatAction.New(Cats[0], new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { kitties[0].Play("RollStart", 0, 0); }), new BeatAction.Action(beat + .5f, delegate { kitties[0].Play("RollStart", 0, 0); }), @@ -231,7 +231,7 @@ namespace HeavenStudio.Games new BeatAction.Action(beat + 2.75f, delegate { kitties[0].Play("RollEnd", 0, 0); }) }); - BeatAction.New(Cats[1], new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { kitties[1].Play("RollStart", 0, 0); }), new BeatAction.Action(beat + .5f, delegate { kitties[1].Play("RollStart", 0, 0); }), @@ -241,7 +241,7 @@ namespace HeavenStudio.Games new BeatAction.Action(beat + 2.75f, delegate { kitties[1].Play("RollEnd", 0, 0); }) }); - BeatAction.New(Cats[2], new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { kitties[2].Play("RollStart", 0, 0); }), new BeatAction.Action(beat + .5f, delegate { kitties[2].Play("RollStart", 0, 0); }), @@ -252,7 +252,7 @@ namespace HeavenStudio.Games if (!keepSpawned) { - BeatAction.New(Cats[0], new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + 3.5f, delegate { RemoveCats(false);}) }); @@ -263,7 +263,7 @@ namespace HeavenStudio.Games { //if (!player.canClap) // return; - + player.ScheduleFish(beat); MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("kitties/fish1", beat + 2f), @@ -272,20 +272,20 @@ namespace HeavenStudio.Games }); - BeatAction.New(Cats[0], new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { if (isInverted) Fish.transform.localScale = new Vector3(-1f, 1f, 1f); else Fish.transform.localScale = new Vector3(1f, 1f, 1f); }), - new BeatAction.Action(beat, delegate { Fish.SetActive(true); }), + new BeatAction.Action(beat, delegate { Fish.SetActive(true); }), new BeatAction.Action(beat, delegate { Fish.GetComponent().DoScaledAnimationAsync("FishDangle", 0.5f); }), new BeatAction.Action(beat + 2f, delegate { kitties[0].Play("FishNotice", 0, 0); }), new BeatAction.Action(beat + 2.25f, delegate { kitties[1].Play("FishNotice2", 0, 0); }), new BeatAction.Action(beat + 2.5f, delegate { kitties[2].Play("FishNotice3", 0, 0); }) }); - BeatAction.New(Fish, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + 4f, delegate { Fish.SetActive(false);}) }); @@ -400,7 +400,7 @@ namespace HeavenStudio.Games } else { - if(pos == 3) + if (pos == 3) kitties[catNum].Play("FaceIdle", 0, 0); else if (!isMice) kitties[catNum].Play("Idle", 0, 0); @@ -429,12 +429,12 @@ namespace HeavenStudio.Games } else Fish.SetActive(false); - player.canClap = false; + player.canClap = false; } public void InstantSpawn(bool isMice, bool isInverse, double beat, int pos) { - BeatAction.New(Cats[0], new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { Spawn(pos, 0, isMice, isInverse, true, true); }), new BeatAction.Action(beat, delegate { Spawn(pos, 1, isMice, isInverse, true, true); }), diff --git a/Assets/Scripts/Games/LaunchParty/LaunchParty.cs b/Assets/Scripts/Games/LaunchParty/LaunchParty.cs index 041b748b..dbd4e2b5 100644 --- a/Assets/Scripts/Games/LaunchParty/LaunchParty.cs +++ b/Assets/Scripts/Games/LaunchParty/LaunchParty.cs @@ -405,7 +405,7 @@ namespace HeavenStudio.Games rocketScript.InitBowlingPin(beat); break; } - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + beatOffset, delegate { rocketScript.Rise(); }) }); diff --git a/Assets/Scripts/Games/LaunchParty/LaunchPartyRocket.cs b/Assets/Scripts/Games/LaunchParty/LaunchPartyRocket.cs index 966f4907..49955eaf 100644 --- a/Assets/Scripts/Games/LaunchParty/LaunchPartyRocket.cs +++ b/Assets/Scripts/Games/LaunchParty/LaunchPartyRocket.cs @@ -60,7 +60,7 @@ namespace HeavenStudio.Games.Scripts_LaunchParty new MultiSound.Sound("launchParty/rocket_note", beat + 2, pitches[2]), }, forcePlay: true); - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat, delegate { @@ -86,7 +86,7 @@ namespace HeavenStudio.Games.Scripts_LaunchParty new MultiSound.Sound("launchParty/popper_note", beat + 1.66f, pitches[4]), }, forcePlay: true); - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat, delegate { @@ -116,7 +116,7 @@ namespace HeavenStudio.Games.Scripts_LaunchParty new MultiSound.Sound("launchParty/bell_short", beat + 1.83f, pitches[6]), }, forcePlay: true); - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat, delegate { @@ -154,7 +154,7 @@ namespace HeavenStudio.Games.Scripts_LaunchParty new MultiSound.Sound("launchParty/flute", beat + 1.83f, pitches[12]), }, forcePlay: true); - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat, delegate { @@ -171,7 +171,7 @@ namespace HeavenStudio.Games.Scripts_LaunchParty { number.SetActive(false); anim.SetBool("CanRise", false); - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate { GameObject.Destroy(gameObject); }), }); @@ -185,7 +185,7 @@ namespace HeavenStudio.Games.Scripts_LaunchParty SoundByte.PlayOneShotGame("launchParty/rocket_endBad"); string leftOrRight = (UnityEngine.Random.Range(1, 3) == 1) ? "Left" : "Right"; anim.Play("RocketBarely" + leftOrRight, 0, 0); - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate { GameObject.Destroy(gameObject); }), }); @@ -203,7 +203,7 @@ namespace HeavenStudio.Games.Scripts_LaunchParty new MultiSound.Sound("launchParty/rocket_note", caller.startBeat + caller.timer, pitches[3]), new MultiSound.Sound("launchParty/rocket_family", caller.startBeat + caller.timer), }, forcePlay: true); - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(caller.startBeat + caller.timer, delegate { numberAnim.DoScaledAnimationAsync("CountImpact", 0.5f); }), new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate { GameObject.Destroy(gameObject); }), @@ -217,7 +217,7 @@ namespace HeavenStudio.Games.Scripts_LaunchParty { number.SetActive(false); anim.SetBool("CanRise", false); - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate { GameObject.Destroy(gameObject); }), }); @@ -229,7 +229,7 @@ namespace HeavenStudio.Games.Scripts_LaunchParty anim.Play("RocketBarely" + leftOrRight, 0, 0); SoundByte.PlayOneShotGame("launchParty/miss"); SoundByte.PlayOneShotGame("launchParty/rocket_endBad"); - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate { GameObject.Destroy(gameObject); }), }); @@ -247,7 +247,7 @@ namespace HeavenStudio.Games.Scripts_LaunchParty new MultiSound.Sound("launchParty/popper_note", caller.startBeat + caller.timer, pitches[5]), new MultiSound.Sound("launchParty/rocket_crackerblast", caller.startBeat + caller.timer), }, forcePlay: true); - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(caller.startBeat + caller.timer, delegate { numberAnim.DoScaledAnimationAsync("CountImpact", 0.5f); }), new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate { GameObject.Destroy(gameObject); }), @@ -261,7 +261,7 @@ namespace HeavenStudio.Games.Scripts_LaunchParty { number.SetActive(false); anim.SetBool("CanRise", false); - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate { GameObject.Destroy(gameObject); }), }); @@ -273,7 +273,7 @@ namespace HeavenStudio.Games.Scripts_LaunchParty anim.Play("RocketBarely" + leftOrRight, 0, 0); SoundByte.PlayOneShotGame("launchParty/miss"); SoundByte.PlayOneShotGame("launchParty/rocket_endBad"); - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate { GameObject.Destroy(gameObject); }), }); @@ -291,7 +291,7 @@ namespace HeavenStudio.Games.Scripts_LaunchParty new MultiSound.Sound("launchParty/bell_note", caller.startBeat + caller.timer, pitches[7]), new MultiSound.Sound("launchParty/bell_blast", caller.startBeat + caller.timer, pitches[8]), }, forcePlay: true); - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(caller.startBeat + caller.timer, delegate { numberAnim.DoScaledAnimationAsync("CountImpact", 0.5f); }), new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate { GameObject.Destroy(gameObject); }), @@ -305,7 +305,7 @@ namespace HeavenStudio.Games.Scripts_LaunchParty { number.SetActive(false); anim.SetBool("CanRise", false); - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate { GameObject.Destroy(gameObject); }), }); @@ -317,7 +317,7 @@ namespace HeavenStudio.Games.Scripts_LaunchParty anim.Play("RocketBarely" + leftOrRight, 0, 0); SoundByte.PlayOneShotGame("launchParty/miss"); SoundByte.PlayOneShotGame("launchParty/rocket_endBad"); - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate { GameObject.Destroy(gameObject); }), }); @@ -336,7 +336,7 @@ namespace HeavenStudio.Games.Scripts_LaunchParty new MultiSound.Sound("launchParty/pin", caller.startBeat + caller.timer, pitches[14]), new MultiSound.Sound("launchParty/rocket_bowling", caller.startBeat + caller.timer), }, forcePlay: true); - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(caller.startBeat + caller.timer, delegate { numberAnim.DoScaledAnimationAsync("CountImpact", 0.5f); }), new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate { GameObject.Destroy(gameObject); }), @@ -349,7 +349,7 @@ namespace HeavenStudio.Games.Scripts_LaunchParty SoundByte.PlayOneShotGame("launchParty/miss"); number.SetActive(false); anim.Play("RocketMiss", 0, 0); - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate { GameObject.Destroy(gameObject); }), }); diff --git a/Assets/Scripts/Games/Lockstep/Lockstep.cs b/Assets/Scripts/Games/Lockstep/Lockstep.cs index bac83978..169a4af6 100644 --- a/Assets/Scripts/Games/Lockstep/Lockstep.cs +++ b/Assets/Scripts/Games/Lockstep/Lockstep.cs @@ -410,7 +410,7 @@ namespace HeavenStudio.Games { for (int i = 0; i < length; i++) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + i, delegate { @@ -493,7 +493,7 @@ namespace HeavenStudio.Games { if (action.beat >= gameswitchBeat) actions.Add(action); } - if (actions.Count > 0) BeatAction.New(instance.gameObject, actions); + if (actions.Count > 0) BeatAction.New(instance, actions); } public static void OffbeatSwitchSound(double beat, bool hoSound, bool sound) @@ -556,7 +556,7 @@ namespace HeavenStudio.Games { if (action.beat >= gameswitchBeat) actions.Add(action); } - if (actions.Count > 0) BeatAction.New(instance.gameObject, actions); + if (actions.Count > 0) BeatAction.New(instance, actions); } private struct QueuedMarch @@ -627,7 +627,7 @@ namespace HeavenStudio.Games })); ScheduleInput(stepBeat - 1, 1, InputType.STANDARD_DOWN, offBeat ? JustOff : JustOn, offBeat ? MissOff : MissOn, Nothing); } - BeatAction.New(gameObject, steps); + BeatAction.New(this, steps); } private void StartMarching(double beat, bool sound, int amount, bool visual) @@ -636,7 +636,7 @@ namespace HeavenStudio.Games bool offBeat = beat % 1 != 0; if (visual) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { ChangeBeatBackGroundColour(offBeat); }) }); @@ -661,7 +661,7 @@ namespace HeavenStudio.Games bool offBeat = beat % 1 != 0; bool bachOnBeat = BachOnBeat(beat); ScheduleInput(beat - 1, 1, InputType.STANDARD_DOWN, offBeat ? JustOff : JustOn, offBeat ? MissOff : MissOn, Nothing); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { diff --git a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs index c0f55c2b..66c0cfb2 100644 --- a/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs +++ b/Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs @@ -277,7 +277,7 @@ namespace HeavenStudio.Games if (Conductor.instance.isPlaying && !Conductor.instance.isPaused) { if (queuedMarches.Count > 0) { foreach (var march in queuedMarches) { - BeatAction.New(instance.gameObject, new List() { + BeatAction.New(instance, new List() { new BeatAction.Action(march, delegate { ScheduleInput(march, 1f, InputType.STANDARD_DOWN, MarchHit, GenericMiss, Empty); }), @@ -388,7 +388,7 @@ namespace HeavenStudio.Games shouldClap = clap; if (shouldBop) { for (int i = 0; i < length; i++) { - BeatAction.New(instance.gameObject, new List() { + BeatAction.New(instance, new List() { new BeatAction.Action(beat + i, delegate { foreach (var cadet in Cadets) cadet.DoScaledAnimationAsync(shouldClap ? "Clap" : "Bop", 0.5f); CadetPlayer.DoScaledAnimationAsync(shouldClap ? "Clap" : "Bop", 0.5f); @@ -400,7 +400,7 @@ namespace HeavenStudio.Games public void SargeAttention(double beat) { - BeatAction.New(gameObject, new List() { + BeatAction.New(this, new List() { new BeatAction.Action(beat + 0.25f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}), }); } @@ -420,7 +420,7 @@ namespace HeavenStudio.Games { for (int i = 0; i < length; i++) { ScheduleInput(beat + i - 0.2f, 0.2f, InputType.STANDARD_DOWN, MarchHit, GenericMiss, Empty); - BeatAction.New(instance.gameObject, new List() { + BeatAction.New(instance, new List() { new BeatAction.Action(beat + i, delegate { marchOtherCount++; foreach (var cadet in Cadets) cadet.DoScaledAnimationAsync(marchOtherCount % 2 != 0 ? "MarchR" : "MarchL", 0.5f); @@ -432,7 +432,7 @@ namespace HeavenStudio.Games public void PreMarch(double beat) { - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat + 1f, delegate { foreach (var cadet in Cadets) cadet.DoScaledAnimationAsync("MarchL", 0.5f); @@ -447,7 +447,7 @@ namespace HeavenStudio.Games HaltSound(beat); ScheduleInput(beat, 1f, InputType.STANDARD_ALT_DOWN, HaltHit, GenericMiss, Empty); - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}), new BeatAction.Action(beat + 1f, delegate { foreach (var cadet in Cadets) cadet.DoScaledAnimationAsync("Halt", 0.5f);}), @@ -468,14 +468,14 @@ namespace HeavenStudio.Games new MultiSound.Sound("marchingOrders/turnAction", beat + turnLength + 2f), }, forcePlay: true); - BeatAction.New(gameObject, new List() { + BeatAction.New(this, new List() { new BeatAction.Action(beat + turnLength + 2f,delegate { if (shouldPoint) foreach (var cadet in Cadets) cadet.DoScaledAnimationAsync($"Point{(x ? "R" : "L")}", 0.5f); foreach (var head in CadetHeads) head.DoScaledAnimationAsync($"Face{(x ? "R" : "L")}", 0.5f); }) }); - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}), new BeatAction.Action(beat + turnLength + 1f, delegate { Sarge.DoScaledAnimationAsync("Talk", 0.5f);}), diff --git a/Assets/Scripts/Games/MeatGrinder/MeatGrinder.cs b/Assets/Scripts/Games/MeatGrinder/MeatGrinder.cs index 1e76f004..6b35716c 100644 --- a/Assets/Scripts/Games/MeatGrinder/MeatGrinder.cs +++ b/Assets/Scripts/Games/MeatGrinder/MeatGrinder.cs @@ -155,7 +155,7 @@ namespace HeavenStudio.Games bossBop = autoBop; if (doesBop) { for (int i = 0; i < length; i++) { - BeatAction.New(instance.gameObject, new List() { + BeatAction.New(instance, new List() { new BeatAction.Action(beat + i, delegate { if (!BossAnim.IsPlayingAnimationName("BossCall") && !BossAnim.IsPlayingAnimationName("BossSignal")) { BossAnim.DoScaledAnimationAsync(bossAnnoyed ? "BossMiss" : "Bop", 0.5f); @@ -178,7 +178,7 @@ namespace HeavenStudio.Games SoundByte.PlayOneShotGame("meatGrinder/startSignal", beat - 1, forcePlay: true); if (GameManager.instance.currentGame == "meatGrinder") { - BeatAction.New(MeatGrinder.instance.gameObject, new List() { + BeatAction.New(MeatGrinder.instance, new List() { new BeatAction.Action(beat - 1, delegate { MeatGrinder.instance.BossAnim.DoScaledAnimationAsync("BossSignal", 0.5f); }), @@ -194,7 +194,7 @@ namespace HeavenStudio.Games intervalStarted = true; beatInterval = length; - BeatAction.New(gameObject, new List() { + BeatAction.New(this, new List() { new BeatAction.Action(beat + length - 0.33f, delegate { PassTurn(beat); }), }); } @@ -225,7 +225,7 @@ namespace HeavenStudio.Games intervalStarted = false; foreach (var input in queuedInputs) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(input + beatInterval , delegate { MeatToss Meat = Instantiate(MeatBase, gameObject.transform).GetComponent(); diff --git a/Assets/Scripts/Games/MeatGrinder/MeatToss.cs b/Assets/Scripts/Games/MeatGrinder/MeatToss.cs index b504f976..a4305841 100644 --- a/Assets/Scripts/Games/MeatGrinder/MeatToss.cs +++ b/Assets/Scripts/Games/MeatGrinder/MeatToss.cs @@ -29,7 +29,7 @@ namespace HeavenStudio.Games.Scripts_MeatGrinder { game.ScheduleInput(startBeat, cueLength, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, Hit, Miss, Nothing); - BeatAction.New(gameObject, new List() { + BeatAction.New(this, new List() { new BeatAction.Action(cueBased ? startBeat + 0.66f : cueLength + startBeat - 1 + 0.66f, delegate { anim.DoScaledAnimationAsync(meatType+"Thrown", 0.32f); }), diff --git a/Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs b/Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs index 9fb90064..1c32ad2d 100644 --- a/Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs +++ b/Assets/Scripts/Games/MrUpbeat/MrUpbeat.cs @@ -175,7 +175,7 @@ namespace HeavenStudio.Games { if (beat >= startBlippingBeat) { double tempBeat = ((beat % 1 == 0.5) ? Mathf.Floor((float)beat) : Mathf.Round((float)beat)) + (startBlippingBeat % 1); - BeatAction.New(instance.gameObject, new List() { + BeatAction.New(instance, new List() { new BeatAction.Action(tempBeat, delegate { man.RecursiveBlipping(tempBeat); }) }); startBlippingBeat = double.MaxValue; @@ -223,7 +223,7 @@ namespace HeavenStudio.Games if (stopBlipping) instance.stopBlipping = true; if (playDing) SoundByte.PlayOneShotGame("mrUpbeat/ding", beat: beat, forcePlay: true); if (applause) SoundByte.PlayOneShot("applause", beat: beat); - BeatAction.New(instance.gameObject, new List() { + BeatAction.New(instance, new List() { new BeatAction.Action(beat + 0.5, delegate { instance.stopStepping = false; instance.stopBlipping = false; @@ -255,7 +255,7 @@ namespace HeavenStudio.Games metronomeAnim.DoScaledAnimationAsync("MetronomeGo" + dir, 0.5f); SoundByte.PlayOneShotGame("mrUpbeat/metronome" + dir); ScheduleInput(beat, 0.5f, InputType.STANDARD_DOWN, Success, Miss, Nothing); - BeatAction.New(gameObject, new List() { + BeatAction.New(this, new List() { new BeatAction.Action(beat + 1, delegate { RecursiveStepping(beat + 1); }) }); stepIterate++; @@ -274,7 +274,7 @@ namespace HeavenStudio.Games stepIterate++; })); } - BeatAction.New(gameObject, actions); + BeatAction.New(this, actions); } public static void Blipping(double beat, float length) diff --git a/Assets/Scripts/Games/MrUpbeat/UpbeatMan.cs b/Assets/Scripts/Games/MrUpbeat/UpbeatMan.cs index b198993b..e4b9c1aa 100644 --- a/Assets/Scripts/Games/MrUpbeat/UpbeatMan.cs +++ b/Assets/Scripts/Games/MrUpbeat/UpbeatMan.cs @@ -44,7 +44,7 @@ namespace HeavenStudio.Games.Scripts_MrUpbeat if (shouldBlip) { Blipping(beat); } - BeatAction.New(gameObject, new List() { + BeatAction.New(this, new List() { new BeatAction.Action(beat + 1, delegate { RecursiveBlipping(beat + 1); }) }); } diff --git a/Assets/Scripts/Games/MunchyMonk/MunchyMonk.cs b/Assets/Scripts/Games/MunchyMonk/MunchyMonk.cs index 9e08718a..bc832e9e 100644 --- a/Assets/Scripts/Games/MunchyMonk/MunchyMonk.cs +++ b/Assets/Scripts/Games/MunchyMonk/MunchyMonk.cs @@ -423,7 +423,7 @@ namespace HeavenStudio.Games public void OneGoCue(double beat, Color firstColor) { - BeatAction.New(gameObject, new List() { + BeatAction.New(this, new List() { new BeatAction.Action(beat, delegate { OneGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f); // dumpling @@ -453,7 +453,7 @@ namespace HeavenStudio.Games public void TwoTwoCue(double beat, Color firstColor, Color secondColor) { - BeatAction.New(gameObject, new List() { + BeatAction.New(this, new List() { new BeatAction.Action(beat-0.5f, delegate { TwoGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f); // first dumpling @@ -492,7 +492,7 @@ namespace HeavenStudio.Games public void ThreeGoCue(double beat, Color firstColor, Color secondColor, Color thirdColor) { - BeatAction.New(instance.gameObject, new List() { + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { // first in ThreeGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f); diff --git a/Assets/Scripts/Games/OctopusMachine/OctopusMachine.cs b/Assets/Scripts/Games/OctopusMachine/OctopusMachine.cs index b0a60492..fc1a4924 100644 --- a/Assets/Scripts/Games/OctopusMachine/OctopusMachine.cs +++ b/Assets/Scripts/Games/OctopusMachine/OctopusMachine.cs @@ -278,7 +278,7 @@ namespace HeavenStudio.Games if (GameManager.instance.currentGame != "octopusMachine") { OctopusMachine.queuePrepare = true; } else { - BeatAction.New(instance.gameObject, new List() { + BeatAction.New(instance, new List() { new BeatAction.Action(beat - prepBeats, delegate { OctopusMachine.queuePrepare = true; }) @@ -415,7 +415,7 @@ namespace HeavenStudio.Games intervalStartBeat = beat; beatInterval = length; intervalStarted = true; - BeatAction.New(gameObject, new List() { + BeatAction.New(this, new List() { new BeatAction.Action(beat + length, delegate { PassTurn(beat + length); }), @@ -445,7 +445,7 @@ namespace HeavenStudio.Games // thanks to ras for giving me this line of code // i do NOT understand how it works queuedInputs.Sort((s1, s2) => s1.beat.CompareTo(s2.beat)); - BeatAction.New(gameObject, queuedInputs); + BeatAction.New(this, queuedInputs); } private void SqueezeHit(PlayerActionEvent caller, float state) diff --git a/Assets/Scripts/Games/PajamaParty/CtrPillowMonkey.cs b/Assets/Scripts/Games/PajamaParty/CtrPillowMonkey.cs index b812f33a..4b9533ab 100644 --- a/Assets/Scripts/Games/PajamaParty/CtrPillowMonkey.cs +++ b/Assets/Scripts/Games/PajamaParty/CtrPillowMonkey.cs @@ -181,7 +181,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty if (action != (int) PajamaParty.SleepType.NoAwake) seq.Add(new BeatAction.Action( beat + 7f, delegate { anim.DoScaledAnimationAsync("MonkeyAwake"); })); - BeatAction.New(Monkey, seq); + BeatAction.New(this, seq); } } } \ No newline at end of file diff --git a/Assets/Scripts/Games/PajamaParty/CtrPillowPlayer.cs b/Assets/Scripts/Games/PajamaParty/CtrPillowPlayer.cs index e3d22f6e..5e59d866 100644 --- a/Assets/Scripts/Games/PajamaParty/CtrPillowPlayer.cs +++ b/Assets/Scripts/Games/PajamaParty/CtrPillowPlayer.cs @@ -208,7 +208,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty else { anim.DoScaledAnimationAsync("MakoThrowOut", 0.5f); - BeatAction.New(Player, new List() + BeatAction.New(this, new List() { new BeatAction.Action( beat + 0.5f, @@ -231,7 +231,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty charging = false; canCharge = false; canJump = false; - BeatAction.New(Player, new List() + BeatAction.New(this, new List() { new BeatAction.Action( beat + 0.5f, @@ -366,7 +366,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty longSleep = true; } - BeatAction.New(Player, new List() + BeatAction.New(this, new List() { new BeatAction.Action( beat, @@ -418,7 +418,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty if (!longSleep) { - BeatAction.New(Player, new List() + BeatAction.New(this, new List() { new BeatAction.Action( caller.startBeat + 7f, diff --git a/Assets/Scripts/Games/PajamaParty/PajamaParty.cs b/Assets/Scripts/Games/PajamaParty/PajamaParty.cs index 0ca7b329..a3d1c059 100644 --- a/Assets/Scripts/Games/PajamaParty/PajamaParty.cs +++ b/Assets/Scripts/Games/PajamaParty/PajamaParty.cs @@ -204,7 +204,7 @@ namespace HeavenStudio.Games } })); } - BeatAction.New(gameObject, actions); + BeatAction.New(this, actions); } } @@ -218,7 +218,7 @@ namespace HeavenStudio.Games new MultiSound.Sound("pajamaParty/three3", beat + 2f), }); - BeatAction.New(Bed, new List() + BeatAction.New(instance, new List() { new BeatAction.Action( beat, @@ -265,7 +265,7 @@ namespace HeavenStudio.Games new MultiSound.Sound("pajamaParty/five5", beat + 2f) }); - BeatAction.New(Bed, new List() + BeatAction.New(instance, new List() { new BeatAction.Action( beat, delegate { JumpRow(4, beat); }), new BeatAction.Action( beat + 0.5f, delegate { JumpRow(3, beat + 0.5f, 2); }), @@ -293,7 +293,7 @@ namespace HeavenStudio.Games if (doSound) PlayThrowSequenceSound(beat); - BeatAction.New(Mako.Player, new List() + BeatAction.New(Mako, new List() { new BeatAction.Action(beat + 2f, delegate { MonkeyCharge(beat + 2f); } ), new BeatAction.Action(beat + 3f, delegate { MonkeyThrow(beat + 3f); } ), @@ -358,7 +358,7 @@ namespace HeavenStudio.Games } if (action == 1) return; - BeatAction.New(gameObject, new List() { + BeatAction.New(this, new List() { new BeatAction.Action(deslumber, delegate { Mako.anim.DoScaledAnimationAsync("MakoAwake", 0.5f); SoundByte.PlayOneShotGame("pajamaParty/siestaDone"); diff --git a/Assets/Scripts/Games/QuizShow/QuizShow.cs b/Assets/Scripts/Games/QuizShow/QuizShow.cs index e91c7d08..a382ed95 100644 --- a/Assets/Scripts/Games/QuizShow/QuizShow.cs +++ b/Assets/Scripts/Games/QuizShow/QuizShow.cs @@ -471,7 +471,7 @@ namespace HeavenStudio.Games HostPressButton(inputBeat, isDpad); })); } - BeatAction.New(gameObject, actions); + BeatAction.New(this, actions); if (autoPassTurn) { @@ -595,7 +595,7 @@ namespace HeavenStudio.Games ), new BeatAction.Action(beat + length + intervalLength + timeUpBeat, delegate { if (timeUpSound && !consecutive) SoundByte.PlayOneShotGame("quizShow/timeUp"); }), }; - BeatAction.New(instance.gameObject, actions); + BeatAction.New(instance, actions); } void ContesteePressButton(bool dpad) @@ -677,7 +677,7 @@ namespace HeavenStudio.Games public void RevealAnswer(double beat, float length) { blackOut.SetActive(true); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + length, delegate { diff --git a/Assets/Scripts/Games/RhythmRally/Paddlers.cs b/Assets/Scripts/Games/RhythmRally/Paddlers.cs index 3a98ec0e..20c9dc17 100644 --- a/Assets/Scripts/Games/RhythmRally/Paddlers.cs +++ b/Assets/Scripts/Games/RhythmRally/Paddlers.cs @@ -90,7 +90,7 @@ namespace HeavenStudio.Games.Scripts_RhythmRally public void BounceFX(double bounceBeat) { - BeatAction.New(this.gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(bounceBeat, delegate { diff --git a/Assets/Scripts/Games/RhythmRally/RhythmRally.cs b/Assets/Scripts/Games/RhythmRally/RhythmRally.cs index 8cc63ffa..aadf4609 100644 --- a/Assets/Scripts/Games/RhythmRally/RhythmRally.cs +++ b/Assets/Scripts/Games/RhythmRally/RhythmRally.cs @@ -374,7 +374,7 @@ namespace HeavenStudio.Games { for (int i = 0; i < length; i++) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + i, delegate { @@ -500,7 +500,7 @@ namespace HeavenStudio.Games { if (speedChange == RallySpeed.Fast) { - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat + 2f, delegate { Serve(beat + 2f, RallySpeed.Fast); }) }); @@ -538,7 +538,7 @@ namespace HeavenStudio.Games double beatToSpawn = beat + i; servesToPerform.Add( new BeatAction.Action(beatToSpawn, delegate { Serve(beatToSpawn, RallySpeed.SuperFast); }) ); } - BeatAction.New(gameObject, servesToPerform); + BeatAction.New(this, servesToPerform); } } } \ No newline at end of file diff --git a/Assets/Scripts/Games/RhythmSomen/RhythmSomen.cs b/Assets/Scripts/Games/RhythmSomen/RhythmSomen.cs index 24597755..e2a5cb7a 100644 --- a/Assets/Scripts/Games/RhythmSomen/RhythmSomen.cs +++ b/Assets/Scripts/Games/RhythmSomen/RhythmSomen.cs @@ -111,7 +111,7 @@ namespace HeavenStudio.Games backArm.Play("BackArmLift", 0, 0); FrontArm.DoScaledAnimationAsync("ArmSlurp", 0.5f); hasSlurped = true; - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + 1f, delegate { @@ -132,7 +132,7 @@ namespace HeavenStudio.Games { for (int i = 0; i < length; i++) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + i, delegate { @@ -153,7 +153,7 @@ namespace HeavenStudio.Games new MultiSound.Sound("rhythmSomen/somen_woosh", beat + 1.5f), }); - BeatAction.New(Player, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { FarCrane.Play("Drop", -1, 0);}), new BeatAction.Action(beat + 1.0f, delegate { FarCrane.Play("Open", -1, 0);}), @@ -172,7 +172,7 @@ namespace HeavenStudio.Games new MultiSound.Sound("rhythmSomen/somen_woosh", beat + 1.5f), }); - BeatAction.New(Player, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { CloseCrane.Play("DropClose", -1, 0);}), new BeatAction.Action(beat + 1.0f, delegate { CloseCrane.Play("OpenClose", -1, 0);}), @@ -193,7 +193,7 @@ namespace HeavenStudio.Games new MultiSound.Sound("rhythmSomen/somen_woosh", beat + 1.5f), }); - BeatAction.New(Player, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { CloseCrane.Play("DropClose", -1, 0);}), new BeatAction.Action(beat, delegate { FarCrane.Play("Drop", -1, 0);}), @@ -210,7 +210,7 @@ namespace HeavenStudio.Games //Bell Sound lol SoundByte.PlayOneShotGame("rhythmSomen/somen_bell"); - BeatAction.New(Player, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { EffectExclam.Play("ExclamAppear", -1, 0);}), }); diff --git a/Assets/Scripts/Games/RhythmTweezers/NoPeekingSign.cs b/Assets/Scripts/Games/RhythmTweezers/NoPeekingSign.cs index 087fb2be..168ca241 100644 --- a/Assets/Scripts/Games/RhythmTweezers/NoPeekingSign.cs +++ b/Assets/Scripts/Games/RhythmTweezers/NoPeekingSign.cs @@ -26,7 +26,7 @@ namespace HeavenStudio.Games.Scripts_RhythmTweezers { peekBeat = beat - 1; peekRising = true; - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat + length, delegate { peekBeat = beat + length; peekRising = false; shouldDelete = true; }) }); diff --git a/Assets/Scripts/Games/RhythmTweezers/RhythmTweezers.cs b/Assets/Scripts/Games/RhythmTweezers/RhythmTweezers.cs index 90a6c882..66ca802c 100644 --- a/Assets/Scripts/Games/RhythmTweezers/RhythmTweezers.cs +++ b/Assets/Scripts/Games/RhythmTweezers/RhythmTweezers.cs @@ -297,7 +297,7 @@ namespace HeavenStudio.Games Hair hair = Instantiate(hairBase, transform).GetComponent(); spawnedHairs.Add(hair); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { @@ -322,7 +322,7 @@ namespace HeavenStudio.Games SoundByte.PlayOneShotGame("rhythmTweezers/longAppear", beat); LongHair hair = Instantiate(longHairBase, transform).GetComponent(); spawnedLongs.Add(hair); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { @@ -417,7 +417,7 @@ namespace HeavenStudio.Games Tweezers spawnedTweezers = Instantiate(Tweezers, transform); spawnedTweezers.gameObject.SetActive(true); spawnedTweezers.Init(beat, beat + length); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat - 0.25, delegate { diff --git a/Assets/Scripts/Games/Ringside/Ringside.cs b/Assets/Scripts/Games/Ringside/Ringside.cs index 0d7cfe60..8d809c5f 100644 --- a/Assets/Scripts/Games/Ringside/Ringside.cs +++ b/Assets/Scripts/Games/Ringside/Ringside.cs @@ -235,7 +235,7 @@ namespace HeavenStudio.Games SoundByte.PlayOneShotGame($"ringside/yell{UnityEngine.Random.Range(1, 7)}Raw"); SoundByte.PlayOneShotGame("ringside/barely"); wrestlerTransform.localScale = new Vector3(1.1f, 1.1f, 1f); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(cond.songPositionInBeatsAsDouble + 0.1f, delegate { wrestlerTransform.localScale = new Vector3(1f, 1f, 1f); }), }); @@ -301,7 +301,7 @@ namespace HeavenStudio.Games { for (int i = 0; i < length; i++) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + i, delegate { @@ -376,7 +376,7 @@ namespace HeavenStudio.Games { int currentQuestion = questionVariant; if (currentQuestion == (int)QuestionVariant.Random) currentQuestion = UnityEngine.Random.Range(1, 4); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat - 0.5f, delegate { reporterAnim.DoScaledAnimationAsync("WubbaLubbaDubbaThatTrue", 0.4f); }), }); @@ -392,7 +392,7 @@ namespace HeavenStudio.Games new MultiSound.Sound($"ringside/true{currentQuestion}", beat + 1f), }, forcePlay: true); ScheduleInput(beat, 2f, InputType.STANDARD_DOWN, JustQuestion, Miss, Nothing); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + 0.5f, delegate { reporterAnim.DoScaledAnimationAsync("ThatTrue", 0.5f); }), new BeatAction.Action(beat + 1.5f, delegate { canBop = false; }), @@ -418,7 +418,7 @@ namespace HeavenStudio.Games ScheduleInput(beat, 2.5f, InputType.STANDARD_DOWN, JustBigGuyFirst, MissBigGuyOne, Nothing); ScheduleInput(beat, 3f, InputType.STANDARD_DOWN, JustBigGuySecond, MissBigGuyTwo, Nothing); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + 2f, delegate { reporterAnim.Play("True", 0, 0); }), new BeatAction.Action(beat + 2.25f, delegate { canBop = false; }), @@ -464,7 +464,7 @@ namespace HeavenStudio.Games { reporterShouldHeart = false; } - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { @@ -496,7 +496,7 @@ namespace HeavenStudio.Games { if (newspaperBeats > 0) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + 3f, delegate { @@ -540,7 +540,7 @@ namespace HeavenStudio.Games } else { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + 3.99f, delegate { @@ -553,7 +553,7 @@ namespace HeavenStudio.Games } else { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + 2.5f, delegate { @@ -563,7 +563,7 @@ namespace HeavenStudio.Games }); if (newspaperBeats > 0) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + 3f, delegate { @@ -684,7 +684,7 @@ namespace HeavenStudio.Games SoundByte.PlayOneShotGame($"ringside/cough"); reporterAnim.Play("ExtendMiss", 0, 0); SoundByte.PlayOneShotGame($"ringside/huhaudience{UnityEngine.Random.Range(0, 2)}"); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(caller.startBeat + caller.timer + 0.5f, delegate { reporterAnim.Play("IdleMiss", 0, 0); }), new BeatAction.Action(caller.startBeat + caller.timer + 0.9f, delegate { reporterAnim.Play("IdleReporter", 0, 0); }), @@ -699,7 +699,7 @@ namespace HeavenStudio.Games wrestlerAnim.DoScaledAnimationAsync("Ye", 0.5f); reporterAnim.Play("ExtendSmile", 0, 0); SoundByte.PlayOneShotGame($"ringside/ye{UnityEngine.Random.Range(1, 4)}"); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(caller.startBeat + caller.timer + 0.5f, delegate { SoundByte.PlayOneShotGame("ringside/yeCamera"); }), new BeatAction.Action(caller.startBeat + caller.timer + 0.5f, delegate { FadeFlashColor(Color.white, new Color(1, 1, 1, 0), 0.5f); }), @@ -737,7 +737,7 @@ namespace HeavenStudio.Games wrestlerAnim.DoScaledAnimationAsync("BigGuyTwo", 0.5f); if (!missedBigGuy) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(caller.startBeat + caller.timer + 0.5f, delegate { reporterAnim.Play("IdleReporter", 0, 0); }), }); @@ -746,7 +746,7 @@ namespace HeavenStudio.Games { reporterAnim.Play("ExtendMiss", 0, 0); SoundByte.PlayOneShotGame($"ringside/huhaudience{UnityEngine.Random.Range(0, 2)}"); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(caller.startBeat + caller.timer + 0.5f, delegate { reporterAnim.Play("IdleMiss", 0, 0); }), new BeatAction.Action(caller.startBeat + caller.timer + 0.9f, delegate { reporterAnim.Play("IdleReporter", 0, 0); }), @@ -764,7 +764,7 @@ namespace HeavenStudio.Games if (!missedBigGuy) { reporterAnim.Play("ExtendSmile", 0, 0); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(caller.startBeat + caller.timer + 0.5f, delegate { SoundByte.PlayOneShotGame("ringside/musclesCamera"); }), new BeatAction.Action(caller.startBeat + caller.timer + 0.5f, delegate { reporterAnim.Play("SmileReporter", 0, 0); }), @@ -777,7 +777,7 @@ namespace HeavenStudio.Games else { reporterAnim.Play("ExtendMiss", 0, 0); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(caller.startBeat + caller.timer + 0.5f, delegate { reporterAnim.Play("IdleMiss", 0, 0); }), new BeatAction.Action(caller.startBeat + caller.timer + 0.9f, delegate { reporterAnim.Play("IdleReporter", 0, 0); }), @@ -796,7 +796,7 @@ namespace HeavenStudio.Games SoundByte.PlayOneShotGame($"ringside/yell{UnityEngine.Random.Range(1, 7)}Raw"); reporterAnim.Play("IdleMiss", 0, 0); SoundByte.PlayOneShotGame($"ringside/huhaudience{UnityEngine.Random.Range(0, 2)}"); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(caller.startBeat + caller.timer + 0.1f, delegate { wrestlerTransform.localScale = new Vector3(1f, 1f, 1f); }), }); @@ -824,7 +824,7 @@ namespace HeavenStudio.Games FadeFlashColor(Color.white, new Color(1, 1, 1, 0), 1f); FadeBGColor(Color.black, defaultBGColorLight, 1f); flashParticles.Play(); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(caller.startBeat + caller.timer + 0.1f, delegate { wrestlerTransform.localScale = new Vector3(1f, 1f, 1f); }), new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate { SoundByte.PlayOneShotGame("ringside/poseCamera"); }), @@ -838,7 +838,7 @@ namespace HeavenStudio.Games { reporterAnim.Play("ExtendMiss", 0, 0); SoundByte.PlayOneShotGame($"ringside/huhaudience{UnityEngine.Random.Range(0, 2)}"); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(caller.startBeat + caller.timer + 0.5f, delegate { reporterAnim.Play("IdleMiss", 0, 0); }), new BeatAction.Action(caller.startBeat + caller.timer + 0.9f, delegate { reporterAnim.Play("IdleReporter", 0, 0); }), @@ -854,7 +854,7 @@ namespace HeavenStudio.Games { reporterAnim.Play("ExtendMiss", 0, 0); SoundByte.PlayOneShotGame($"ringside/huhaudience{UnityEngine.Random.Range(0, 2)}"); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(caller.startBeat + caller.timer + 0.5f, delegate { reporterAnim.Play("IdleMiss", 0, 0); }), new BeatAction.Action(caller.startBeat + caller.timer + 0.9f, delegate { reporterAnim.Play("IdleReporter", 0, 0); }), diff --git a/Assets/Scripts/Games/Rockers/Rockers.cs b/Assets/Scripts/Games/Rockers/Rockers.cs index 0f7dd441..f8179633 100644 --- a/Assets/Scripts/Games/Rockers/Rockers.cs +++ b/Assets/Scripts/Games/Rockers/Rockers.cs @@ -623,7 +623,7 @@ namespace HeavenStudio.Games cameraMoveBeat = beat + 2; } - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + 2, delegate { @@ -678,7 +678,7 @@ namespace HeavenStudio.Games targetCameraX = 0; cameraMoveBeat = beat + 2; } - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + 2, delegate { @@ -748,7 +748,7 @@ namespace HeavenStudio.Games targetCameraX = 0; cameraMoveBeat = beat + goToMiddleBeat; } - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + goToMiddleBeat, delegate { @@ -808,7 +808,7 @@ namespace HeavenStudio.Games break; } } - BeatAction.New(instance.gameObject, actions); + BeatAction.New(instance, actions); } public static void PreInterval(double beat, float length, bool autoPassTurn, bool moveCamera, bool movePass) @@ -854,7 +854,7 @@ namespace HeavenStudio.Games riffUsedBeats.Add(input.beat); if (input.beat >= gameSwitchBeat) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(input.beat, delegate { Riff(input.beat, input.length, new int[] { @@ -879,7 +879,7 @@ namespace HeavenStudio.Games bendUsedBeats.Add(beat); if (input.beat >= gameSwitchBeat) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(input.beat, delegate { @@ -889,7 +889,7 @@ namespace HeavenStudio.Games } } } - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { @@ -908,7 +908,7 @@ namespace HeavenStudio.Games public void Riff(double beat, float length, int[] pitches, bool gleeClubJJ, int sampleJJ, int sampleTonesJJ, bool noRespond) { JJ.StrumStrings(gleeClubJJ, pitches, (PremadeSamples)sampleJJ, sampleTonesJJ, noRespond); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + length, delegate { JJ.Mute(); }) }); @@ -932,7 +932,7 @@ namespace HeavenStudio.Games public void Bend(double beat, float length, int pitchJJ) { JJ.BendUp(pitchJJ); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + length, delegate { JJ.BendDown(); }) }); @@ -990,7 +990,7 @@ namespace HeavenStudio.Games var relevantInputs = GrabAllInputsBetween(intervalStartBeat, intervalStartBeat + intervalLength); if (relevantInputs.Count > 0) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat - 1, delegate { diff --git a/Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs b/Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs index 81ef8c6d..b443e405 100644 --- a/Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs +++ b/Assets/Scripts/Games/SamuraiSliceNtr/SamuraiSliceNtr.cs @@ -160,7 +160,7 @@ namespace HeavenStudio.Games goBopChild = whoBopsAuto == (int)WhoBops.Children || whoBopsAuto == (int)WhoBops.Both; for (int i = 0; i < length; i++) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + i, delegate { BopSingle(whoBops); }) }); diff --git a/Assets/Scripts/Games/SeeSaw/SeeSaw.cs b/Assets/Scripts/Games/SeeSaw/SeeSaw.cs index 14105ba9..a1b67a8f 100644 --- a/Assets/Scripts/Games/SeeSaw/SeeSaw.cs +++ b/Assets/Scripts/Games/SeeSaw/SeeSaw.cs @@ -356,7 +356,7 @@ namespace HeavenStudio.Games float beatToJump = (float)allJumpEvents[currentJumpIndex].beat - (inJump ? 1 : 2); SoundByte.PlayOneShotGame("seeSaw/prepareHigh", beatToJump); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beatToJump, delegate { see.SetState(inJump ? SeeSawGuy.JumpState.StartJumpIn : SeeSawGuy.JumpState.StartJump, beatToJump); see.canBop = false; }) }); @@ -430,7 +430,7 @@ namespace HeavenStudio.Games } })); } - BeatAction.New(instance.gameObject, bops); + BeatAction.New(instance, bops); } } @@ -496,7 +496,7 @@ namespace HeavenStudio.Games { saw.canBop = true; SoundByte.PlayOneShotGame("seeSaw/otherLand", beat + 4); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + 3.75f, delegate { see.canBop = true; }), new BeatAction.Action(beat + 4, delegate { see.Land(SeeSawGuy.LandType.Normal, true); canPrepare = true;}) @@ -556,7 +556,7 @@ namespace HeavenStudio.Games saw.canBop = true; float beatLength = see.ShouldEndJumpOut() ? 4 : 3; SoundByte.PlayOneShotGame("seeSaw/otherLand", beat + beatLength); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + beatLength - 0.25f, delegate { see.canBop = true; }), new BeatAction.Action(beat + beatLength, delegate { see.Land(SeeSawGuy.LandType.Normal, true); canPrepare = true;}) @@ -616,7 +616,7 @@ namespace HeavenStudio.Games saw.canBop = true; float beatLength = see.ShouldEndJumpOut() ? 3 : 2; SoundByte.PlayOneShotGame("seeSaw/otherLand", beat + beatLength); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + beatLength - 0.25f, delegate { see.canBop = true; }), new BeatAction.Action(beat + beatLength, delegate { see.Land(SeeSawGuy.LandType.Normal, false); canPrepare = true; }) @@ -675,7 +675,7 @@ namespace HeavenStudio.Games { saw.canBop = true; SoundByte.PlayOneShotGame("seeSaw/otherLand", beat + 2); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + 1.75f, delegate { see.canBop = true; }), new BeatAction.Action(beat + 2, delegate { see.Land(SeeSawGuy.LandType.Normal, false); canPrepare = true;}) diff --git a/Assets/Scripts/Games/SeeSaw/SeeSawGuy.cs b/Assets/Scripts/Games/SeeSaw/SeeSawGuy.cs index f3ee1c92..ae98ef43 100644 --- a/Assets/Scripts/Games/SeeSaw/SeeSawGuy.cs +++ b/Assets/Scripts/Games/SeeSaw/SeeSawGuy.cs @@ -172,7 +172,7 @@ namespace HeavenStudio.Games.Scripts_SeeSaw dead = true; anim.DoScaledAnimationAsync("Choke_" + (see ? "See" : "Saw") + "_Intro", 0.5f); SoundByte.PlayOneShotGame("seeSaw/explosion" + (see ? "Black" : "White"), beat + length); - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat + length - 1, delegate { invertAnim.DoScaledAnimationAsync("Invert", 0.5f); }), new BeatAction.Action(beat + length, delegate { anim.DoScaledAnimationAsync("Explode", 0.5f); deathParticle.Play();}) @@ -244,7 +244,7 @@ namespace HeavenStudio.Games.Scripts_SeeSaw if (landType is not LandType.Barely) { string getUpAnim = "GetUp_" + landOut + typeOfLanding; - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(Conductor.instance.songPositionInBeatsAsDouble + (getUpOut ? 1f : 0.5f), delegate { anim.DoScaledAnimationAsync(getUpAnim, 0.5f); }) }); @@ -316,7 +316,7 @@ namespace HeavenStudio.Games.Scripts_SeeSaw cameraPath.positions[0].duration = 2f; anim.DoScaledAnimationAsync(miss ? "BadOut_SeeReact" : "Jump_OutOut_Start", 0.5f); if (see) return; - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat + 1, delegate { anim.DoScaledAnimationAsync("Jump_OutOut_Transform", 0.5f); }) }); @@ -328,7 +328,7 @@ namespace HeavenStudio.Games.Scripts_SeeSaw cameraPath.positions[0].duration = 2f; anim.DoScaledAnimationAsync(miss ? "BadOut_SeeReact" : "Jump_OutIn_Start", 0.5f); if (see) return; - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat + 1, delegate { anim.DoScaledAnimationAsync("Jump_OutIn_Transform", 0.5f); }) }); @@ -340,7 +340,7 @@ namespace HeavenStudio.Games.Scripts_SeeSaw cameraPath.positions[0].duration = 1f; anim.DoScaledAnimationAsync(miss ? "BadIn_SeeReact" : "Jump_InIn_Start", 0.5f); if (see) return; - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat + 0.5f, delegate { anim.DoScaledAnimationAsync("Jump_OutOut_Transform", 0.5f); }) }); @@ -352,7 +352,7 @@ namespace HeavenStudio.Games.Scripts_SeeSaw cameraPath.positions[0].duration = 1f; anim.DoScaledAnimationAsync(miss ? "BadIn_SeeReact" : "Jump_InIn_Start", 0.5f); if (see) return; - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat + 0.5f, delegate { anim.DoScaledAnimationAsync("Jump_OutIn_Transform", 0.5f); }) }); diff --git a/Assets/Scripts/Games/SneakySpirits/SneakySpirits.cs b/Assets/Scripts/Games/SneakySpirits/SneakySpirits.cs index bdfc4bfd..a9196dd2 100644 --- a/Assets/Scripts/Games/SneakySpirits/SneakySpirits.cs +++ b/Assets/Scripts/Games/SneakySpirits/SneakySpirits.cs @@ -195,7 +195,7 @@ namespace HeavenStudio.Games { ScheduleInput(beat, length * 7, InputType.STANDARD_DOWN, JustNoSlowDown, Miss, Out); } - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + length * 3, delegate { ForceReload(); }) }); @@ -221,7 +221,7 @@ namespace HeavenStudio.Games bowAnim.DoScaledAnimationAsync("BowRecoil", 0.25f); hasArrowLoaded = false; SoundByte.PlayOneShotGame("sneakySpirits/arrowMiss", -1, 2); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + 3f, delegate { if (GameManager.instance.currentGame == "sneakySpirits") @@ -242,7 +242,7 @@ namespace HeavenStudio.Games GameObject spawnedGhost = Instantiate(ghostMissPrefab, transform); spawnedGhost.SetActive(true); spawnedGhost.GetComponent().DoScaledAnimationAsync("GhostBarely", 0.5f); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(caller.startBeat + caller.timer + 2f, delegate { if (GameManager.instance.currentGame == "sneakySpirits") @@ -266,7 +266,7 @@ namespace HeavenStudio.Games GameObject spawnedGhost = Instantiate(ghostMissPrefab, transform); spawnedGhost.SetActive(true); spawnedGhost.GetComponent().DoScaledAnimationAsync("GhostBarely", 0.5f); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(caller.startBeat + caller.timer + 2f, delegate { if (GameManager.instance.currentGame == "sneakySpirits") @@ -313,14 +313,14 @@ namespace HeavenStudio.Games slowTree.SetActive(true); normalTree.SetActive(false); Conductor.instance.SetMinigamePitch(0.25f); + Conductor.instance.SetMinigamePitch(1f, caller.startBeat + caller.timer + 1f); } doorAnim.DoScaledAnimationAsync("DoorOpen", 0.5f); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate { - if (slowDown) Conductor.instance.SetMinigamePitch(1f); doorAnim.DoScaledAnimationAsync("DoorClose", 0.5f); slowRain.SetActive(false); normalRain.SetActive(true); @@ -336,7 +336,7 @@ namespace HeavenStudio.Games GameObject spawnedGhost = Instantiate(ghostMissPrefab, transform); spawnedGhost.SetActive(true); spawnedGhost.GetComponent().DoScaledAnimationAsync("GhostMiss", 0.5f); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(caller.startBeat + caller.timer + 1f, delegate { if (GameManager.instance.currentGame == "sneakySpirits") diff --git a/Assets/Scripts/Games/SneakySpirits/SneakySpiritsGhost.cs b/Assets/Scripts/Games/SneakySpirits/SneakySpiritsGhost.cs index 14d04303..027f22b9 100644 --- a/Assets/Scripts/Games/SneakySpirits/SneakySpiritsGhost.cs +++ b/Assets/Scripts/Games/SneakySpirits/SneakySpiritsGhost.cs @@ -19,7 +19,7 @@ namespace HeavenStudio.Games.Scripts_SneakySpirits public void Init(double spawnBeat, float length) { if (length == 0) length = 1; - BeatAction.New(game.gameObject, new List() + BeatAction.New(game, new List() { new BeatAction.Action(spawnBeat, delegate { anim.DoScaledAnimationAsync("Move", (1 / length) * Conductor.instance.SongPitch); }), new BeatAction.Action(spawnBeat + (length * 0.5f), delegate { anim.DoScaledAnimationAsync("MoveDown", (1 / length) * Conductor.instance.SongPitch); }), diff --git a/Assets/Scripts/Games/SpaceDance/SpaceDance.cs b/Assets/Scripts/Games/SpaceDance/SpaceDance.cs index 9e6221da..46f25f0d 100644 --- a/Assets/Scripts/Games/SpaceDance/SpaceDance.cs +++ b/Assets/Scripts/Games/SpaceDance/SpaceDance.cs @@ -283,7 +283,7 @@ namespace HeavenStudio.Games { if (!grampsLoopingAnim || !grampsSniffing) return; spaceGrampsShouldBop = false; - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { @@ -317,7 +317,7 @@ namespace HeavenStudio.Games { if (!grampsLoopingAnim || grampsSniffing) return; spaceGrampsShouldBop = false; - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + 0.66666f , delegate { @@ -412,7 +412,7 @@ namespace HeavenStudio.Games if (grampsTurns) grampsCanBop = false; ScheduleInput(beat, 1f, InputType.DIRECTION_RIGHT_DOWN, JustRight, RightMiss, Empty); - BeatAction.New(Player, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { @@ -481,7 +481,7 @@ namespace HeavenStudio.Games if (grampsSits) grampsCanBop = false; ScheduleInput(beat, 1f, InputType.DIRECTION_DOWN_DOWN, JustSit, SitMiss, Empty); - BeatAction.New(Player, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { @@ -556,7 +556,7 @@ namespace HeavenStudio.Games if (grampsPunches) grampsCanBop = false; ScheduleInput(beat, 1.5f, InputType.STANDARD_DOWN, JustPunch, PunchMiss, Empty); - BeatAction.New(Player, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { @@ -615,7 +615,7 @@ namespace HeavenStudio.Games bops.Add(new BeatAction.Action(beat + i, delegate { GrampsBop(); })); } } - BeatAction.New(instance.gameObject, bops); + BeatAction.New(instance, bops); } } diff --git a/Assets/Scripts/Games/SpaceSoccer/Kicker.cs b/Assets/Scripts/Games/SpaceSoccer/Kicker.cs index 00ff2ec2..1f10465d 100644 --- a/Assets/Scripts/Games/SpaceSoccer/Kicker.cs +++ b/Assets/Scripts/Games/SpaceSoccer/Kicker.cs @@ -62,7 +62,7 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer if (beatToKick < Conductor.instance.songPositionInBeatsAsDouble) beatToKick = ball.nextAnimBeat; if (ball.state == Ball.State.HighKicked) { - BeatAction.New(this.gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beatToKick - 0.5f, delegate { Kick(true, true); }), new BeatAction.Action(beatToKick, delegate { Toe(true); }), @@ -71,7 +71,7 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer } else { - BeatAction.New(this.gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beatToKick, delegate { KickCheck(true, false, beatToKick); }), }); @@ -296,7 +296,7 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer HighKick(hit); if (!player) { - BeatAction.New(this.gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat + ball.GetAnimLength(Ball.State.Kicked), delegate { Kick(true, true); }), new BeatAction.Action(beat + ball.GetAnimLength(Ball.State.Toe), delegate { Toe(true); }), @@ -309,7 +309,7 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer Kick(hit); if (!player) { - BeatAction.New(this.gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat + ball.GetAnimLength(Ball.State.Kicked), delegate { KickCheck(true, false, beat + ball.GetAnimLength(Ball.State.Kicked)); }), }); @@ -320,7 +320,7 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer Kick(hit); if (!player) { - BeatAction.New(this.gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat + ball.GetAnimLength(Ball.State.Kicked), delegate { KickCheck(true, false, beat + ball.GetAnimLength(Ball.State.Kicked)); }), }); diff --git a/Assets/Scripts/Games/Splashdown/NtrSynchrette.cs b/Assets/Scripts/Games/Splashdown/NtrSynchrette.cs index c3d92206..bccc661a 100644 --- a/Assets/Scripts/Games/Splashdown/NtrSynchrette.cs +++ b/Assets/Scripts/Games/Splashdown/NtrSynchrette.cs @@ -143,7 +143,7 @@ namespace HeavenStudio.Games.Scripts_Splashdown { anim.Play("Idle", 0, 0); SetState(MovementState.JumpIntoWater, beat); - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat + 0.75, delegate { @@ -171,7 +171,7 @@ namespace HeavenStudio.Games.Scripts_Splashdown { anim.DoScaledAnimationAsync(missed ? "DolphinMiss" : "Dolphin", 0.5f); } - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat + 1.75, delegate { Instantiate(splashPrefab, splashHolder).Init("BigSplash"); }), new BeatAction.Action(beat + 2, delegate diff --git a/Assets/Scripts/Games/Splashdown/Splashdown.cs b/Assets/Scripts/Games/Splashdown/Splashdown.cs index 16923541..fba15b14 100644 --- a/Assets/Scripts/Games/Splashdown/Splashdown.cs +++ b/Assets/Scripts/Games/Splashdown/Splashdown.cs @@ -178,7 +178,7 @@ namespace HeavenStudio.Games player.JumpIntoWater(beat + length - 1); })); SoundByte.PlayOneShotGame("splashdown/start", beat + length - 0.25); - BeatAction.New(instance.gameObject, actions); + BeatAction.New(instance, actions); } public void GoDown(double beat, float length) @@ -196,7 +196,7 @@ namespace HeavenStudio.Games SoundByte.PlayOneShotGame("splashdown/whistle", diveBeat); SoundByte.PlayOneShotGame("splashdown/downOthers", diveBeat); } - BeatAction.New(instance.gameObject, actions); + BeatAction.New(instance, actions); SoundByte.PlayOneShotGame("splashdown/whistle", beat + (currentSynchrettes.Count * length)); ScheduleInput(beat, currentSynchrettes.Count * length, InputType.STANDARD_DOWN, JustDown, Out, Out); } @@ -216,7 +216,7 @@ namespace HeavenStudio.Games SoundByte.PlayOneShotGame("splashdown/whistle", diveBeat); SoundByte.PlayOneShotGame("splashdown/upOthers", diveBeat); } - BeatAction.New(instance.gameObject, actions); + BeatAction.New(instance, actions); SoundByte.PlayOneShotGame("splashdown/whistle", beat + (currentSynchrettes.Count * length)); switch (appearType) { @@ -249,7 +249,7 @@ namespace HeavenStudio.Games SoundByte.PlayOneShotGame("splashdown/rollOthers", diveBeat + 1); SoundByte.PlayOneShotGame("splashdown/splashOthers", diveBeat + 1.75); } - BeatAction.New(instance.gameObject, actions); + BeatAction.New(instance, actions); SoundByte.PlayOneShotGame("splashdown/yeah", beat + (currentSynchrettes.Count * length)); ScheduleInput(beat, currentSynchrettes.Count * length, InputType.STANDARD_UP, dolphin ? JustJump : JustJumpNoDolphin, Out, Out); } @@ -258,7 +258,7 @@ namespace HeavenStudio.Games { if (IsIntroing()) return; SoundByte.PlayOneShotGame("splashdown/together"); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + 2, delegate { @@ -295,7 +295,7 @@ namespace HeavenStudio.Games { if (IsIntroing()) return; SoundByte.PlayOneShotGame("splashdown/togetherRemix9"); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + 1, delegate { @@ -386,7 +386,7 @@ namespace HeavenStudio.Games } SoundByte.PlayOneShotGame("splashdown/rollPlayer", diveBeat + 1); player.Jump(diveBeat); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(diveBeat + 1.75, delegate { crowdAnim.DoScaledAnimationAsync("CrowdCheer", 0.5f); }), new BeatAction.Action(diveBeat + 4, delegate { crowdAnim.Play("CrowdIdle", 0, 0); }) @@ -405,7 +405,7 @@ namespace HeavenStudio.Games } SoundByte.PlayOneShotGame("splashdown/rollPlayer", diveBeat + 1); player.Jump(diveBeat, false, true); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(diveBeat + 1.75, delegate { crowdAnim.DoScaledAnimationAsync("CrowdCheer", 0.5f); }), new BeatAction.Action(diveBeat + 4, delegate { crowdAnim.Play("CrowdIdle", 0, 0); }) @@ -423,7 +423,7 @@ namespace HeavenStudio.Games return; } player.Jump(diveBeat, false, true); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(diveBeat + 1.75, delegate { crowdAnim.DoScaledAnimationAsync("CrowdCheer", 0.5f); }), new BeatAction.Action(diveBeat + 4, delegate { crowdAnim.Play("CrowdIdle", 0, 0); }) diff --git a/Assets/Scripts/Games/Tambourine/Tambourine.cs b/Assets/Scripts/Games/Tambourine/Tambourine.cs index 41b52344..00608f7b 100644 --- a/Assets/Scripts/Games/Tambourine/Tambourine.cs +++ b/Assets/Scripts/Games/Tambourine/Tambourine.cs @@ -256,7 +256,7 @@ namespace HeavenStudio.Games } } - BeatAction.New(gameObject, actions); + BeatAction.New(this, actions); if (autoPassTurn) { @@ -329,7 +329,7 @@ namespace HeavenStudio.Games Bop(beat + length + inputBeat, 1, (int)WhoBops.Monkey, (int)WhoBops.None); })); } - BeatAction.New(gameObject, actions); + BeatAction.New(this, actions); } public void Bop(double beat, float length, int whoBops, int whoBopsAuto) @@ -338,7 +338,7 @@ namespace HeavenStudio.Games handsGoBop = whoBopsAuto == (int)WhoBops.Player || whoBopsAuto == (int)WhoBops.Both; for (int i = 0; i < length; i++) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + i, delegate { @@ -377,7 +377,7 @@ namespace HeavenStudio.Games new MultiSound.Sound("tambourine/player/turnPass/note3", beat + 0.3f), }, forcePlay: true); happyFace.SetActive(true); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + 1, delegate { happyFace.SetActive(false); }), }); diff --git a/Assets/Scripts/Games/TapTrial/TapTrial.cs b/Assets/Scripts/Games/TapTrial/TapTrial.cs index bca1bc22..b243848c 100644 --- a/Assets/Scripts/Games/TapTrial/TapTrial.cs +++ b/Assets/Scripts/Games/TapTrial/TapTrial.cs @@ -259,7 +259,7 @@ namespace HeavenStudio.Games { actions.Add(new BeatAction.Action(beat + i, delegate { SingleBop(); })); } - BeatAction.New(gameObject, actions); + BeatAction.New(this, actions); } } @@ -278,7 +278,7 @@ namespace HeavenStudio.Games public void Tap(double beat) { canBop = false; - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { @@ -308,7 +308,7 @@ namespace HeavenStudio.Games public void DoubleTap(double beat) { canBop = false; - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { @@ -347,7 +347,7 @@ namespace HeavenStudio.Games public void TripleTap(double beat) { canBop = false; - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { @@ -400,7 +400,7 @@ namespace HeavenStudio.Games { canBop = false; jumpStartBeat = beat; - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat, delegate { diff --git a/Assets/Scripts/Games/TapTrial/TapTrialPlayer.cs b/Assets/Scripts/Games/TapTrial/TapTrialPlayer.cs index 5c0e4f08..04a08c18 100644 --- a/Assets/Scripts/Games/TapTrial/TapTrialPlayer.cs +++ b/Assets/Scripts/Games/TapTrial/TapTrialPlayer.cs @@ -124,7 +124,7 @@ namespace HeavenStudio.Games.Scripts_TapTrial anim.DoScaledAnimationAsync("PosePrepare_1", 0.5f); state = TapState.TripleTap; tripleTaps = 0; - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat + 0.5, delegate { diff --git a/Assets/Scripts/Games/TapTroupe/TapTroupe.cs b/Assets/Scripts/Games/TapTroupe/TapTroupe.cs index e8a077d1..68f26c82 100644 --- a/Assets/Scripts/Games/TapTroupe/TapTroupe.cs +++ b/Assets/Scripts/Games/TapTroupe/TapTroupe.cs @@ -225,7 +225,7 @@ namespace HeavenStudio.Games foreach (var tap in queuedTaps) { Tapping(tap.beat, tap.length, tap.okay, tap.okayType, tap.animType, tap.popperBeats, tap.randomVoiceLine); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(tap.beat - 1.1f, delegate { prepareTap = true; }), new BeatAction.Action(tap.beat, delegate { prepareTap = false; }) @@ -352,7 +352,7 @@ namespace HeavenStudio.Games for (int i = 0; i < length; i++) { TapTroupe.instance.ScheduleInput(beat - 1, 1 + i, InputType.STANDARD_DOWN, TapTroupe.instance.JustStep, TapTroupe.instance.MissStep, TapTroupe.instance.Nothing); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + i, delegate { @@ -361,7 +361,7 @@ namespace HeavenStudio.Games }) }); } - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat - 1, delegate { @@ -388,7 +388,7 @@ namespace HeavenStudio.Games if (GameManager.instance.currentGame == "tapTroupe") { TapTroupe.instance.Tapping(beat, length, okay, okayType, animType, popperBeats, randomVoiceLine); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat - 1.1f, delegate { prepareTap = true; }), new BeatAction.Action(beat, delegate { prepareTap = false; }) @@ -422,7 +422,7 @@ namespace HeavenStudio.Games otherSoundToPlay = "other2"; beatToSpawn = Math.Ceiling(beat + i); finalBeatToSpawn = beatToSpawn; - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beatToSpawn - 0.3f, delegate { currentTapAnim = TapTroupeTapper.TapAnim.LastTap; shouldSwitchStep = false; }), new BeatAction.Action(beatToSpawn, delegate { NPCTap(TapTroupeTapper.TapAnim.LastTap, true, false);}), @@ -432,7 +432,7 @@ namespace HeavenStudio.Games else if (i + 1.5f >= actualLength) { soundToPlay = "tapvoice2"; - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beatToSpawn - 0.3f, delegate { currentTapAnim = TapTroupeTapper.TapAnim.Tap; shouldSwitchStep = false; }), new BeatAction.Action(beatToSpawn, delegate { NPCTap(TapTroupeTapper.TapAnim.Tap, true, false); }) @@ -443,7 +443,7 @@ namespace HeavenStudio.Games soundToPlay = "tapvoice1"; if (actualLength == 2.25f) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beatToSpawn - 0.3f, delegate { currentTapAnim = TapTroupeTapper.TapAnim.Tap; shouldSwitchStep = true; }), new BeatAction.Action(beatToSpawn, delegate { NPCTap(TapTroupeTapper.TapAnim.Tap); }) @@ -451,7 +451,7 @@ namespace HeavenStudio.Games } else { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beatToSpawn - 0.3f, delegate { currentTapAnim = TapTroupeTapper.TapAnim.Tap; shouldSwitchStep = false; }), new BeatAction.Action(beatToSpawn, delegate { NPCTap(TapTroupeTapper.TapAnim.Tap, true, false); }) @@ -465,7 +465,7 @@ namespace HeavenStudio.Games { if (actualLength == 3f) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beatToSpawn - 0.3f, delegate { currentTapAnim = TapTroupeTapper.TapAnim.Tap; shouldSwitchStep = true; }), new BeatAction.Action(beatToSpawn, delegate { NPCTap(TapTroupeTapper.TapAnim.Tap); }) @@ -473,7 +473,7 @@ namespace HeavenStudio.Games } else { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beatToSpawn - 0.3f, delegate { currentTapAnim = TapTroupeTapper.TapAnim.BamTapReady; shouldSwitchStep = true; }), new BeatAction.Action(beatToSpawn, delegate { NPCTap(TapTroupeTapper.TapAnim.BamTapReady); }) @@ -482,7 +482,7 @@ namespace HeavenStudio.Games } else if (i == 0) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beatToSpawn - 0.3f, delegate { currentTapAnim = TapTroupeTapper.TapAnim.BamReady; shouldSwitchStep = false; }), new BeatAction.Action(beatToSpawn, delegate { NPCTap(TapTroupeTapper.TapAnim.BamReady, true, false); }) @@ -491,7 +491,7 @@ namespace HeavenStudio.Games else { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beatToSpawn - 0.3f, delegate { currentTapAnim = TapTroupeTapper.TapAnim.Bam; shouldSwitchStep = true; }), new BeatAction.Action(beatToSpawn, delegate { NPCTap(TapTroupeTapper.TapAnim.Bam); }), @@ -540,7 +540,7 @@ namespace HeavenStudio.Games okayOneVoiceLine = "A"; break; } - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat - 1f, delegate { @@ -599,7 +599,7 @@ namespace HeavenStudio.Games { for (int i = 0; i < length; i++) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + i, delegate { @@ -724,7 +724,7 @@ namespace HeavenStudio.Games { corner.ResetFace(); } - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(caller.startBeat + caller.timer + 0.1f, delegate { if (playerTapper.transform.localScale.x != npcTappers[0].transform.localScale.x) playerTapper.dontSwitchNextStep = true; }) }); diff --git a/Assets/Scripts/Games/TapTroupe/TapTroupeCorner.cs b/Assets/Scripts/Games/TapTroupe/TapTroupeCorner.cs index aa050724..59d7233a 100644 --- a/Assets/Scripts/Games/TapTroupe/TapTroupeCorner.cs +++ b/Assets/Scripts/Games/TapTroupe/TapTroupeCorner.cs @@ -66,7 +66,7 @@ namespace HeavenStudio.Games.Scripts_TapTroupe public void PartyPopper(double beat) { bodyAnim.Play("PartyPopperReady", 0, 0); - BeatAction.New(game.gameObject, new List() + BeatAction.New(game, new List() { new BeatAction.Action(beat, delegate { bodyAnim.Play("PartyPopper", 0, 0); }), new BeatAction.Action(beat + 1f, delegate { bodyAnim.DoScaledAnimationAsync("PartyPopperPop", 0.25f); SoundByte.PlayOneShotGame("tapTroupe/popper"); popperEffect.Play(); }), diff --git a/Assets/Scripts/Games/TheDazzles/TheDazzles.cs b/Assets/Scripts/Games/TheDazzles/TheDazzles.cs index a08f43f4..809fbce2 100644 --- a/Assets/Scripts/Games/TheDazzles/TheDazzles.cs +++ b/Assets/Scripts/Games/TheDazzles/TheDazzles.cs @@ -343,7 +343,7 @@ namespace HeavenStudio.Games { for (int i = 0; i < length; i++) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + i, delegate { @@ -412,7 +412,7 @@ namespace HeavenStudio.Games crouchEndBeat = beat + length; ScheduleInput(beat, 2f * actualLength, InputType.STANDARD_DOWN, JustCrouch, Nothing, Nothing); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { @@ -555,7 +555,7 @@ namespace HeavenStudio.Games } player.canBop = true; })); - BeatAction.New(instance.gameObject, posesToDo); + BeatAction.New(instance, posesToDo); } void JustCrouch(PlayerActionEvent caller, float state) diff --git a/Assets/Scripts/Games/TheDazzles/TheDazzlesGirl.cs b/Assets/Scripts/Games/TheDazzles/TheDazzlesGirl.cs index 0b176074..0e608cf7 100644 --- a/Assets/Scripts/Games/TheDazzles/TheDazzlesGirl.cs +++ b/Assets/Scripts/Games/TheDazzles/TheDazzlesGirl.cs @@ -67,7 +67,7 @@ namespace HeavenStudio.Games.Scripts_TheDazzles public void StartReleaseBox(double beat) { - BeatAction.New(game.gameObject, new List() + BeatAction.New(game, new List() { new BeatAction.Action(beat - 1f, delegate {if (holding) holdEffectAnim.DoScaledAnimationAsync("ReleaseBox", 0.25f);}) }); diff --git a/Assets/Scripts/Games/TossBoys/TossBoys.cs b/Assets/Scripts/Games/TossBoys/TossBoys.cs index d0802e24..d8fc4eed 100644 --- a/Assets/Scripts/Games/TossBoys/TossBoys.cs +++ b/Assets/Scripts/Games/TossBoys/TossBoys.cs @@ -278,7 +278,7 @@ namespace HeavenStudio.Games { bops.Add(new BeatAction.Action(beat + i, delegate { SingleBop(); })); } - BeatAction.New(instance.gameObject, bops); + BeatAction.New(instance, bops); } } #endregion @@ -353,14 +353,14 @@ namespace HeavenStudio.Games ScheduleInput(beat, length, GetInputTypeBasedOnCurrentReceiver(), JustHitBall, Miss, Empty); if (passBallDict[beat + length].datamodel == "tossBoys/dual" || passBallDict[beat + length].datamodel == "tossBoys/lightning" || passBallDict[beat + length].datamodel == "tossBoys/blur") { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + length - 1, delegate { DoSpecialBasedOnReceiver(beat + length - 1); }) }); } else if (passBallDict[beat + length].datamodel == "tossBoys/pop") { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + length - 1, delegate { GetCurrentReceiver().PopBallPrepare(); }) }); @@ -368,7 +368,7 @@ namespace HeavenStudio.Games } else { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + length, delegate { Miss(null); }) }); @@ -436,7 +436,7 @@ namespace HeavenStudio.Games } if (passBallDict.ContainsKey(beat + currentEventLength) && passBallDict[beat + currentEventLength].datamodel == "tossBoys/pop") { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + currentEventLength - 1, delegate { GetCurrentReceiver().PopBallPrepare(); }) }); @@ -488,7 +488,7 @@ namespace HeavenStudio.Games }; if (passBallDict.ContainsKey(beat + length) && (passBallDict[beat + length].datamodel is "tossBoys/dual" or "tossBoys/lightning" or "tossBoys/blur")) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + length - 1, delegate { DoSpecialBasedOnReceiver(beat + length - 1); }) }); @@ -543,7 +543,7 @@ namespace HeavenStudio.Games }; if (passBallDict.ContainsKey(beat + length) && (passBallDict[beat + length].datamodel is "tossBoys/lightning" or "tossBoys/blur")) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + length - 1, delegate { DoSpecialBasedOnReceiver(beat + length - 1); }) }); @@ -597,7 +597,7 @@ namespace HeavenStudio.Games }; if (passBallDict.ContainsKey(beat + length) && (passBallDict[beat + length].datamodel is "tossBoys/dual" or "tossBoys/lightning" or "tossBoys/blur")) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + length - 1, delegate { DoSpecialBasedOnReceiver(beat + length - 1); }) }); @@ -653,7 +653,7 @@ namespace HeavenStudio.Games if (secondBeat == 0.25f) soundsToPlay.Add(new MultiSound.Sound("tossBoys/" + last + current + "Low" + 3, beat + 0.5f, 1, 1, false, thirdOffset)); if (passBallDict.ContainsKey(beat + length) && (passBallDict[beat + length].datamodel is "tossBoys/dual" or "tossBoys/blur")) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + length - 1, delegate { DoSpecialBasedOnReceiver(beat + length - 1); }) }); diff --git a/Assets/Scripts/Games/TossBoys/TossKid.cs b/Assets/Scripts/Games/TossBoys/TossKid.cs index 98993fcb..0df55179 100644 --- a/Assets/Scripts/Games/TossBoys/TossKid.cs +++ b/Assets/Scripts/Games/TossBoys/TossKid.cs @@ -74,7 +74,7 @@ namespace HeavenStudio.Games.Scripts_TossBoys public void ShowArrow(double startBeat, float length) { - BeatAction.New(game.gameObject, new List(){ + BeatAction.New(game, new List(){ new BeatAction.Action(startBeat, delegate { arrow.SetActive(true); }), new BeatAction.Action(startBeat + length, delegate { arrow.SetActive(false); }), }); diff --git a/Assets/Scripts/Games/TramAndPauline/TramAndPauline.cs b/Assets/Scripts/Games/TramAndPauline/TramAndPauline.cs index a67f721c..be3df2a1 100644 --- a/Assets/Scripts/Games/TramAndPauline/TramAndPauline.cs +++ b/Assets/Scripts/Games/TramAndPauline/TramAndPauline.cs @@ -267,7 +267,7 @@ namespace HeavenStudio.Games return; } SoundByte.PlayOneShotGame("tramAndPauline/transformTram"); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(caller.startBeat + caller.timer + 1, delegate { @@ -286,7 +286,7 @@ namespace HeavenStudio.Games return; } SoundByte.PlayOneShotGame("tramAndPauline/transformPauline"); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(caller.startBeat + caller.timer + 1, delegate { diff --git a/Assets/Scripts/Games/TrickClass/TrickClass.cs b/Assets/Scripts/Games/TrickClass/TrickClass.cs index 710301f6..90e73b39 100644 --- a/Assets/Scripts/Games/TrickClass/TrickClass.cs +++ b/Assets/Scripts/Games/TrickClass/TrickClass.cs @@ -130,7 +130,7 @@ namespace HeavenStudio.Games { foreach (var input in queuedInputs) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(input.beat - 1f, delegate { @@ -170,7 +170,7 @@ namespace HeavenStudio.Games { for (int i = 0; i < length; i++) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + i, delegate { @@ -194,7 +194,7 @@ namespace HeavenStudio.Games { if (GameManager.instance.currentGame == "trickClass") { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat - 1, delegate { diff --git a/Assets/Scripts/Games/WizardsWaltz/WizardsWaltz.cs b/Assets/Scripts/Games/WizardsWaltz/WizardsWaltz.cs index 911e4858..bfdfb97c 100644 --- a/Assets/Scripts/Games/WizardsWaltz/WizardsWaltz.cs +++ b/Assets/Scripts/Games/WizardsWaltz/WizardsWaltz.cs @@ -199,7 +199,7 @@ namespace HeavenStudio.Games private void PassTurn(double beat, CallAndResponseHandler crHandler) { - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat - 0.25, delegate { @@ -262,7 +262,7 @@ namespace HeavenStudio.Games plant.createBeat = beat; - BeatAction.New(gameObject, new List() + BeatAction.New(this, new List() { new BeatAction.Action(beat, delegate { diff --git a/Assets/Scripts/Games/WorkingDough/PlayerEnterDoughBall.cs b/Assets/Scripts/Games/WorkingDough/PlayerEnterDoughBall.cs index e4e172ef..0b79b5f0 100644 --- a/Assets/Scripts/Games/WorkingDough/PlayerEnterDoughBall.cs +++ b/Assets/Scripts/Games/WorkingDough/PlayerEnterDoughBall.cs @@ -116,7 +116,7 @@ namespace HeavenStudio.Games.Scripts_WorkingDough double beat = Conductor.instance.songPositionInBeats; startBeat = beat; game.playerImpact.SetActive(true); - BeatAction.New(game.gameObject, new List() + BeatAction.New(game, new List() { new BeatAction.Action(beat + 0.1f, delegate { game.playerImpact.SetActive(false); }), }); @@ -153,7 +153,7 @@ namespace HeavenStudio.Games.Scripts_WorkingDough } bool hasGandw = false; if (gandw != null) hasGandw = gandw.activeSelf; - BeatAction.New(game.gameObject, new List() + BeatAction.New(game, new List() { new BeatAction.Action(beat + 0.9f, delegate { game.arrowSRRightPlayer.sprite = game.redArrowSprite; }), new BeatAction.Action(beat + 1f, delegate { game.arrowSRRightPlayer.sprite = game.whiteArrowSprite; }), @@ -167,7 +167,7 @@ namespace HeavenStudio.Games.Scripts_WorkingDough double beat = Conductor.instance.songPositionInBeats; rightInput.Disable(); game.playerImpact.SetActive(true); - BeatAction.New(game.gameObject, new List() + BeatAction.New(game, new List() { new BeatAction.Action(beat + 0.1f, delegate { game.playerImpact.SetActive(false); }), }); @@ -196,7 +196,7 @@ namespace HeavenStudio.Games.Scripts_WorkingDough currentState = State.Miss; startBeat = beat; Update(); - BeatAction.New(game.gameObject, new List() + BeatAction.New(game, new List() { new BeatAction.Action(beat + 0.25f, delegate { game.missImpact.SetActive(true); }), new BeatAction.Action(beat + 0.25f, delegate { SoundByte.PlayOneShotGame("workingDough/BallMiss"); }), diff --git a/Assets/Scripts/Games/WorkingDough/WorkingDough.cs b/Assets/Scripts/Games/WorkingDough/WorkingDough.cs index 7a98ba01..a011cae0 100644 --- a/Assets/Scripts/Games/WorkingDough/WorkingDough.cs +++ b/Assets/Scripts/Games/WorkingDough/WorkingDough.cs @@ -274,7 +274,7 @@ namespace HeavenStudio.Games { PassTurn(beat + interval, interval, beat); } - BeatAction.New(ballTransporterLeftNPC, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat - 1, delegate { @@ -314,7 +314,7 @@ namespace HeavenStudio.Games private void PassTurn(double beat, double length, double startBeat) { - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat - 1, delegate { @@ -374,7 +374,7 @@ namespace HeavenStudio.Games var ballComponent = spawnedBall.GetComponent(); spawnedBall.SetActive(true); ballComponent.Init(beat, hasGandw); - BeatAction.New(doughDudesNPC, new List() + BeatAction.New(instance, new List() { //Jump and play sound new BeatAction.Action(beat, delegate { arrowSRLeftNPC.sprite = redArrowSprite; }), @@ -402,7 +402,7 @@ namespace HeavenStudio.Games spawnedBall.SetActive(true); ballComponent.Init(beat, isBig, hasGandw); - BeatAction.New(doughDudesPlayer, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { arrowSRLeftPlayer.sprite = redArrowSprite; }), new BeatAction.Action(beat + 0.1f, delegate { arrowSRLeftPlayer.sprite = whiteArrowSprite; }), @@ -483,7 +483,7 @@ namespace HeavenStudio.Games var ballComponent = spawnedBall.GetComponent(); spawnedBall.SetActive(true); ballComponent.Init(beat, hasGandw); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + 9f, delegate { if (!spaceshipRisen && !bgDisabled) spaceshipAnimator.Play("AbsorbBall", 0, 0); }), }); @@ -501,7 +501,7 @@ namespace HeavenStudio.Games liftingLength = length; liftingDoughDudes = true; doughDudesHolderAnim.DoScaledAnimation(liftingAnimName, liftingStartBeat, liftingLength); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + length - 0.1f, delegate { liftingDoughDudes = false; }), }); @@ -517,7 +517,7 @@ namespace HeavenStudio.Games spaceshipLights.GetComponent().Play("SpaceshipLights", 0, 0); } spaceshipAnimator.Play("SpaceshipShake", 0, 0); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + length, delegate { spaceshipAnimator.Play("SpaceshipLaunch", 0, 0); }), new BeatAction.Action(beat + length, delegate { SoundByte.PlayOneShotGame("workingDough/LaunchRobot"); }), @@ -537,7 +537,7 @@ namespace HeavenStudio.Games spaceshipLights.GetComponent().Play("SpaceshipLights", 0, 0); } spaceshipAnimator.DoScaledAnimation("RiseSpaceship", risingStartBeat, risingLength); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + length - 0.1f, delegate { spaceshipRising = false; }), }); @@ -552,7 +552,7 @@ namespace HeavenStudio.Games gandMovingStartBeat = beat; gandwMovingAnimName = shouldExit ? "GANDWLeave" : "GANDWEnter"; gandwAnim.DoScaledAnimation(gandwMovingAnimName, gandMovingStartBeat, gandMovingLength); - BeatAction.New(instance.gameObject, new List() + BeatAction.New(instance, new List() { new BeatAction.Action(beat + length - 0.1f, delegate { gandwMoving = false; }), new BeatAction.Action(beat + length, delegate { gandwHasEntered = shouldExit ? false : true; }), diff --git a/Assets/Scripts/LevelEditor/Editor.cs b/Assets/Scripts/LevelEditor/Editor.cs index 670855b9..1662af60 100644 --- a/Assets/Scripts/LevelEditor/Editor.cs +++ b/Assets/Scripts/LevelEditor/Editor.cs @@ -124,7 +124,7 @@ namespace HeavenStudio.Editor UpdateEditorStatus(true); BuildDateDisplay.text = GlobalGameManager.buildTime; - isCursorEnabled = PersistentDataManager.gameSettings.editorCursorEnable; + isCursorEnabled = PersistentDataManager.gameSettings.editorCursorEnable; isDiscordEnabled = PersistentDataManager.gameSettings.discordRPCEnable; GameManager.instance.CursorCam.enabled = isCursorEnabled; } @@ -262,7 +262,7 @@ namespace HeavenStudio.Editor new ExtensionFilter("Music Files", "mp3", "ogg", "wav", "aiff", "aif", "aifc") }; - #if UNITY_STANDALONE_WINDOWS +#if UNITY_STANDALONE_WINDOWS StandaloneFileBrowser.OpenFilePanelAsync("Open File", "", extensions, false, async (string[] paths) => { if (paths.Length > 0) @@ -285,7 +285,7 @@ namespace HeavenStudio.Editor await Task.Yield(); } ); - #else +#else StandaloneFileBrowser.OpenFilePanelAsync("Open File", "", extensions, false, async (string[] paths) => { if (paths.Length > 0) @@ -308,7 +308,7 @@ namespace HeavenStudio.Editor await Task.Yield(); } ); - #endif +#endif } IEnumerator LoadMusic() @@ -343,7 +343,7 @@ namespace HeavenStudio.Editor { new ExtensionFilter("Heaven Studio Remix File", "riq") }; - + StandaloneFileBrowser.SaveFilePanelAsync("Save Remix As", "", "remix_level", extensions, (string path) => { if (path != String.Empty) @@ -404,7 +404,7 @@ namespace HeavenStudio.Editor { var path = Path.Combine(paths); if (path == string.Empty) return; - + try { string tmpDir = RiqFileHandler.ExtractRiq(path); @@ -479,7 +479,7 @@ namespace HeavenStudio.Editor if (game != null) { - foreach(FreeCam c in game.GetComponentsInChildren(true)) + foreach (FreeCam c in game.GetComponentsInChildren(true)) { c.enabled = !c.enabled; } diff --git a/Assets/Scripts/LevelEditor/Timeline/Timeline.cs b/Assets/Scripts/LevelEditor/Timeline/Timeline.cs index c2468afb..b62d764b 100644 --- a/Assets/Scripts/LevelEditor/Timeline/Timeline.cs +++ b/Assets/Scripts/LevelEditor/Timeline/Timeline.cs @@ -197,6 +197,8 @@ namespace HeavenStudio.Editor.Track UpdateOffsetText(); UpdateStartingBPMText(); UpdateStartingVolText(); + + GameManager.instance.SortEventsList(); } public void Init() @@ -368,21 +370,22 @@ namespace HeavenStudio.Editor.Track private void Update() { + Conductor cond = Conductor.instance; // waveform.rectTransform.anchoredPosition = new Vector2( // -(GameManager.instance.Beatmap.data.offset / (60.0f / GameManager.instance.Beatmap.bpm)), // waveform.rectTransform.anchoredPosition.y); - // WaveformBTN.transform.GetChild(0).GetComponent().color = (Conductor.instance.musicSource.clip != null && waveform.gameObject.activeInHierarchy) ? Color.white : Color.gray; + // WaveformBTN.transform.GetChild(0).GetComponent().color = (cond.musicSource.clip != null && waveform.gameObject.activeInHierarchy) ? Color.white : Color.gray; - if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused) + if (!cond.isPlaying && !cond.isPaused) { SongBeat.text = $"Beat {string.Format("{0:0.000}", TimelineSlider.localPosition.x)}"; - SongPos.text = FormatTime((float) Conductor.instance.GetSongPosFromBeat(TimelineSlider.localPosition.x)); + SongPos.text = FormatTime(cond.GetSongPosFromBeat(TimelineSlider.localPosition.x)); } else { - SongBeat.text = $"Beat {string.Format("{0:0.000}", Conductor.instance.songPositionInBeats)}"; - SongPos.text = FormatTime(Conductor.instance.songPosition); + SongBeat.text = $"Beat {string.Format("{0:0.000}", cond.songPositionInBeats)}"; + SongPos.text = FormatTime(cond.songPositionAsDouble); } SliderControl(); @@ -449,11 +452,11 @@ namespace HeavenStudio.Editor.Track } #endregion - if (Input.GetMouseButton(1) && !Conductor.instance.isPlaying && Editor.MouseInRectTransform(TimelineGridSelect)) + if (Input.GetMouseButton(1) && !cond.isPlaying && Editor.MouseInRectTransform(TimelineGridSelect)) { movingPlayback = true; } - else if (Input.GetMouseButtonUp(1) || Conductor.instance.isPlaying) + else if (Input.GetMouseButtonUp(1) || cond.isPlaying) { movingPlayback = false; } @@ -463,17 +466,17 @@ namespace HeavenStudio.Editor.Track TimelineSlider.localPosition = new Vector3(Mathf.Max(Mathp.Round2Nearest(lastMousePos.x + 0.12f, Timeline.SnapInterval()), 0), TimelineSlider.transform.localPosition.y); if (TimelineSlider.localPosition.x != lastBeatPos) - Conductor.instance.SetBeat(TimelineSlider.transform.localPosition.x); + cond.SetBeat(TimelineSlider.transform.localPosition.x); lastBeatPos = TimelineSlider.localPosition.x; } - if (Conductor.instance.isPlaying) + if (cond.isPlaying) PlaybackFocus(true); TimelineContent.transform.localPosition = new Vector3(Mathf.Clamp(TimelineContent.transform.localPosition.x, Mathf.NegativeInfinity, 0), TimelineContent.transform.localPosition.y); - CurrentTempo.text = $" = {Conductor.instance.songBpm}"; + CurrentTempo.text = $" = {cond.songBpm}"; LayersRect.GetWorldCorners(LayerCorners); } @@ -610,7 +613,7 @@ namespace HeavenStudio.Editor.Track #region Extras - private string FormatTime(float time) + private string FormatTime(double time) { int minutes = (int)time / 60; int seconds = (int)time - 60 * minutes; @@ -793,7 +796,6 @@ namespace HeavenStudio.Editor.Track if (entity == null) { RiqEntity en = GameManager.instance.Beatmap.AddNewEntity(eventName, g.transform.localPosition.x, gameAction.defaultLength); - GameManager.instance.SortEventsList(); tempEntity = en; @@ -828,9 +830,9 @@ namespace HeavenStudio.Editor.Track else { GameManager.instance.Beatmap.Entities.Add(tempEntity); - GameManager.instance.SortEventsList(); } + GameManager.instance.SortEventsList(); eventObj.entity = tempEntity; } else diff --git a/Assets/Scripts/LevelEditor/Timeline/TimelineEventObj.cs b/Assets/Scripts/LevelEditor/Timeline/TimelineEventObj.cs index df935599..e88f42f4 100644 --- a/Assets/Scripts/LevelEditor/Timeline/TimelineEventObj.cs +++ b/Assets/Scripts/LevelEditor/Timeline/TimelineEventObj.cs @@ -47,6 +47,10 @@ namespace HeavenStudio.Editor.Track public bool isCreating; public int eventObjID; + Timeline tl; + Texture2D resizeCursor; + float leftSide, rightSide; + [Header("Colors")] public Color NormalCol; @@ -71,10 +75,16 @@ namespace HeavenStudio.Editor.Track if (i != 4) this.transform.GetChild(i).gameObject.SetActive(visible); } + + tl = Timeline.instance; + resizeCursor = Resources.Load("Cursors/horizontal_resize"); } private void Update() { + if (tl == null) + tl = Timeline.instance; + selected = Selections.instance.eventsSelected.Contains(this); if (eventObjID != entity.uid) { @@ -82,23 +92,23 @@ namespace HeavenStudio.Editor.Track Debug.Log($"assigning uid {eventObjID}"); } - mouseHovering = RectTransformUtility.RectangleContainsScreenPoint(rectTransform, Input.mousePosition, Editor.instance.EditorCamera) && Timeline.instance.timelineState.selected; + mouseHovering = tl.timelineState.selected && RectTransformUtility.RectangleContainsScreenPoint(rectTransform, Input.mousePosition, Editor.instance.EditorCamera); #region Optimizations // thank you to @chrislo27 for suggesting the fix for this. // only renders blocks if they're in view of the timeline viewport - var leftSide = rectTransform.localPosition.x; - var rightSide = leftSide + rectTransform.sizeDelta.x; + leftSide = rectTransform.localPosition.x; + rightSide = leftSide + rectTransform.sizeDelta.x; - bool visible = (rightSide >= Timeline.instance.leftSide && leftSide <= Timeline.instance.rightSide); + bool visible = rightSide >= tl.leftSide && leftSide <= tl.rightSide; if (visible != lastVisible) { for (int i = 0; i < this.transform.childCount; i++) { - if (transform.GetChild(i).gameObject != selectedImage) - this.transform.GetChild(i).gameObject.SetActive(visible); + // if (transform.GetChild(i).gameObject != selectedImage) + this.transform.GetChild(i).gameObject.SetActive(visible); } } @@ -114,7 +124,7 @@ namespace HeavenStudio.Editor.Track if (Input.GetKeyDown(KeyCode.Delete)) { Selections.instance.Deselect(this); - Timeline.instance.DestroyEventObject(entity); + tl.DestroyEventObject(entity); } */ @@ -140,8 +150,10 @@ namespace HeavenStudio.Editor.Track Cancel(); if (moving) + { moving = false; - + } + if (selected) { selected = false; @@ -150,14 +162,23 @@ namespace HeavenStudio.Editor.Track outline.GetChild(i).GetComponent().color = new Color32(0, 0, 0, 51); } - rectTransform.sizeDelta = new Vector2(rectTransform.sizeDelta.x, Timeline.instance.LayerHeight()); - this.transform.localPosition = new Vector3(this.transform.localPosition.x, -entity["track"] * Timeline.instance.LayerHeight()); + rectTransform.sizeDelta = new Vector2(rectTransform.sizeDelta.x, tl.LayerHeight()); + this.transform.localPosition = new Vector3(this.transform.localPosition.x, -entity["track"] * tl.LayerHeight()); return; } if (!resizing) { - if (Timeline.instance.eventObjs.FindAll(c => c.moving).Count > 0 && selected) + int count = 0; + foreach (TimelineEventObj e in tl.eventObjs) + { + if (e.moving) + { + count++; + } + } + + if (count > 0 && selected) { Vector3 mousePos = Editor.instance.EditorCamera.ScreenToWorldPoint(Input.mousePosition); // duplicate the entity if holding alt @@ -170,7 +191,8 @@ namespace HeavenStudio.Editor.Track transform.localPosition = moveStartPos; OnComplete(false); - var te = Timeline.instance.CopyEventObject(this); + TimelineEventObj te = tl.CopyEventObject(this); + TimelineEventObj obj; Selections.instance.DragSelect(te); @@ -178,10 +200,11 @@ namespace HeavenStudio.Editor.Track te.transform.localPosition = transform.localPosition; te.moveStartPos = transform.localPosition; - for (int i = 0; i < Timeline.instance.eventObjs.Count; i++) + for (int i = 0; i < tl.eventObjs.Count; i++) { - Timeline.instance.eventObjs[i].startPosX = mousePos.x - Timeline.instance.eventObjs[i].transform.position.x; - Timeline.instance.eventObjs[i].startPosY = mousePos.y - Timeline.instance.eventObjs[i].transform.position.y; + obj = tl.eventObjs[i]; + obj.startPosX = mousePos.x - obj.transform.position.x; + obj.startPosY = mousePos.y - obj.transform.position.y; } te.moving = true; @@ -189,7 +212,7 @@ namespace HeavenStudio.Editor.Track else { this.transform.position = new Vector3(mousePos.x - startPosX, mousePos.y - startPosY - 0.40f, 0); - this.transform.localPosition = new Vector3(Mathf.Max(Mathp.Round2Nearest(this.transform.localPosition.x, Timeline.SnapInterval()), 0), Timeline.instance.SnapToLayer(this.transform.localPosition.y)); + this.transform.localPosition = new Vector3(Mathf.Max(Mathp.Round2Nearest(this.transform.localPosition.x, Timeline.SnapInterval()), 0), tl.SnapToLayer(this.transform.localPosition.y)); } if (lastPos != transform.localPosition) @@ -199,8 +222,8 @@ namespace HeavenStudio.Editor.Track lastPos = transform.localPosition; } - } - else + } + else { if (moving) moving = false; if (resizingLeft) SetPivot(new Vector2(1, rectTransform.pivot.y)); @@ -211,7 +234,7 @@ namespace HeavenStudio.Editor.Track RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, Input.mousePosition, Editor.instance.EditorCamera, out mousePos); sizeDelta = new Vector2((resizingLeft ? -mousePos.x : mousePos.x) + 0.15f, sizeDelta.y); - sizeDelta = new Vector2(Mathf.Clamp(sizeDelta.x, Timeline.SnapInterval(), (resizingLeft ? rectTransform.localPosition.x : Mathf.Infinity)), sizeDelta.y); + sizeDelta = new Vector2(Mathf.Clamp(sizeDelta.x, Timeline.SnapInterval(), resizingLeft ? rectTransform.localPosition.x : Mathf.Infinity), sizeDelta.y); rectTransform.sizeDelta = new Vector2(Mathp.Round2Nearest(sizeDelta.x, Timeline.SnapInterval()), sizeDelta.y); SetPivot(new Vector2(0, rectTransform.pivot.y)); @@ -227,7 +250,7 @@ namespace HeavenStudio.Editor.Track if (resizing && selected || inResizeRegion && selected) { if (resizable) - Cursor.SetCursor(Resources.Load("Cursors/horizontal_resize"), new Vector2(8, 8), CursorMode.Auto); + Cursor.SetCursor(resizeCursor, new Vector2(8, 8), CursorMode.Auto); } // should consider adding this someday // else if (moving && selected || mouseHovering && selected) @@ -239,15 +262,15 @@ namespace HeavenStudio.Editor.Track Cursor.SetCursor(null, Vector2.zero, CursorMode.Auto); } - rectTransform.sizeDelta = new Vector2(rectTransform.sizeDelta.x, Timeline.instance.LayerHeight()); - this.transform.localPosition = new Vector3(this.transform.localPosition.x, -entity["track"] * Timeline.instance.LayerHeight()); + rectTransform.sizeDelta = new Vector2(rectTransform.sizeDelta.x, tl.LayerHeight()); + this.transform.localPosition = new Vector3(this.transform.localPosition.x, -entity["track"] * tl.LayerHeight()); } #region ClickEvents public void OnClick() { - if (Input.GetMouseButton(0) && Timeline.instance.timelineState.selected) + if (Input.GetMouseButton(0) && tl.timelineState.selected) { if (Input.GetKey(KeyCode.LeftShift)) { @@ -267,15 +290,15 @@ namespace HeavenStudio.Editor.Track { if (Input.GetMouseButton(0)) { - if (selected && Timeline.instance.timelineState.selected) + if (selected && tl.timelineState.selected) { moveStartPos = transform.localPosition; - for (int i = 0; i < Timeline.instance.eventObjs.Count; i++) + for (int i = 0; i < tl.eventObjs.Count; i++) { Vector3 mousePos = Editor.instance.EditorCamera.ScreenToWorldPoint(Input.mousePosition); - Timeline.instance.eventObjs[i].startPosX = mousePos.x - Timeline.instance.eventObjs[i].transform.position.x; - Timeline.instance.eventObjs[i].startPosY = mousePos.y - Timeline.instance.eventObjs[i].transform.position.y; + tl.eventObjs[i].startPosX = mousePos.x - tl.eventObjs[i].transform.position.x; + tl.eventObjs[i].startPosY = mousePos.y - tl.eventObjs[i].transform.position.y; } moving = true; @@ -289,19 +312,20 @@ namespace HeavenStudio.Editor.Track { var mgs = EventCaller.instance.minigames; string[] datamodels = entity.datamodel.Split('/'); - Debug.Log("Selected entity's datamodel : "+entity.datamodel); + Debug.Log("Selected entity's datamodel : " + entity.datamodel); bool isSwitchGame = datamodels[1] == "switchGame"; int gameIndex = mgs.FindIndex(c => c.name == datamodels[isSwitchGame ? 2 : 0]); int block = isSwitchGame ? 0 : mgs[gameIndex].actions.FindIndex(c => c.actionName == datamodels[1]) + 1; - if (!isSwitchGame) { + if (!isSwitchGame) + { // hardcoded stuff // needs to happen because hidden blocks technically change the event index if (datamodels[0] == "gameManager") block -= 2; else if (datamodels[0] is "countIn" or "vfx") block -= 1; } - + GridGameSelector.instance.SelectGame(datamodels[isSwitchGame ? 2 : 0], block); } } @@ -311,11 +335,11 @@ namespace HeavenStudio.Editor.Track // lastPos_ = this.lastPos_; // previousPos = this.transform.localPosition; - if (selected && Timeline.instance.timelineState.selected) + if (selected && tl.timelineState.selected) { if (wasDuplicated) { - Timeline.instance.FinalizeDuplicateEventStack(); + tl.FinalizeDuplicateEventStack(); wasDuplicated = false; } if (eligibleToMove) @@ -430,8 +454,9 @@ namespace HeavenStudio.Editor.Track { entity.length = rectTransform.sizeDelta.x; entity.beat = this.transform.localPosition.x; - GameManager.instance.SortEventsList(); entity["track"] = GetTrack(); + + GameManager.instance.SortEventsList(); } #endregion diff --git a/Assets/Scripts/Minigames.cs b/Assets/Scripts/Minigames.cs index 286fee43..b06582cb 100644 --- a/Assets/Scripts/Minigames.cs +++ b/Assets/Scripts/Minigames.cs @@ -17,16 +17,16 @@ using System.IO; namespace HeavenStudio { - + public class Minigames { - + public static void InitPreprocessor() { RiqBeatmap.OnUpdateBeatmap += PreProcessBeatmap; } - public static Dictionary propertiesModel = new() + public static Dictionary propertiesModel = new() { // mapper set properties? (future: use this to flash the button) {"propertiesmodified", false}, @@ -165,7 +165,7 @@ namespace HeavenStudio Debug.Log($"k: {item.Key}, v: {item.Value}"); if (item.Key == "track") continue; - if (item.Value == null) + if (item.Value == null) continue; var value = item.Value; if (value.GetType() == typeof(long)) @@ -271,7 +271,7 @@ namespace HeavenStudio public class Minigame { - + public string name; public string displayName; public string color; @@ -507,18 +507,19 @@ namespace HeavenStudio // overengineered af but it's a modified version of // https://stackoverflow.com/a/19877141 static List> loadRunners; - static void BuildLoadRunnerList() { + static void BuildLoadRunnerList() + { loadRunners = System.Reflection.Assembly.GetExecutingAssembly() .GetTypes() .Where(x => x.Namespace == "HeavenStudio.Games.Loaders" && x.GetMethod("AddGame", BindingFlags.Public | BindingFlags.Static) != null) - .Select(t => (Func) Delegate.CreateDelegate( - typeof(Func), - null, + .Select(t => (Func)Delegate.CreateDelegate( + typeof(Func), + null, t.GetMethod("AddGame", BindingFlags.Public | BindingFlags.Static), false )) .ToList(); - + } public static void Init(EventCaller eventCaller) @@ -527,8 +528,8 @@ namespace HeavenStudio { new Minigame("gameManager", "Game Manager", "", false, true, new List() { - new GameAction("switchGame", "Switch Game", 0.5f, false, - function: delegate { var e = eventCaller.currentEntity; GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat, e["toggle"]); }, + new GameAction("switchGame", "Switch Game", 0.5f, false, + function: delegate { var e = eventCaller.currentEntity; GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat, e["toggle"]); }, parameters: new List() { new Param("toggle", true, "Black Flash", "Enable or disable the black screen for this Game Switch") @@ -536,8 +537,8 @@ namespace HeavenStudio inactiveFunction: delegate { var e = eventCaller.currentEntity; GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat, e["toggle"]); } ), new GameAction("end", "End Remix", - function: delegate { - Debug.Log("end"); + function: delegate { + Debug.Log("end"); if (Timeline.instance != null) Timeline.instance?.Stop(0); else @@ -569,7 +570,7 @@ namespace HeavenStudio ), // These are still here for backwards-compatibility but are hidden in the editor - new GameAction("flash", "", 1f, true, + new GameAction("flash", "", 1f, true, new List() { new Param("colorA", Color.white, "Start Color"), @@ -580,7 +581,7 @@ namespace HeavenStudio }, hidden: true ), - new GameAction("move camera", "", 1f, true, new List() + new GameAction("move camera", "", 1f, true, new List() { new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left"), new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down"), @@ -588,7 +589,7 @@ namespace HeavenStudio new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type") }, hidden: true ), - new GameAction("rotate camera", "", 1f, true, new List() + new GameAction("rotate camera", "", 1f, true, new List() { new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Pitch"), new Param("valB", new EntityTypes.Integer(-360, 360, 0), "Yaw"), @@ -631,7 +632,7 @@ namespace HeavenStudio new GameAction("and", "And", 0.5f, function: delegate { SoundEffects.And(); } ), - new GameAction("go!", "Go!", 1f, false, + new GameAction("go!", "Go!", 1f, false, new List() { new Param("toggle", false, "Alt", "Whether or not the alternate version should be played") @@ -658,7 +659,7 @@ namespace HeavenStudio new Minigame("vfx", "Visual Effects", "", false, true, new List() { - new GameAction("flash", "Flash", 1f, true, + new GameAction("flash", "Flash", 1f, true, new List() { new Param("colorA", Color.white, "Start Color"), @@ -677,7 +678,7 @@ namespace HeavenStudio new Param("fadeout", new EntityTypes.Float(0, 100, 0), "Fade Out") } ), - new GameAction("move camera", "Move Camera", 1f, true, new List() + new GameAction("move camera", "Move Camera", 1f, true, new List() { new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left", "Next position on the X axis"), new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down", "Next position on the Y axis"), @@ -686,14 +687,14 @@ namespace HeavenStudio new Param("axis", GameCamera.CameraAxis.All, "Axis", "The axis to move the camera on" ) } ), - new GameAction("rotate camera", "Rotate Camera", 1f, true, new List() + new GameAction("rotate camera", "Rotate Camera", 1f, true, new List() { new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Pitch", "Next rotation on the X axis"), new Param("valB", new EntityTypes.Integer(-360, 360, 0), "Yaw", "Next rotation on the Y axis"), new Param("valC", new EntityTypes.Integer(-360, 360, 0), "Roll", "Next rotation on the Z axis"), new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type"), new Param("axis", GameCamera.CameraAxis.All, "Axis", "The axis to move the camera on" ) - } + } ), new GameAction("camera background color", "Camera Background Color", 1, true, new List() { @@ -702,7 +703,7 @@ namespace HeavenStudio new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type") } ), - new GameAction("pan view", "Pan Viewport", 1f, true, new List() + new GameAction("pan view", "Pan Viewport", 1f, true, new List() { new Param("valA", new EntityTypes.Float(-50, 50, 0), "Right / Left", "Next position on the X axis"), new Param("valB", new EntityTypes.Float(-50, 50, 0), "Up / Down", "Next position on the Y axis"), @@ -710,13 +711,13 @@ namespace HeavenStudio new Param("axis", StaticCamera.ViewAxis.All, "Axis", "The axis to pan the viewport in" ) } ), - new GameAction("rotate view", "Rotate Viewport", 1f, true, new List() + new GameAction("rotate view", "Rotate Viewport", 1f, true, new List() { new Param("valA", new EntityTypes.Float(-360, 360, 0), "Rotation", "Next viewport rotation"), new Param("ease", Util.EasingFunction.Ease.Linear, "Ease Type"), } ), - new GameAction("scale view", "Scale Viewport", 1f, true, new List() + new GameAction("scale view", "Scale Viewport", 1f, true, new List() { new Param("valA", new EntityTypes.Float(0, 50, 1), "Width", "Next viewport width"), new Param("valB", new EntityTypes.Float(0, 50, 1), "Height", "Next viewport height"), @@ -733,7 +734,7 @@ namespace HeavenStudio } ), - new GameAction("display textbox", "Display Textbox", 1f, true, new List() + new GameAction("display textbox", "Display Textbox", 1f, true, new List() { new Param("text1", "", "Text", "The text to display in the textbox (Rich Text is supported!)"), new Param("type", Games.Global.Textbox.TextboxAnchor.TopMiddle, "Anchor", "Where to anchor the textbox"), @@ -741,24 +742,24 @@ namespace HeavenStudio new Param("valB", new EntityTypes.Float(0.5f, 8, 1), "Textbox Height", "Textbox height multiplier") } ), - new GameAction("display open captions", "Display Open Captions", 1f, true, - new List() + new GameAction("display open captions", "Display Open Captions", 1f, true, + new List() { new Param("text1", "", "Text", "The text to display in the captions (Rich Text is supported!)"), new Param("type", Games.Global.Textbox.TextboxAnchor.BottomMiddle, "Anchor", "Where to anchor the captions"), new Param("valA", new EntityTypes.Float(0.25f, 4, 1), "Captions Width", "Captions width multiplier"), new Param("valB", new EntityTypes.Float(0.5f, 8, 1), "Captions Height", "Captions height multiplier") - } + } ), - new GameAction("display closed captions", "Display Closed Captions", 1f, true, - new List() + new GameAction("display closed captions", "Display Closed Captions", 1f, true, + new List() { new Param("text1", "", "Text", "The text to display in the captions (Rich Text is supported!)"), new Param("type", Games.Global.Textbox.ClosedCaptionsAnchor.Top, "Anchor", "Where to anchor the captions"), new Param("valA", new EntityTypes.Float(0.5f, 4, 1), "Captions Height", "Captions height multiplier") } ), - new GameAction("display song artist", "Display Song Info", 1f, true, + new GameAction("display song artist", "Display Song Info", 1f, true, new List() { new Param("text1", "", "Title", "Text to display in the upper label (Rich Text is supported!)"), @@ -769,7 +770,7 @@ namespace HeavenStudio }; BuildLoadRunnerList(); - foreach(var load in loadRunners) + foreach (var load in loadRunners) { Debug.Log("Running game loader " + RuntimeReflectionExtensions.GetMethodInfo(load).DeclaringType.Name); eventCaller.minigames.Add(load(eventCaller)); diff --git a/Assets/Scripts/Util/BeatAction.cs b/Assets/Scripts/Util/BeatAction.cs index a45b1798..a52ac658 100644 --- a/Assets/Scripts/Util/BeatAction.cs +++ b/Assets/Scripts/Util/BeatAction.cs @@ -4,10 +4,12 @@ using UnityEngine; namespace HeavenStudio.Util { - public class BeatAction : MonoBehaviour + public class BeatAction { private int index; private List actions = new List(); + private Coroutine coroutine; + private MonoBehaviour behaviour; public delegate void EventCallback(); @@ -23,32 +25,43 @@ namespace HeavenStudio.Util } } - public static BeatAction New(GameObject prefab, List actions) + public static BeatAction New(MonoBehaviour behaviour, List actions) { - BeatAction beatAction = prefab.AddComponent(); + if (behaviour == null) + { + Debug.LogWarning("Starting a BeatAction with no assigned behaviour. The Conductor will be used instead."); + behaviour = Conductor.instance; + } + BeatAction beatAction = new BeatAction(); beatAction.actions = actions; + beatAction.behaviour = behaviour; + beatAction.coroutine = behaviour.StartCoroutine(beatAction.BeatActionRoutine()); return beatAction; } - private void Update() + IEnumerator BeatActionRoutine() { - double songPositionInBeats = Conductor.instance.songPositionInBeatsAsDouble; - - for (int i = 0; i < actions.Count; i++) + int idx = 0; + WaitUntil waitUntil = new WaitUntil(() => Conductor.instance.songPositionInBeatsAsDouble >= actions[idx].beat || !Conductor.instance.isPlaying); + while (idx < actions.Count) { - if (songPositionInBeats >= actions[i].beat && index == i) - { - actions[i].function.Invoke(); - index++; - } + yield return waitUntil; + + if (!Conductor.instance.isPlaying) + yield break; + + actions[idx].function.Invoke(); + idx++; } + this.actions = null; + yield break; } public void Delete() { - Destroy(this); + behaviour.StopCoroutine(coroutine); + this.actions = null; } } - } \ No newline at end of file diff --git a/Assets/Scripts/Util/MultiSound.cs b/Assets/Scripts/Util/MultiSound.cs index f22a30aa..a05cdb91 100644 --- a/Assets/Scripts/Util/MultiSound.cs +++ b/Assets/Scripts/Util/MultiSound.cs @@ -54,7 +54,6 @@ namespace HeavenStudio.Util ms.playingSounds.Add(s); } - GameManager.instance.SoundObjects.Add(go); return ms; } @@ -62,15 +61,18 @@ namespace HeavenStudio.Util { foreach (Util.Sound sound in playingSounds) { - if (sound != null) + if (!sound.available) return; } - Delete(); + Destroy(gameObject); } public void Delete() { - GameManager.instance.SoundObjects.Remove(gameObject); + foreach (Util.Sound sound in playingSounds) + { + GameManager.instance.SoundObjects.Release(sound); + } Destroy(gameObject); } } diff --git a/Assets/Scripts/Util/Sound.cs b/Assets/Scripts/Util/Sound.cs index 13bd88f7..89b88932 100644 --- a/Assets/Scripts/Util/Sound.cs +++ b/Assets/Scripts/Util/Sound.cs @@ -22,6 +22,7 @@ namespace HeavenStudio.Util int loopIndex = 0; private AudioSource audioSource; + private Conductor cond; private int pauseTimes = 0; @@ -34,30 +35,48 @@ namespace HeavenStudio.Util bool playInstant = false; bool played = false; bool queued = false; + public bool available = true; const double PREBAKE_TIME = 0.5; + private void Start() { + } + + public void Play() + { + if (!available) + { + GameManager.instance.SoundObjects.Release(this); + return; + } + audioSource = GetComponent(); + cond = Conductor.instance; + + available = false; audioSource.clip = clip; audioSource.pitch = pitch; audioSource.volume = volume; audioSource.loop = looping; - Conductor cnd = Conductor.instance; + + loopEndBeat = -1; + loopIndex = 0; + audioSource.Stop(); if (beat == -1 && !scheduled) { - audioSource.Play(); playInstant = true; played = true; startTime = AudioSettings.dspTime; + audioSource.PlayScheduled(startTime); StartCoroutine(NotRelyOnBeatSound()); } else { playInstant = false; - scheduledPitch = cnd.SongPitch; - startTime = (AudioSettings.dspTime + (cnd.GetSongPosFromBeat(beat) - cnd.songPositionAsDouble)/(double)scheduledPitch) - offset; + scheduledPitch = cond.SongPitch; + startTime = (AudioSettings.dspTime + (cond.GetSongPosFromBeat(beat) - cond.songPositionAsDouble) / (double)scheduledPitch) - offset; if (scheduledPitch != 0 && AudioSettings.dspTime >= startTime) { @@ -69,10 +88,15 @@ namespace HeavenStudio.Util private void Update() { - Conductor cnd = Conductor.instance; + cond = Conductor.instance; double dspTime = AudioSettings.dspTime; - if (!played) + if (!available) { + if (!Conductor.instance.isPlaying) + { + GameManager.instance.SoundObjects.Release(this); + return; + } if (scheduled) { if (!queued && dspTime > scheduledTime - PREBAKE_TIME) @@ -90,7 +114,7 @@ namespace HeavenStudio.Util { if (!queued && dspTime > startTime - PREBAKE_TIME) { - startTime = (dspTime + (cnd.GetSongPosFromBeat(beat) - cnd.songPositionAsDouble)/(double)scheduledPitch) - offset; + startTime = (dspTime + (cond.GetSongPosFromBeat(beat) - cond.songPositionAsDouble) / (double)scheduledPitch) - offset; audioSource.PlayScheduled(startTime); queued = true; } @@ -101,11 +125,11 @@ namespace HeavenStudio.Util } else { - if (!played && scheduledPitch != cnd.SongPitch) + if (!played && scheduledPitch != cond.SongPitch) { - if (cnd.SongPitch == 0) + if (cond.SongPitch == 0) { - scheduledPitch = cnd.SongPitch; + scheduledPitch = cond.SongPitch; if (queued) audioSource.Pause(); } @@ -115,8 +139,8 @@ namespace HeavenStudio.Util { audioSource.UnPause(); } - scheduledPitch = cnd.SongPitch; - startTime = (dspTime + (cnd.GetSongPosFromBeat(beat) - cnd.songPositionAsDouble)/(double)scheduledPitch); + scheduledPitch = cond.SongPitch; + startTime = (dspTime + (cond.GetSongPosFromBeat(beat) - cond.songPositionAsDouble) / (double)scheduledPitch); if (queued) audioSource.SetScheduledStartTime(startTime); } @@ -129,7 +153,7 @@ namespace HeavenStudio.Util { if (looping && loopEndBeat != -1) // Looping sounds play forever unless params are set. { - if (cnd.songPositionInBeats > loopEndBeat) + if (cond.songPositionInBeatsAsDouble > loopEndBeat) { KillLoop(fadeTime); loopIndex++; @@ -140,10 +164,16 @@ namespace HeavenStudio.Util IEnumerator NotRelyOnBeatSound() { - if (!looping) // Looping sounds are destroyed manually. + if (!Conductor.instance.isPlaying) { - yield return new WaitUntil(() => !audioSource.isPlaying); - Delete(); + GameManager.instance.SoundObjects.Release(this); + yield break; + } + WaitUntil yieldIsAudioPlaying = new WaitUntil(() => !audioSource.isPlaying || !Conductor.instance.isPlaying); + if (played && !looping) // Looping sounds are destroyed manually. + { + yield return yieldIsAudioPlaying; + GameManager.instance.SoundObjects.Release(this); } } @@ -153,12 +183,6 @@ namespace HeavenStudio.Util this.fadeTime = fadeTime; } - public void Stop() - { - if (audioSource != null) - audioSource.Stop(); - } - public void Pause() { if (audioSource != null) @@ -171,10 +195,23 @@ namespace HeavenStudio.Util audioSource.UnPause(); } - public void Delete() + public void Stop() { - GameManager.instance.SoundObjects.Remove(gameObject); - Destroy(gameObject); + available = true; + played = false; + queued = false; + playInstant = false; + looping = false; + scheduled = false; + beat = 0; + loopEndBeat = -1; + loopIndex = 0; + startTime = 0; + + audioSource.loop = false; + audioSource.Stop(); + + gameObject.SetActive(false); } #region Bend @@ -182,12 +219,14 @@ namespace HeavenStudio.Util // minenice: consider doing these in the audio thread so they can work per-sample? public void BendUp(float bendTime, float bendedPitch) { + if (!gameObject.activeSelf) return; this.bendedPitch = bendedPitch; StartCoroutine(BendUpLoop(bendTime)); } public void BendDown(float bendTime) { + if (!gameObject.activeSelf) return; StartCoroutine(BendDownLoop(bendTime)); } @@ -225,10 +264,11 @@ namespace HeavenStudio.Util public void KillLoop(double fadeTime) { + if (!gameObject.activeSelf) return; StartCoroutine(FadeLoop(fadeTime)); } - float loopFadeTimer = 0f; + double loopFadeTimer = 0f; IEnumerator FadeLoop(double fadeTime) { float startingVol = audioSource.volume; @@ -236,11 +276,11 @@ namespace HeavenStudio.Util while (loopFadeTimer < fadeTime) { loopFadeTimer += Time.deltaTime; - audioSource.volume = (float) Math.Max((1f - (loopFadeTimer / fadeTime)) * startingVol, 0.0); + audioSource.volume = (float)Math.Max((1f - (loopFadeTimer / fadeTime)) * startingVol, 0.0); yield return null; } - - Delete(); + yield return null; + GameManager.instance.SoundObjects.Release(this); } } } diff --git a/Assets/Scripts/Util/SoundByte.cs b/Assets/Scripts/Util/SoundByte.cs index f15c97f8..e896e6c6 100644 --- a/Assets/Scripts/Util/SoundByte.cs +++ b/Assets/Scripts/Util/SoundByte.cs @@ -9,6 +9,7 @@ namespace HeavenStudio.Util { static GameObject oneShotAudioSourceObject; static AudioSource oneShotAudioSource; + static int soundIdx = 0; public enum AudioType { @@ -16,6 +17,16 @@ namespace HeavenStudio.Util WAV } + public static Sound GetAvailableScheduledSound() + { + // soundIdx++; + // soundIdx %= GameManager.instance.SoundObjects.Count; + // GameManager.instance.SoundObjects[soundIdx].Stop(); + // return GameManager.instance.SoundObjects[soundIdx]; + + return GameManager.instance.SoundObjects.Get(); + } + /// /// Ensures that the jukebox and one-shot audio source exist. /// @@ -27,7 +38,7 @@ namespace HeavenStudio.Util Jukebox.AddComponent(); Jukebox.tag = "Jukebox"; - + } if (oneShotAudioSourceObject == null) { @@ -162,13 +173,7 @@ namespace HeavenStudio.Util if (looping || beat != -1 || pitch != 1f) { - GameObject oneShot = new GameObject("oneShot"); - - AudioSource audioSource = oneShot.AddComponent(); - //audioSource.outputAudioMixerGroup = Settings.GetSFXMixer(); - audioSource.playOnAwake = false; - - Sound snd = oneShot.AddComponent(); + Sound snd = GetAvailableScheduledSound(); snd.clip = clip; snd.beat = beat; @@ -176,9 +181,7 @@ namespace HeavenStudio.Util snd.volume = volume; snd.looping = looping; snd.offset = offset; - // snd.pitch = (clip.length / Conductor.instance.secPerBeat); - - GameManager.instance.SoundObjects.Add(oneShot); + snd.Play(); return snd; } @@ -201,12 +204,8 @@ namespace HeavenStudio.Util /// public static Sound PlayOneShotScheduled(string name, double targetTime, float pitch = 1f, float volume = 1f, bool looping = false, string game = null) { - GameObject oneShot = new GameObject("oneShotScheduled"); + Sound snd = GetAvailableScheduledSound(); - var audioSource = oneShot.AddComponent(); - audioSource.playOnAwake = false; - - var snd = oneShot.AddComponent(); AudioClip clip = null; if (game != null) { @@ -227,16 +226,16 @@ namespace HeavenStudio.Util if (clip == null) clip = Resources.Load($"Sfx/{name}"); - audioSource.clip = clip; + // abort if no clip found + snd.clip = clip; snd.pitch = pitch; snd.volume = volume; snd.looping = looping; - + snd.scheduled = true; snd.scheduledTime = targetTime; - - GameManager.instance.SoundObjects.Add(oneShot); + snd.Play(); return snd; } diff --git a/Assets/TextMesh Pro/Documentation.meta b/Assets/TextMesh Pro/Documentation.meta deleted file mode 100644 index afa527ac..00000000 --- a/Assets/TextMesh Pro/Documentation.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 8e7e8f5a82a3a134e91c54efd2274ea9 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf b/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf deleted file mode 100644 index c2ea2d278785aa03d590f89fabdb0f30ad0976e9..0000000000000000000000000000000000000000 GIT binary patch literal 0 HcmV?d00001 literal 694398 zcmcG$1y~i&+deKWr64ISf;6WO2PCAWyE_gg-6_&YiPD`C5`rM8C?(w~p&-&A2#Bck ze-G;SrD36i9^y1xA3RS)fQLQ~;#R0)c}xS&#xKC`15s 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3c000000750000003e0000003c000000230000003400000030000000610000003000000066000000660000003e0000003c0000006c000000690000006e0000006b0000003d0000002200000049000000440000005f0000003000000031000000220000003e000000 m_ClosingTagArray: 3c0000002f000000750000003e0000003c0000002f000000630000006f0000006c0000006f000000720000003e0000003c0000002f0000006c000000690000006e0000006b0000003e000000 - m_Name: Title - m_HashCode: 98732960 + m_HashCode: 97690656 m_OpeningDefinition: m_ClosingDefinition: m_OpeningTagArray: 3c00000073000000690000007a000000650000003d000000310000003200000035000000250000003e0000003c000000620000003e0000003c000000610000006c00000069000000670000006e0000003d00000063000000650000006e0000007400000065000000720000003e000000 diff --git a/Assets/TextMesh Pro/Resources/TMP Settings.asset b/Assets/TextMesh Pro/Resources/TMP Settings.asset index 70da65dc..49ce5d2d 100644 --- a/Assets/TextMesh Pro/Resources/TMP Settings.asset +++ b/Assets/TextMesh Pro/Resources/TMP Settings.asset @@ -11,15 +11,18 @@ MonoBehaviour: m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 2705215ac5b84b70bacc50632be6e391, type: 3} m_Name: TMP Settings - m_EditorClassIdentifier: - m_enableWordWrapping: 1 + m_EditorClassIdentifier: + assetVersion: 1 + m_TextWrappingMode: 1 m_enableKerning: 1 + m_ActiveFontFeatures: 00000000 m_enableExtraPadding: 0 m_enableTintAllSprites: 0 m_enableParseEscapeCharacters: 1 m_EnableRaycastTarget: 1 m_GetFontFeaturesAtRuntime: 1 m_missingGlyphCharacter: 0 + m_ClearDynamicDataOnBuild: 1 m_warningsDisabled: 0 m_defaultFontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2} m_defaultFontAssetPath: Fonts & Materials/ @@ -32,13 +35,18 @@ MonoBehaviour: m_IsTextObjectScaleStatic: 0 m_fallbackFontAssets: [] m_matchMaterialPreset: 1 - m_defaultSpriteAsset: {fileID: 11400000, guid: 68c22dc494e75af43ac0c8797f696a96, type: 2} + m_HideSubTextObjects: 0 + m_defaultSpriteAsset: {fileID: 11400000, guid: c41005c129ba4d66911b75229fd70b45, + type: 2} m_defaultSpriteAssetPath: Sprite Assets/ m_enableEmojiSupport: 1 m_MissingCharacterSpriteUnicode: 0 + m_EmojiFallbackTextAssets: [] m_defaultColorGradientPresetsPath: Color Gradient Presets/ - m_defaultStyleSheet: {fileID: 11400000, guid: f952c082cb03451daed3ee968ac6c63e, type: 2} - m_StyleSheetsResourcePath: + m_defaultStyleSheet: {fileID: 11400000, guid: f952c082cb03451daed3ee968ac6c63e, + type: 2} + m_StyleSheetsResourcePath: m_leadingCharacters: {fileID: 4900000, guid: d82c1b31c7e74239bff1220585707d2b, type: 3} - m_followingCharacters: {fileID: 4900000, guid: fade42e8bc714b018fac513c043d323b, type: 3} + m_followingCharacters: {fileID: 4900000, guid: fade42e8bc714b018fac513c043d323b, + type: 3} m_UseModernHangulLineBreakingRules: 0 diff --git a/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl b/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl new file mode 100644 index 00000000..b6119946 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl @@ -0,0 +1,178 @@ +float2 UnpackUV(float uv) +{ + float2 output; + output.x = floor(uv / 4096.0); + output.y = uv - 4096.0 * output.x; + + return output * 0.001953125; +} + +float4 BlendARGB(float4 overlying, float4 underlying) +{ + overlying.rgb *= overlying.a; + underlying.rgb *= underlying.a; + float3 blended = overlying.rgb + ((1 - overlying.a) * underlying.rgb); + float alpha = underlying.a + (1 - underlying.a) * overlying.a; + return float4(blended / alpha, alpha); +} + +float3 GetSpecular(float3 n, float3 l) +{ + float spec = pow(max(0.0, dot(n, l)), _Reflectivity); + return _SpecularColor.rgb * spec * _SpecularPower; +} + +void GetSurfaceNormal_float(texture2D atlas, float textureWidth, float textureHeight, float2 uv, bool isFront, out float3 nornmal) +{ + float3 delta = float3(1.0 / textureWidth, 1.0 / textureHeight, 0.0); + + // Read "height field" + float4 h = float4( + SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.xz).a, + SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.xz).a, + SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.zy).a, + SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.zy).a); + + bool raisedBevel = _BevelType; + + h += _BevelOffset; + + float bevelWidth = max(.01, _BevelWidth); + + // Track outline + h -= .5; + h /= bevelWidth; + h = saturate(h + .5); + + if (raisedBevel) h = 1 - abs(h * 2.0 - 1.0); + h = lerp(h, sin(h * 3.141592 / 2.0), float4(_BevelRoundness, _BevelRoundness, _BevelRoundness, _BevelRoundness)); + h = min(h, 1.0 - float4(_BevelClamp, _BevelClamp, _BevelClamp, _BevelClamp)); + h *= _BevelAmount * bevelWidth * _GradientScale * -2.0; + + float3 va = normalize(float3(-1.0, 0.0, h.y - h.x)); + float3 vb = normalize(float3(0.0, 1.0, h.w - h.z)); + + float3 f = float3(1, 1, 1); + if (isFront) f = float3(1, 1, -1); + nornmal = cross(va, vb) * f; +} + +void EvaluateLight_float(float4 faceColor, float3 n, out float4 color) +{ + n.z = abs(n.z); + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), 1.0)); + + float3 col = max(faceColor.rgb, 0) + GetSpecular(n, light)* faceColor.a; + //faceColor.rgb += col * faceColor.a; + col *= 1 - (dot(n, light) * _Diffuse); + col *= lerp(_Ambient, 1, n.z * n.z); + + //fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); + //faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; + + color = float4(col, faceColor.a); +} + +// Add custom function to handle time in HDRP + + +// +void GenerateUV_float(float2 inUV, float4 transform, float2 animSpeed, out float2 outUV) +{ + outUV = inUV * transform.xy + transform.zw + (animSpeed * _Time.y); +} + +void ComputeUVOffset_float(float texWidth, float texHeight, float2 offset, float SDR, out float2 uvOffset) +{ + uvOffset = float2(-offset.x * SDR / texWidth, -offset.y * SDR / texHeight); +} + +void ScreenSpaceRatio2_float(float4x4 projection, float4 position, float2 objectScale, float screenWidth, float screenHeight, float fontScale, out float SSR) +{ + float2 pixelSize = position.w; + pixelSize /= (objectScale * mul((float2x2)projection, float2(screenWidth, screenHeight))); + SSR = rsqrt(dot(pixelSize, pixelSize)*2) * fontScale; +} + +// UV : Texture coordinate of the source distance field texture +// TextureSize : Size of the source distance field texture +// Filter : Enable perspective filter (soften) +void ScreenSpaceRatio_float(float2 UV, float TextureSize, bool Filter, out float SSR) +{ + if(Filter) + { + float2 a = float2(ddx(UV.x), ddy(UV.x)); + float2 b = float2(ddx(UV.y), ddy(UV.y)); + float s = lerp(dot(a,a), dot(b,b), 0.5); + SSR = rsqrt(s) / TextureSize; + } + else + { + float s = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))); + SSR = s / TextureSize; + } +} + +// SSR : Screen Space Ratio +// SD : Signed Distance (encoded : Distance / SDR + .5) +// SDR : Signed Distance Ratio +// +// IsoPerimeter : Dilate / Contract the shape +void ComputeSDF_float(float SSR, float SD, float SDR, float isoPerimeter, float softness, out float outAlpha) +{ + softness *= SSR * SDR; + float d = (SD - 0.5) * SDR; // Signed distance to edge, in Texture space + outAlpha = saturate((d * 2.0 * SSR + 0.5 + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); // Screen pixel coverage (alpha) +} + +void ComputeSDF2_float(float SSR, float SD, float SDR, float2 isoPerimeter, float2 softness, out float2 outAlpha) +{ + softness *= SSR * SDR; + float d = (SD - 0.5f) * SDR; + outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); +} + +void ComputeSDF4_float(float SSR, float SD, float SDR, float4 isoPerimeter, float4 softness, out float4 outAlpha) +{ + softness *= SSR * SDR; + float d = (SD - 0.5f) * SDR; + outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); +} + +void ComputeSDF44_float(float SSR, float4 SD, float SDR, float4 isoPerimeter, float4 softness, bool outline, out float4 outAlpha) +{ + softness *= SSR * SDR; + float4 d = (SD - 0.5f) * SDR; + if(outline) d.w = max(max(d.x, d.y), d.z); + outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); +} + +void Composite_float(float4 overlying, float4 underlying, out float4 outColor) +{ + outColor = BlendARGB(overlying, underlying); +} + +// Face only +void Layer1_float(float alpha, float4 color0, out float4 outColor) +{ + color0.a *= alpha; + outColor = color0; +} + +// Face + 1 Outline +void Layer2_float(float2 alpha, float4 color0, float4 color1, out float4 outColor) +{ + color1.a *= alpha.y; + color0.rgb *= color0.a; color1.rgb *= color1.a; + outColor = lerp(color1, color0, alpha.x); + outColor.rgb /= outColor.a; +} + +// Face + 3 Outline +void Layer4_float(float4 alpha, float4 color0, float4 color1, float4 color2, float4 color3, out float4 outColor) +{ + color3.a *= alpha.w; + color0.rgb *= color0.a; color1.rgb *= color1.a; color2.rgb *= color2.a; color3.rgb *= color3.a; + outColor = lerp(lerp(lerp(color3, color2, alpha.z), color1, alpha.y), color0, alpha.x); + outColor.rgb /= outColor.a; +} diff --git a/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl.meta b/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl.meta new file mode 100644 index 00000000..001b14e6 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 96de908384869cd409c75efa351d5edf +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader index bab2b2c6..908e0634 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader @@ -1,26 +1,26 @@ Shader "TextMeshPro/Bitmap Custom Atlas" { Properties { - _MainTex ("Font Atlas", 2D) = "white" {} - _FaceTex ("Font Texture", 2D) = "white" {} - [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) + _MainTex ("Font Atlas", 2D) = "white" {} + _FaceTex ("Font Texture", 2D) = "white" {} + _FaceColor ("Text Color", Color) = (1,1,1,1) - _VertexOffsetX ("Vertex OffsetX", float) = 0 - _VertexOffsetY ("Vertex OffsetY", float) = 0 - _MaskSoftnessX ("Mask SoftnessX", float) = 0 - _MaskSoftnessY ("Mask SoftnessY", float) = 0 + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 - _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) - _Padding ("Padding", float) = 0 + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _Padding ("Padding", float) = 0 - _StencilComp("Stencil Comparison", Float) = 8 - _Stencil("Stencil ID", Float) = 0 - _StencilOp("Stencil Operation", Float) = 0 - _StencilWriteMask("Stencil Write Mask", Float) = 255 - _StencilReadMask("Stencil Read Mask", Float) = 255 + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 - _CullMode("Cull Mode", Float) = 0 - _ColorMask("Color Mask", Float) = 15 + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 } SubShader{ @@ -56,14 +56,16 @@ SubShader{ #include "UnityCG.cginc" - struct appdata_t { + struct appdata_t + { float4 vertex : POSITION; fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; + float4 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; - struct v2f { + struct v2f + { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord0 : TEXCOORD0; @@ -81,15 +83,8 @@ SubShader{ uniform float4 _ClipRect; uniform float _MaskSoftnessX; uniform float _MaskSoftnessY; - - float2 UnpackUV(float uv) - { - float2 output; - output.x = floor(uv / 4096); - output.y = uv - 4096 * output.x; - - return output * 0.001953125; - } + uniform float _UIMaskSoftnessX; + uniform float _UIMaskSoftnessY; v2f vert (appdata_t v) { @@ -108,13 +103,14 @@ SubShader{ OUT.vertex = vPosition; OUT.color = faceColor; OUT.texcoord0 = v.texcoord0; - OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); + OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex); float2 pixelSize = vPosition.w; pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); // Clamp _ClipRect to 16bit. - float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); - OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); return OUT; } diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader index 006a271e..c80246bd 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader @@ -1,25 +1,25 @@ Shader "TextMeshPro/Mobile/Bitmap" { Properties { - _MainTex ("Font Atlas", 2D) = "white" {} - [HDR]_Color ("Text Color", Color) = (1,1,1,1) - _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0 + _MainTex ("Font Atlas", 2D) = "white" {} + _Color ("Text Color", Color) = (1,1,1,1) + _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0 - _VertexOffsetX("Vertex OffsetX", float) = 0 - _VertexOffsetY("Vertex OffsetY", float) = 0 - _MaskSoftnessX("Mask SoftnessX", float) = 0 - _MaskSoftnessY("Mask SoftnessY", float) = 0 + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 - _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) - _StencilComp("Stencil Comparison", Float) = 8 - _Stencil("Stencil ID", Float) = 0 - _StencilOp("Stencil Operation", Float) = 0 - _StencilWriteMask("Stencil Write Mask", Float) = 255 - _StencilReadMask("Stencil Read Mask", Float) = 255 + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 - _CullMode("Cull Mode", Float) = 0 - _ColorMask("Color Mask", Float) = 15 + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 } SubShader { @@ -56,14 +56,16 @@ SubShader { #include "UnityCG.cginc" - struct appdata_t { + struct appdata_t + { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; - struct v2f { + struct v2f + { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord0 : TEXCOORD0; @@ -79,6 +81,8 @@ SubShader { uniform float4 _ClipRect; uniform float _MaskSoftnessX; uniform float _MaskSoftnessY; + uniform float _UIMaskSoftnessX; + uniform float _UIMaskSoftnessY; v2f vert (appdata_t v) { @@ -99,8 +103,9 @@ SubShader { //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); // Clamp _ClipRect to 16bit. - float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); - OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); return OUT; } diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader index 8ce4937a..7142a568 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader @@ -1,25 +1,25 @@ Shader "TextMeshPro/Bitmap" { Properties { - _MainTex ("Font Atlas", 2D) = "white" {} - _FaceTex ("Font Texture", 2D) = "white" {} - [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) + _MainTex ("Font Atlas", 2D) = "white" {} + _FaceTex ("Font Texture", 2D) = "white" {} + _FaceColor ("Text Color", Color) = (1,1,1,1) - _VertexOffsetX ("Vertex OffsetX", float) = 0 - _VertexOffsetY ("Vertex OffsetY", float) = 0 - _MaskSoftnessX ("Mask SoftnessX", float) = 0 - _MaskSoftnessY ("Mask SoftnessY", float) = 0 + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 - _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) - _StencilComp("Stencil Comparison", Float) = 8 - _Stencil("Stencil ID", Float) = 0 - _StencilOp("Stencil Operation", Float) = 0 - _StencilWriteMask("Stencil Write Mask", Float) = 255 - _StencilReadMask("Stencil Read Mask", Float) = 255 + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 - _CullMode("Cull Mode", Float) = 0 - _ColorMask("Color Mask", Float) = 15 + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 } SubShader{ @@ -55,14 +55,16 @@ SubShader{ #include "UnityCG.cginc" - struct appdata_t { + struct appdata_t + { float4 vertex : POSITION; fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; + float4 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; - struct v2f { + struct v2f + { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord0 : TEXCOORD0; @@ -80,15 +82,8 @@ SubShader{ uniform float4 _ClipRect; uniform float _MaskSoftnessX; uniform float _MaskSoftnessY; - - float2 UnpackUV(float uv) - { - float2 output; - output.x = floor(uv / 4096); - output.y = uv - 4096 * output.x; - - return output * 0.001953125; - } + uniform float _UIMaskSoftnessX; + uniform float _UIMaskSoftnessY; v2f vert (appdata_t v) { @@ -107,13 +102,14 @@ SubShader{ OUT.vertex = vPosition; OUT.color = faceColor; OUT.texcoord0 = v.texcoord0; - OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); + OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex); float2 pixelSize = vPosition.w; pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); // Clamp _ClipRect to 16bit. - float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); - OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); return OUT; } diff --git a/Assets/Resources/Fonts/TMP_SDF External Outline.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF External Outline.shader similarity index 100% rename from Assets/Resources/Fonts/TMP_SDF External Outline.shader rename to Assets/TextMesh Pro/Shaders/TMP_SDF External Outline.shader index 1c3ddc13..35fd356a 100644 --- a/Assets/Resources/Fonts/TMP_SDF External Outline.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF External Outline.shader @@ -22,6 +22,11 @@ Shader "TextMeshPro/Distance Field External Outline" _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 _SpecularColor ("Specular", Color) = (1,1,1,1) _SpecularPower ("Specular", Range(0,4)) = 2.0 @@ -54,11 +59,6 @@ Shader "TextMeshPro/Distance Field External Outline" _WeightNormal ("Weight Normal", float) = 0 _WeightBold ("Weight Bold", float) = 0.5 - _ShaderFlags ("Flags", float) = 0 - _ScaleRatioA ("Scale RatioA", float) = 1 - _ScaleRatioB ("Scale RatioB", float) = 1 - _ScaleRatioC ("Scale RatioC", float) = 1 - _MainTex ("Font Atlas", 2D) = "white" {} _TextureWidth ("Texture Width", float) = 512 _TextureHeight ("Texture Height", float) = 512 diff --git a/Assets/Resources/Fonts/TMP_SDF External Outline.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF External Outline.shader.meta similarity index 100% rename from Assets/Resources/Fonts/TMP_SDF External Outline.shader.meta rename to Assets/TextMesh Pro/Shaders/TMP_SDF External Outline.shader.meta diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader index c50c5930..82e86ecd 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader @@ -4,10 +4,10 @@ Properties { _FaceTex ("Face Texture", 2D) = "white" {} _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 - [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineTex ("Outline Texture", 2D) = "white" {} _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 @@ -21,7 +21,7 @@ Properties { _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 - [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularColor ("Specular", Color) = (1,1,1,1) _SpecularPower ("Specular", Range(0,4)) = 2.0 _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 _Diffuse ("Diffuse", Range(0,1)) = 0.5 @@ -37,13 +37,13 @@ Properties { _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) - [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 - [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowColor ("Color", Color) = (0, 1, 0, 0.5) _GlowOffset ("Offset", Range(-1,1)) = 0 _GlowInner ("Inner", Range(0,1)) = 0.05 _GlowOuter ("Outer", Range(0,1)) = 0.05 @@ -127,17 +127,18 @@ SubShader { #include "TMPro_Properties.cginc" #include "TMPro.cginc" - struct vertex_t { + struct vertex_t + { UNITY_VERTEX_INPUT_INSTANCE_ID float4 position : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; + float4 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; - - struct pixel_t { + struct pixel_t + { UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO float4 position : SV_POSITION; @@ -147,16 +148,19 @@ SubShader { float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) float3 viewDir : TEXCOORD3; - #if (UNDERLAY_ON || UNDERLAY_INNER) + #if (UNDERLAY_ON || UNDERLAY_INNER) float4 texcoord2 : TEXCOORD4; // u,v, scale, bias fixed4 underlayColor : COLOR1; - #endif + #endif + float4 textures : TEXCOORD5; }; // Used by Unity internally to handle Texture Tiling and Offset. - float4 _FaceTex_ST; - float4 _OutlineTex_ST; + uniform float4 _FaceTex_ST; + uniform float4 _OutlineTex_ST; + uniform float _UIMaskSoftnessX; + uniform float _UIMaskSoftnessY; pixel_t VertShader(vertex_t input) { @@ -167,7 +171,7 @@ SubShader { UNITY_TRANSFER_INSTANCE_ID(input,output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - float bold = step(input.texcoord1.y, 0); + float bold = step(input.texcoord0.w, 0); float4 vert = input.position; vert.x += _VertexOffsetX; @@ -178,7 +182,7 @@ SubShader { float2 pixelSize = vPosition.w; pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); float scale = rsqrt(dot(pixelSize, pixelSize)); - scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; @@ -188,13 +192,13 @@ SubShader { float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA); - #if GLOW_ON + #if GLOW_ON alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); - #endif + #endif alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; - #if (UNDERLAY_ON || UNDERLAY_INNER) + #if (UNDERLAY_ON || UNDERLAY_INNER) float4 underlayColor = _UnderlayColor; underlayColor.rgb *= underlayColor.a; @@ -205,14 +209,14 @@ SubShader { float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; float2 bOffset = float2(x, y); - #endif + #endif // Generate UV for the Masking Texture float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); // Support for texture tiling and offset - float2 textureUV = UnpackUV(input.texcoord1.x); + float2 textureUV = input.texcoord1; float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); @@ -221,7 +225,8 @@ SubShader { output.color = input.color; output.atlas = input.texcoord0; output.param = float4(alphaClip, scale, bias, weight); - output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); #if (UNDERLAY_ON || UNDERLAY_INNER) output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); @@ -239,9 +244,9 @@ SubShader { float c = tex2D(_MainTex, input.atlas).a; - #ifndef UNDERLAY_ON + #ifndef UNDERLAY_ON clip(c - input.param.x); - #endif + #endif float scale = input.param.y; float bias = input.param.z; @@ -261,7 +266,7 @@ SubShader { faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); - #if BEVEL_ON + #if BEVEL_ON float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); float3 n = GetSurfaceNormal(input.atlas, weight, dxy); @@ -278,36 +283,35 @@ SubShader { fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; - #endif + #endif - #if UNDERLAY_ON + #if UNDERLAY_ON float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); - #endif + #endif - #if UNDERLAY_INNER + #if UNDERLAY_INNER float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); - #endif + #endif - #if GLOW_ON + #if GLOW_ON float4 glowColor = GetGlowColor(sd, scale); faceColor.rgb += glowColor.rgb * glowColor.a; - #endif + #endif - // Alternative implementation to UnityGet2DClipping with support for softness. - #if UNITY_UI_CLIP_RECT + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); faceColor *= m.x * m.y; - #endif + #endif - #if UNITY_UI_ALPHACLIP + #if UNITY_UI_ALPHACLIP clip(faceColor.a - 0.001); - #endif + #endif return faceColor * input.color.a; } - ENDCG } } diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader index ed48574d..a0164f72 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader @@ -4,10 +4,10 @@ Properties { _FaceTex ("Face Texture", 2D) = "white" {} _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 - [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineTex ("Outline Texture", 2D) = "white" {} _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 @@ -21,7 +21,7 @@ Properties { _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 - [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularColor ("Specular", Color) = (1,1,1,1) _SpecularPower ("Specular", Range(0,4)) = 2.0 _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 _Diffuse ("Diffuse", Range(0,1)) = 0.5 @@ -37,13 +37,13 @@ Properties { _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) - [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 - [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowColor ("Color", Color) = (0, 1, 0, 0.5) _GlowOffset ("Offset", Range(-1,1)) = 0 _GlowInner ("Inner", Range(0,1)) = 0.05 _GlowOuter ("Outer", Range(0,1)) = 0.05 @@ -109,7 +109,8 @@ SubShader { Blend One OneMinusSrcAlpha ColorMask[_ColorMask] - Pass { + Pass + { CGPROGRAM #pragma target 3.0 #pragma vertex VertShader @@ -127,17 +128,18 @@ SubShader { #include "TMPro_Properties.cginc" #include "TMPro.cginc" - struct vertex_t { + struct vertex_t + { UNITY_VERTEX_INPUT_INSTANCE_ID float4 position : POSITION; float3 normal : NORMAL; float4 color : COLOR; - float2 texcoord0 : TEXCOORD0; + float4 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; - - struct pixel_t { + struct pixel_t + { UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO float4 position : SV_POSITION; @@ -147,18 +149,22 @@ SubShader { float2 mask : TEXCOORD2; // Position in object space(xy) float3 viewDir : TEXCOORD3; - #if (UNDERLAY_ON || UNDERLAY_INNER) + #if (UNDERLAY_ON || UNDERLAY_INNER) float2 texcoord2 : TEXCOORD4; float4 underlayColor : COLOR1; - #endif + #endif + float4 textures : TEXCOORD5; }; // Used by Unity internally to handle Texture Tiling and Offset. float4 _FaceTex_ST; float4 _OutlineTex_ST; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; - float4 SRGBToLinear(float4 rgba) { + float4 SRGBToLinear(float4 rgba) + { return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a); } @@ -171,7 +177,7 @@ SubShader { UNITY_TRANSFER_INSTANCE_ID(input,output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - float bold = step(input.texcoord1.y, 0); + float bold = step(input.texcoord0.w, 0); float4 vert = input.position; vert.x += _VertexOffsetX; @@ -182,27 +188,27 @@ SubShader { float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; - #if (UNDERLAY_ON || UNDERLAY_INNER) + #if (UNDERLAY_ON || UNDERLAY_INNER) float4 underlayColor = _UnderlayColor; underlayColor.rgb *= underlayColor.a; float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; float2 bOffset = float2(x, y); - #endif + #endif // Generate UV for the Masking Texture float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); // Support for texture tiling and offset - float2 textureUV = UnpackUV(input.texcoord1.x); + float2 textureUV = input.texcoord1; float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); float4 color = input.color; - #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) + #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) color = SRGBToLinear(input.color); - #endif + #endif output.position = vPosition; output.color = color; @@ -210,10 +216,10 @@ SubShader { output.weight = weight; output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw); output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); - #if (UNDERLAY_ON || UNDERLAY_INNER) + #if (UNDERLAY_ON || UNDERLAY_INNER) output.texcoord2 = input.texcoord0 + bOffset; output.underlayColor = underlayColor; - #endif + #endif output.textures = float4(faceUV, outlineUV); return output; @@ -226,9 +232,9 @@ SubShader { float c = tex2D(_MainTex, input.atlas).a; - float2 pixelSize = float2(ddx(input.atlas.y), ddy(input.atlas.y)); - pixelSize *= _TextureWidth * .75; - float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); + float pixelSize = abs(ddx(input.atlas.y)) + abs(ddy(input.atlas.y)); + pixelSize *= _TextureHeight * 0.75; + float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1); float weight = input.weight; float bias = (.5 - weight) + (.5 / scale); @@ -247,7 +253,7 @@ SubShader { faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); - #if BEVEL_ON + #if BEVEL_ON float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); float3 n = GetSurfaceNormal(input.atlas, weight, dxy); @@ -264,45 +270,45 @@ SubShader { fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; - #endif + #endif - #if (UNDERLAY_ON || UNDERLAY_INNER) + #if (UNDERLAY_ON || UNDERLAY_INNER) float bScale = scale; bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale); float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); - #endif + #endif - #if UNDERLAY_ON + #if UNDERLAY_ON float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a); - #endif + #endif - #if UNDERLAY_INNER + #if UNDERLAY_INNER float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; faceColor += input.underlayColor * (1 - saturate(d - bBias)) * saturate(1 - sd) * (1 - faceColor.a); - #endif + #endif - #if GLOW_ON + #if GLOW_ON float4 glowColor = GetGlowColor(sd, scale); faceColor.rgb += glowColor.rgb * glowColor.a; - #endif + #endif // Alternative implementation to UnityGet2DClipping with support for softness. - #if UNITY_UI_CLIP_RECT - float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale)); + #if UNITY_UI_CLIP_RECT + half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + float2 maskZW = 0.25 / (0.25 * 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UNLIT.shadergraph.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: f63d574838ccfb44f84acc05fed0af48 +ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader index 7019aaf4..0afc758e 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader @@ -6,14 +6,14 @@ Shader "TextMeshPro/Mobile/Distance Field - Masking" { Properties { - [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 - [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 @@ -99,35 +99,40 @@ SubShader { #include "UnityUI.cginc" #include "TMPro_Properties.cginc" - struct vertex_t { + struct vertex_t + { float4 vertex : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; + float4 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; - struct pixel_t { + struct pixel_t + { float4 vertex : SV_POSITION; fixed4 faceColor : COLOR; fixed4 outlineColor : COLOR1; float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) - #if (UNDERLAY_ON | UNDERLAY_INNER) + + #if (UNDERLAY_ON | UNDERLAY_INNER) float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) - #endif + #endif }; float _MaskWipeControl; float _MaskEdgeSoftness; fixed4 _MaskEdgeColor; bool _MaskInverse; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; pixel_t VertShader(vertex_t input) { - float bold = step(input.texcoord1.y, 0); + float bold = step(input.texcoord0.w, 0); float4 vert = input.vertex; vert.x += _VertexOffsetX; @@ -138,7 +143,7 @@ SubShader { pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); float scale = rsqrt(dot(pixelSize, pixelSize)); - scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; @@ -163,7 +168,7 @@ SubShader { outlineColor.rgb *= outlineColor.a; outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); - #if (UNDERLAY_ON | UNDERLAY_INNER) + #if (UNDERLAY_ON | UNDERLAY_INNER) layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); @@ -171,11 +176,12 @@ SubShader { float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; float2 layerOffset = float2(x, y); - #endif + #endif // Generate UV for the Masking Texture float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); // Structure for pixel shader pixel_t output = { @@ -184,11 +190,11 @@ SubShader { outlineColor, float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y), half4(scale, bias - outline, bias + outline, bias), - half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), - #if (UNDERLAY_ON | UNDERLAY_INNER) + half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)), + #if (UNDERLAY_ON | UNDERLAY_INNER) float4(input.texcoord0 + layerOffset, input.color.a, 0), half2(layerScale, layerBias), - #endif + #endif }; return output; @@ -201,41 +207,41 @@ SubShader { half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; half4 c = input.faceColor * saturate(d - input.param.w); - #ifdef OUTLINE_ON + #ifdef OUTLINE_ON c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); c *= saturate(d - input.param.y); - #endif + #endif - #if UNDERLAY_ON + #if UNDERLAY_ON d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); - #endif + #endif - #if UNDERLAY_INNER + #if UNDERLAY_INNER half sd = saturate(d - input.param.z); d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); - #endif + #endif - // Alternative implementation to UnityGet2DClipping with support for softness. - //#if UNITY_UI_CLIP_RECT + // Alternative implementation to UnityGet2DClipping with support for softness. + //#if UNITY_UI_CLIP_RECT half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); c *= m.x * m.y; - //#endif + //#endif - float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); - float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; - a = saturate(t / _MaskEdgeSoftness); - c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a); - c *= a; + float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); + float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; + a = saturate(t / _MaskEdgeSoftness); + c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a); + c *= a; - #if (UNDERLAY_ON | UNDERLAY_INNER) + #if (UNDERLAY_ON | UNDERLAY_INNER) c *= input.texcoord1.z; - #endif + #endif - #if UNITY_UI_ALPHACLIP + #if UNITY_UI_ALPHACLIP clip(c.a - 0.001); - #endif + #endif return c; } diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader index ce82bed5..6e10f7c5 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader @@ -6,14 +6,14 @@ Shader "TextMeshPro/Mobile/Distance Field Overlay" { Properties { - [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 - [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 @@ -93,16 +93,18 @@ SubShader { #include "UnityUI.cginc" #include "TMPro_Properties.cginc" - struct vertex_t { + struct vertex_t + { UNITY_VERTEX_INPUT_INSTANCE_ID float4 vertex : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; + float4 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; - struct pixel_t { + struct pixel_t + { UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO float4 vertex : SV_POSITION; @@ -111,12 +113,16 @@ SubShader { float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) - #if (UNDERLAY_ON | UNDERLAY_INNER) + + #if (UNDERLAY_ON | UNDERLAY_INNER) float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) - #endif + #endif }; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + pixel_t VertShader(vertex_t input) { @@ -127,7 +133,7 @@ SubShader { UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - float bold = step(input.texcoord1.y, 0); + float bold = step(input.texcoord0.w, 0); float4 vert = input.vertex; vert.x += _VertexOffsetX; @@ -138,7 +144,7 @@ SubShader { pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); float scale = rsqrt(dot(pixelSize, pixelSize)); - scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; @@ -151,9 +157,9 @@ SubShader { float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; float opacity = input.color.a; - #if (UNDERLAY_ON | UNDERLAY_INNER) + #if (UNDERLAY_ON | UNDERLAY_INNER) opacity = 1.0; - #endif + #endif fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; faceColor.rgb *= faceColor.a; @@ -163,14 +169,14 @@ SubShader { outlineColor.rgb *= outlineColor.a; outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); - #if (UNDERLAY_ON | UNDERLAY_INNER) + #if (UNDERLAY_ON | UNDERLAY_INNER) layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; float2 layerOffset = float2(x, y); - #endif + #endif // Generate UV for the Masking Texture float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); @@ -182,7 +188,8 @@ SubShader { output.outlineColor = outlineColor; output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); output.param = half4(scale, bias - outline, bias + outline, bias); - output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); #if (UNDERLAY_ON || UNDERLAY_INNER) output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); output.underlayParam = half2(layerScale, layerBias); @@ -200,35 +207,35 @@ SubShader { half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; half4 c = input.faceColor * saturate(d - input.param.w); - #ifdef OUTLINE_ON + #ifdef OUTLINE_ON c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); c *= saturate(d - input.param.y); - #endif + #endif - #if UNDERLAY_ON + #if UNDERLAY_ON d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); - #endif + #endif - #if UNDERLAY_INNER + #if UNDERLAY_INNER half sd = saturate(d - input.param.z); d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); - #endif + #endif - // Alternative implementation to UnityGet2DClipping with support for softness. - #if UNITY_UI_CLIP_RECT + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); c *= m.x * m.y; - #endif + #endif - #if (UNDERLAY_ON | UNDERLAY_INNER) + #if (UNDERLAY_ON | UNDERLAY_INNER) c *= input.texcoord1.z; - #endif + #endif - #if UNITY_UI_ALPHACLIP + #if UNITY_UI_ALPHACLIP clip(c.a - 0.001); - #endif + #endif return c; } diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader index df4d5b0b..43b317d3 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader @@ -6,14 +6,14 @@ Shader "TextMeshPro/Mobile/Distance Field SSD" { Properties { - [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 - [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader new file mode 100644 index 00000000..3f16da04 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader @@ -0,0 +1,384 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field - 2 Pass" { + +Properties { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + + // Draw Outline and Underlay + Name "Outline" + + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float4 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + const float bold = step(input.texcoord0.w, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + const float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + //outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, outline * 2))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Populate structure for pixel shader + output.vertex = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); + output.param = half4(scale, bias - outline, bias + outline, bias); + + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); + output.underlayParam = half2(layerScale, layerBias); + #endif + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = half4(0, 0, 0, 0); + + #if OUTLINE_ON + c = input.outlineColor * saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + #endif + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } + + + // Draw face + Name "Face" + + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float4 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half2 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + }; + + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + const float bold = step(input.texcoord0.w, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + + float opacity = input.color.a; + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Populate structure for pixel shader + output.vertex = vPosition; + output.faceColor = faceColor; + output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); + output.param = half2(scale, bias); + + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.y); + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } + +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader.meta new file mode 100644 index 00000000..75bd98d8 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0178fcb869bafef4690d177d31d17db8 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader index d3f5866c..40e9b129 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader @@ -6,14 +6,14 @@ Shader "TextMeshPro/Mobile/Distance Field" { Properties { - [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 - [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 @@ -98,7 +98,7 @@ SubShader { float4 vertex : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; + float4 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; @@ -117,6 +117,8 @@ SubShader { #endif }; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; pixel_t VertShader(vertex_t input) { @@ -127,7 +129,7 @@ SubShader { UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - float bold = step(input.texcoord1.y, 0); + float bold = step(input.texcoord0.w, 0); float4 vert = input.vertex; vert.x += _VertexOffsetX; @@ -138,7 +140,7 @@ SubShader { pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); float scale = rsqrt(dot(pixelSize, pixelSize)); - scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; @@ -182,7 +184,9 @@ SubShader { output.outlineColor = outlineColor; output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); output.param = half4(scale, bias - outline, bias + outline, bias); - output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); #if (UNDERLAY_ON || UNDERLAY_INNER) output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); output.underlayParam = half2(layerScale, layerBias); diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader index be764aeb..68d0dfaa 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader @@ -7,15 +7,15 @@ Shader "TextMeshPro/Mobile/Distance Field (Surface)" { Properties { _FaceTex ("Fill Texture", 2D) = "white" {} - [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) + _FaceColor ("Fill Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineTex ("Outline Texture", 2D) = "white" {} _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 - [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowColor ("Color", Color) = (0, 1, 0, 0.5) _GlowOffset ("Offset", Range(-1,1)) = 0 _GlowInner ("Inner", Range(0,1)) = 0.05 _GlowOuter ("Outer", Range(0,1)) = 0.05 @@ -99,7 +99,8 @@ SubShader { #pragma multi_compile_shadowcaster #include "UnityCG.cginc" - struct v2f { + struct v2f + { V2F_SHADOW_CASTER; float2 uv : TEXCOORD1; float2 uv2 : TEXCOORD3; diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader index bcb2bb27..281e60db 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader @@ -4,10 +4,10 @@ Properties { _FaceTex ("Fill Texture", 2D) = "white" {} _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 - [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) + _FaceColor ("Fill Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineTex ("Outline Texture", 2D) = "white" {} _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 @@ -28,12 +28,12 @@ Properties { _ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1) _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect 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Pro/Shaders/TMP_SDF.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader index 011ee199..7fd0673d 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader @@ -4,10 +4,10 @@ Properties { _FaceTex ("Face Texture", 2D) = "white" {} _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 - [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineTex ("Outline Texture", 2D) = "white" {} _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 @@ -21,7 +21,7 @@ Properties { _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 - [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularColor ("Specular", Color) = (1,1,1,1) _SpecularPower ("Specular", Range(0,4)) = 2.0 _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 _Diffuse ("Diffuse", Range(0,1)) = 0.5 @@ -37,13 +37,13 @@ Properties { _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) - [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 - [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowColor ("Color", Color) = (0, 1, 0, 0.5) _GlowOffset ("Offset", Range(-1,1)) = 0 _GlowInner ("Inner", Range(0,1)) = 0.05 _GlowOuter ("Outer", Range(0,1)) = 0.05 @@ -127,17 +127,18 @@ SubShader { #include "TMPro_Properties.cginc" #include "TMPro.cginc" - struct vertex_t { + struct vertex_t + { UNITY_VERTEX_INPUT_INSTANCE_ID float4 position : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; + float4 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; - - struct pixel_t { + struct pixel_t + { UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO float4 position : SV_POSITION; @@ -147,16 +148,19 @@ SubShader { float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) float3 viewDir : TEXCOORD3; - #if (UNDERLAY_ON || UNDERLAY_INNER) + #if (UNDERLAY_ON || UNDERLAY_INNER) float4 texcoord2 : TEXCOORD4; // u,v, scale, bias fixed4 underlayColor : COLOR1; - #endif - float4 textures : TEXCOORD5; + #endif + + float4 textures : TEXCOORD5; }; // Used by Unity internally to handle Texture Tiling and Offset. float4 _FaceTex_ST; float4 _OutlineTex_ST; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; pixel_t VertShader(vertex_t input) { @@ -167,7 +171,7 @@ SubShader { UNITY_TRANSFER_INSTANCE_ID(input,output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - float bold = step(input.texcoord1.y, 0); + float bold = step(input.texcoord0.w, 0); float4 vert = input.position; vert.x += _VertexOffsetX; @@ -178,7 +182,7 @@ SubShader { float2 pixelSize = vPosition.w; pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); float scale = rsqrt(dot(pixelSize, pixelSize)); - scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; @@ -188,13 +192,13 @@ SubShader { float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA); - #if GLOW_ON + #if GLOW_ON alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); - #endif + #endif alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; - #if (UNDERLAY_ON || UNDERLAY_INNER) + #if (UNDERLAY_ON || UNDERLAY_INNER) float4 underlayColor = _UnderlayColor; underlayColor.rgb *= underlayColor.a; @@ -205,14 +209,14 @@ SubShader { float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; float2 bOffset = float2(x, y); - #endif + #endif // Generate UV for the Masking Texture float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); // Support for texture tiling and offset - float2 textureUV = UnpackUV(input.texcoord1.x); + float2 textureUV = input.texcoord1; float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); @@ -221,7 +225,8 @@ SubShader { output.color = input.color; output.atlas = input.texcoord0; output.param = float4(alphaClip, scale, bias, weight); - output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); #if (UNDERLAY_ON || UNDERLAY_INNER) output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); @@ -239,9 +244,9 @@ SubShader { float c = tex2D(_MainTex, input.atlas).a; - #ifndef UNDERLAY_ON + #ifndef UNDERLAY_ON clip(c - input.param.x); - #endif + #endif float scale = input.param.y; float bias = input.param.z; @@ -261,7 +266,7 @@ SubShader { faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); - #if BEVEL_ON + #if BEVEL_ON float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); float3 n = GetSurfaceNormal(input.atlas, weight, dxy); @@ -278,36 +283,35 @@ SubShader { fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; - #endif + #endif - #if UNDERLAY_ON + #if UNDERLAY_ON float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); - #endif + #endif - #if UNDERLAY_INNER + #if UNDERLAY_INNER float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); - #endif + #endif - #if GLOW_ON + #if GLOW_ON float4 glowColor = GetGlowColor(sd, scale); faceColor.rgb += glowColor.rgb * glowColor.a; - #endif + #endif // Alternative implementation to UnityGet2DClipping with support for softness. - #if UNITY_UI_CLIP_RECT + #if UNITY_UI_CLIP_RECT half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); faceColor *= m.x * m.y; - #endif + #endif - #if UNITY_UI_ALPHACLIP + #if UNITY_UI_ALPHACLIP clip(faceColor.a - 0.001); - #endif + #endif - return faceColor * input.color.a; + return faceColor * input.color.a; } - ENDCG } } diff --git a/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader index e8283a78..e86a4786 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader @@ -2,18 +2,18 @@ Shader "TextMeshPro/Sprite" { Properties { - [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} - _Color ("Tint", Color) = (1,1,1,1) - - _StencilComp ("Stencil Comparison", Float) = 8 - _Stencil ("Stencil ID", Float) = 0 - _StencilOp ("Stencil Operation", Float) = 0 - _StencilWriteMask ("Stencil Write Mask", Float) = 255 - _StencilReadMask ("Stencil Read Mask", Float) = 255 - - _CullMode ("Cull Mode", Float) = 0 - _ColorMask ("Color Mask", Float) = 15 - _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MainTex ("Sprite Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 } @@ -21,19 +21,19 @@ Shader "TextMeshPro/Sprite" SubShader { Tags - { - "Queue"="Transparent" - "IgnoreProjector"="True" - "RenderType"="Transparent" + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } - + Stencil { Ref [_Stencil] Comp [_StencilComp] - Pass [_StencilOp] + Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } @@ -58,7 +58,7 @@ Shader "TextMeshPro/Sprite" #pragma multi_compile __ UNITY_UI_CLIP_RECT #pragma multi_compile __ UNITY_UI_ALPHACLIP - + struct appdata_t { float4 vertex : POSITION; @@ -69,29 +69,38 @@ Shader "TextMeshPro/Sprite" struct v2f { - float4 vertex : SV_POSITION; - fixed4 color : COLOR; - float2 texcoord : TEXCOORD0; - float4 worldPosition : TEXCOORD1; + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + float4 worldPosition : TEXCOORD1; + float4 mask : TEXCOORD2; UNITY_VERTEX_OUTPUT_STEREO }; - + sampler2D _MainTex; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; float4 _MainTex_ST; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; v2f vert(appdata_t v) { v2f OUT; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); - OUT.worldPosition = v.vertex; - OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); + float4 vPosition = UnityObjectToClipPos(v.vertex); + OUT.worldPosition = v.vertex; + OUT.vertex = vPosition; + float2 pixelSize = vPosition.w; + pixelSize /= abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); - + OUT.mask = half4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy))); + OUT.color = v.color * _Color; return OUT; } @@ -99,9 +108,10 @@ Shader "TextMeshPro/Sprite" fixed4 frag(v2f IN) : SV_Target { half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; - - #ifdef UNITY_UI_CLIP_RECT - color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); + + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); + color *= m.x * m.y; #endif #ifdef UNITY_UI_ALPHACLIP @@ -110,7 +120,7 @@ Shader "TextMeshPro/Sprite" return color; } - ENDCG + ENDCG } } } diff --git a/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta index 0d6eb56c..f21163e2 100644 --- a/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta +++ b/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta @@ -4,6 +4,6 @@ ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] - userData: + userData: Version 2.0 assetBundleName: assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc index 5969fec1..d145a773 100644 --- a/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc +++ b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc @@ -1,20 +1,22 @@ -struct vertex_t { +struct vertex_t +{ UNITY_VERTEX_INPUT_INSTANCE_ID float4 position : POSITION; float3 normal : NORMAL; float4 color : COLOR; - float2 texcoord0 : TEXCOORD0; + float4 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; -struct pixel_t { +struct pixel_t +{ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO float4 position : SV_POSITION; float4 faceColor : COLOR; float4 outlineColor : COLOR1; float4 texcoord0 : TEXCOORD0; - float4 param : TEXCOORD1; // weight, scaleRatio + float4 param : TEXCOORD1; // x = weight, y = no longer used float2 mask : TEXCOORD2; #if (UNDERLAY_ON || UNDERLAY_INNER) float4 texcoord2 : TEXCOORD3; @@ -22,10 +24,14 @@ struct pixel_t { #endif }; -float4 SRGBToLinear(float4 rgba) { +float4 SRGBToLinear(float4 rgba) +{ return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a); } +float _UIMaskSoftnessX; +float _UIMaskSoftnessY; + pixel_t VertShader(vertex_t input) { pixel_t output; @@ -35,7 +41,7 @@ pixel_t VertShader(vertex_t input) UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - float bold = step(input.texcoord1.y, 0); + float bold = step(input.texcoord0.w, 0); float4 vert = input.position; vert.x += _VertexOffsetX; @@ -71,7 +77,7 @@ pixel_t VertShader(vertex_t input) output.faceColor = faceColor; output.outlineColor = outlineColor; output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy); - output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0); + output.param = float4(0.5 - weight, 0, _OutlineWidth * _ScaleRatioA * 0.5, 0); float2 mask = float2(0, 0); #if UNITY_UI_CLIP_RECT @@ -99,8 +105,9 @@ float4 PixShader(pixel_t input) : SV_Target float d = tex2D(_MainTex, input.texcoord0.xy).a; - float2 UV = input.texcoord0.xy; - float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y; + float pixelSize = abs(ddx(input.texcoord0.y)) + abs(ddy(input.texcoord0.y)); + pixelSize *= _TextureHeight * 0.75; + float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1); #if (UNDERLAY_ON | UNDERLAY_INNER) float layerScale = scale; @@ -112,7 +119,7 @@ float4 PixShader(pixel_t input) : SV_Target float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5); - #ifdef OUTLINE_ON + #if OUTLINE_ON float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2))); faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5)); faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5); @@ -130,7 +137,7 @@ float4 PixShader(pixel_t input) : SV_Target faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a); #endif - #ifdef MASKING + #if MASKING float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; a = saturate(t / _MaskEdgeSoftness); @@ -140,7 +147,8 @@ float4 PixShader(pixel_t input) : SV_Target // Alternative implementation to UnityGet2DClipping with support for softness #if UNITY_UI_CLIP_RECT - float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale)); + half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + float2 maskZW = 0.25 / (0.25 * maskSoftness + 1 / scale); float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); faceColor *= m.x * m.y; #endif diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc index 2e962588..b806b4f9 100644 --- a/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc +++ b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc @@ -66,11 +66,6 @@ uniform float _MaskID; uniform sampler2D _MaskTex; uniform float4 _MaskCoord; uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) -//uniform float _MaskWipeControl; -//uniform float _MaskEdgeSoftness; -//uniform fixed4 _MaskEdgeColor; -//uniform bool _MaskInverse; - uniform float _MaskSoftnessX; uniform float _MaskSoftnessY; diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc index 622ae875..2153a9a7 100644 --- a/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc +++ b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc @@ -5,7 +5,7 @@ void VertShader(inout appdata_full v, out Input data) UNITY_INITIALIZE_OUTPUT(Input, data); - float bold = step(v.texcoord1.y, 0); + float bold = step(v.texcoord.w, 0); // Generate normal for backface float3 view = ObjSpaceViewDir(v.vertex); @@ -20,14 +20,12 @@ void VertShader(inout appdata_full v, out Input data) pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy); float scale = rsqrt(dot(pixelSize, pixelSize)); - scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1); + scale *= abs(v.texcoord.w) * _GradientScale * (_Sharpness + 1); scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert))))); data.param.y = scale; #endif - data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // - - v.texcoord1.xy = UnpackUV(v.texcoord1.x); + data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); } @@ -82,7 +80,7 @@ void PixShader(Input input, inout SurfaceOutput o) float3 n = float3(0, 0, -1); float3 emission = float3(0, 0, 0); #endif - + #if GLOW_ON float4 glowColor = GetGlowColor(sd, scale); glowColor.a *= input.color.a; diff --git a/Packages/manifest.json b/Packages/manifest.json index 3fd746bd..fe20cc3c 100644 --- a/Packages/manifest.json +++ b/Packages/manifest.json @@ -5,12 +5,11 @@ "com.unity.assetbundlebrowser": "https://github.com/Unity-Technologies/AssetBundles-Browser.git", "com.unity.collab-proxy": "2.0.1", "com.unity.ide.rider": "3.0.18", - "com.unity.ide.visualstudio": "2.0.17", - "com.unity.ide.vscode": "1.2.5", + "com.unity.ide.visualstudio": "2.0.21", "com.unity.nuget.newtonsoft-json": "3.0.2", "com.unity.postprocessing": "3.2.2", "com.unity.test-framework": "1.1.31", - "com.unity.textmeshpro": "3.0.6", + "com.unity.textmeshpro": "3.2.0-pre.5", "com.unity.timeline": "1.6.4", "com.unity.ugui": "1.0.0", "jillejr.newtonsoft.json-for-unity.converters": "1.3.0", diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json index 318b2605..045f141d 100644 --- a/Packages/packages-lock.json +++ b/Packages/packages-lock.json @@ -47,7 +47,7 @@ "url": "https://packages.unity.com" }, "com.unity.ide.visualstudio": { - "version": "2.0.17", + "version": "2.0.21", "depth": 0, "source": "registry", "dependencies": { @@ -55,13 +55,6 @@ }, "url": "https://packages.unity.com" }, - "com.unity.ide.vscode": { - "version": "1.2.5", - "depth": 0, - "source": "registry", - "dependencies": {}, - "url": "https://packages.unity.com" - }, "com.unity.nuget.newtonsoft-json": { "version": "3.2.1", "depth": 1, @@ -90,7 +83,7 @@ "url": "https://packages.unity.com" }, "com.unity.textmeshpro": { - "version": "3.0.6", + "version": "3.2.0-pre.5", "depth": 0, "source": "registry", "dependencies": { diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index 41869637..191b6a7e 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -134,7 +134,7 @@ PlayerSettings: 16:10: 1 16:9: 1 Others: 1 - bundleVersion: 0.0.981 + bundleVersion: 0.0.982 preloadedAssets: - {fileID: 102900000, guid: 5348c08b82446e0478cee8bda6c02cfc, type: 3} metroInputSource: 0 @@ -158,11 +158,11 @@ PlayerSettings: applicationIdentifier: Standalone: com.RHeavenStudio.Heaven-Studio buildNumber: - Standalone: 981 + Standalone: 982 iPhone: 0 tvOS: 0 overrideDefaultApplicationIdentifier: 0 - AndroidBundleVersionCode: 981 + AndroidBundleVersionCode: 982 AndroidMinSdkVersion: 22 AndroidTargetSdkVersion: 0 AndroidPreferredInstallLocation: 1