3D Camera and Viewport Position Update Fixes (#579)

* Fixed Camera in Rhythm Rally and BTSDS

* commet out log

* fixed viewport not updating canvas in onBeatChanged
This commit is contained in:
Rapandrasmus 2023-11-21 17:57:03 +01:00 committed by GitHub
parent 240d098ac3
commit 7481f32c16
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GPG key ID: 4AEE18F83AFDEB23
17 changed files with 156 additions and 83 deletions

View file

@ -38,15 +38,42 @@ namespace HeavenStudio
/**
camera's current transformation
**/
private static Vector3 position;
private static Vector3 rotEluer;
private static Vector3 shakeResult;
private static Vector3 _position;
private static Vector3 Position
{
get => _position;
set
{
_position = value;
instance.ApplyCameraValues();
}
}
private static Vector3 _rotEuler;
private static Vector3 RotEuler
{
get => _rotEuler;
set
{
_rotEuler = value;
instance.ApplyCameraValues();
}
}
private static Vector3 _shakeResult;
private static Vector3 ShakeResult
{
get => _shakeResult;
set
{
_shakeResult = value;
instance.ApplyCameraValues();
}
}
/**
camera's last transformation
**/
private static Vector3 positionLast;
private static Vector3 rotEluerLast;
private static Vector3 rotEulerLast;
private static Vector3 shakeLast;
/**
@ -54,10 +81,46 @@ namespace HeavenStudio
to use in minigame scripts (Spaceball, Rhythm Rally, Built to Scale, etc.)
and NOT in the editor
**/
public static Vector3 additionalPosition;
public static Vector3 additionalRotEluer;
public static Vector3 additionalScale;
public static float additionalFoV;
private static Vector3 _additionalPosition;
public static Vector3 AdditionalPosition
{
get => _additionalPosition;
set
{
_additionalPosition = value;
instance.ApplyCameraValues();
}
}
private static Vector3 _additionalRotEuler;
public static Vector3 AdditionalRotEuler
{
get => _additionalRotEuler;
set
{
_additionalRotEuler = value;
instance.ApplyCameraValues();
}
}
private static Vector3 _additionalScale;
public static Vector3 AdditionalScale
{
get => _additionalScale;
set
{
_additionalScale = value;
instance.ApplyCameraValues();
}
}
private static float _additionalFoV;
public static float AdditionalFoV
{
get => _additionalFoV;
set
{
_additionalFoV = value;
instance.ApplyCameraValues();
}
}
[Header("Components")]
public Color baseColor;
@ -80,7 +143,7 @@ namespace HeavenStudio
currentColor = baseColor;
positionLast = defaultPosition;
rotEluerLast = defaultRotEluer;
rotEulerLast = defaultRotEluer;
}
public void OnBeatChanged(double beat)
@ -90,7 +153,7 @@ namespace HeavenStudio
currentColor = baseColor;
positionLast = defaultPosition;
rotEluerLast = defaultRotEluer;
rotEulerLast = defaultRotEluer;
// this entire thing is a mess redo it later
//pos
@ -127,15 +190,21 @@ namespace HeavenStudio
private void LateUpdate()
{
Camera cam = GetCamera();
// rotate position by additional rotation
Vector3 userPos = Quaternion.Euler(additionalRotEluer) * position;
cam.transform.localPosition = userPos + additionalPosition + shakeResult;
cam.transform.eulerAngles = rotEluer + additionalRotEluer;
cam.fieldOfView = additionalFoV;
cam.backgroundColor = currentColor;
if (!StaticCamera.instance.usingMinigameAmbientColor) StaticCamera.instance.SetAmbientGlowColour(currentColor, false, false);
}
private void ApplyCameraValues()
{
Camera cam = GetCamera();
// rotate position by additional rotation
Vector3 userPos = Quaternion.Euler(_additionalRotEuler) * _position;
cam.transform.localPosition = userPos + _additionalPosition + _shakeResult;
cam.transform.eulerAngles = _rotEuler + _additionalRotEuler;
cam.fieldOfView = _additionalFoV;
//Debug.Log("Camera Pos: " + _additionalPosition);
}
private void UpdateCameraColor()
{
foreach (var e in colorEvents)
@ -168,19 +237,19 @@ namespace HeavenStudio
switch (e["axis"])
{
case (int) CameraAxis.X:
position.x = func(positionLast.x, e["valA"], Mathf.Min(prog, 1f));
Position = new Vector3(func(positionLast.x, e["valA"], Mathf.Min(prog, 1f)), Position.y, Position.z);
break;
case (int) CameraAxis.Y:
position.y = func(positionLast.y, e["valB"], Mathf.Min(prog, 1f));
Position = new Vector3(Position.x, func(positionLast.y, e["valB"], Mathf.Min(prog, 1f)), Position.z);
break;
case (int) CameraAxis.Z:
position.z = func(positionLast.z, -e["valC"], Mathf.Min(prog, 1f));
Position = new Vector3(Position.x, Position.y, func(positionLast.z, -e["valC"], Mathf.Min(prog, 1f)));
break;
default:
float dx = func(positionLast.x, e["valA"], Mathf.Min(prog, 1f));
float dy = func(positionLast.y, e["valB"], Mathf.Min(prog, 1f));
float dz = func(positionLast.z, -e["valC"], Mathf.Min(prog, 1f));
position = new Vector3(dx, dy, dz);
Position = new Vector3(dx, dy, dz);
break;
}
}
@ -216,19 +285,19 @@ namespace HeavenStudio
switch (e["axis"])
{
case (int) CameraAxis.X:
rotEluer.x = func(rotEluerLast.x, e["valA"], Mathf.Min(prog, 1f));
RotEuler = new Vector3(func(rotEulerLast.x, e["valA"], Mathf.Min(prog, 1f)), RotEuler.y, RotEuler.z);
break;
case (int) CameraAxis.Y:
rotEluer.y = func(rotEluerLast.y, e["valB"], Mathf.Min(prog, 1f));
RotEuler = new Vector3(RotEuler.x, func(rotEulerLast.y, e["valB"], Mathf.Min(prog, 1f)), RotEuler.z);
break;
case (int) CameraAxis.Z:
rotEluer.z = func(rotEluerLast.z, -e["valC"], Mathf.Min(prog, 1f));
RotEuler = new Vector3(RotEuler.x, RotEuler.y, func(rotEulerLast.z, -e["valC"], Mathf.Min(prog, 1f)));
break;
default:
float dx = func(rotEluerLast.x, e["valA"], Mathf.Min(prog, 1f));
float dy = func(rotEluerLast.y, e["valB"], Mathf.Min(prog, 1f));
float dz = func(rotEluerLast.z, -e["valC"], Mathf.Min(prog, 1f));
rotEluer = new Vector3(dx, dy, dz); //I'm stupid and forgot to negate the rotation gfd 😢
float dx = func(rotEulerLast.x, e["valA"], Mathf.Min(prog, 1f));
float dy = func(rotEulerLast.y, e["valB"], Mathf.Min(prog, 1f));
float dz = func(rotEulerLast.z, -e["valC"], Mathf.Min(prog, 1f));
RotEuler = new Vector3(dx, dy, dz); //I'm stupid and forgot to negate the rotation gfd 😢
break;
}
}
@ -237,19 +306,19 @@ namespace HeavenStudio
switch (e["axis"])
{
case (int) CameraAxis.X:
rotEluerLast.x = e["valA"];
rotEulerLast.x = e["valA"];
break;
case (int) CameraAxis.Y:
rotEluerLast.y = e["valB"];
rotEulerLast.y = e["valB"];
break;
case (int) CameraAxis.Z:
rotEluerLast.z = -e["valC"];
rotEulerLast.z = -e["valC"];
break;
default:
rotEluerLast = new Vector3(e["valA"], e["valB"], -e["valC"]);
rotEulerLast = new Vector3(e["valA"], e["valB"], -e["valC"]);
break;
}
rotEluerLast = new Vector3(e["valA"], e["valB"], -e["valC"]);
rotEulerLast = new Vector3(e["valA"], e["valB"], -e["valC"]);
}
}
}
@ -262,27 +331,27 @@ namespace HeavenStudio
if (prog >= 0f)
{
float fac = Mathf.Cos(Time.time * 80f) * 0.5f;
shakeResult = new Vector3(fac * e["valA"], fac * e["valB"]);
ShakeResult = new Vector3(fac * e["valA"], fac * e["valB"]);
}
if (prog > 1f)
{
shakeResult = new Vector3(0, 0);
ShakeResult = new Vector3(0, 0);
}
}
}
public static void ResetTransforms()
{
position = defaultPosition;
rotEluer = defaultRotEluer;
shakeResult = defaultShake;
Position = defaultPosition;
RotEuler = defaultRotEluer;
ShakeResult = defaultShake;
}
public static void ResetAdditionalTransforms()
{
additionalPosition = new Vector3(0, 0, 0);
additionalRotEluer = new Vector3(0, 0, 0);
additionalFoV = defaultFoV;
AdditionalPosition = new Vector3(0, 0, 0);
AdditionalRotEuler = new Vector3(0, 0, 0);
AdditionalFoV = defaultFoV;
}
public static Camera GetCamera()

View file

@ -605,7 +605,7 @@ namespace HeavenStudio
}
StartCoroutine(PlayCo(beat, delay));
onBeatChanged?.Invoke(beat);
//onBeatChanged?.Invoke(beat);
}
private IEnumerator PlayCo(double beat, float delay = 0f)
@ -649,7 +649,7 @@ namespace HeavenStudio
Conductor.instance.Stop(beat);
SetCurrentEventToClosest(beat);
onBeatChanged?.Invoke(beat);
//onBeatChanged?.Invoke(beat);
// I feel like I should standardize the names
SkillStarManager.instance.KillStar();
@ -946,6 +946,8 @@ namespace HeavenStudio
private void SetGame(string game, bool useMinigameColor = true)
{
ResetCamera(); // resetting camera before setting new minigame so minigames can set camera values in their awake call - Rasmus
Destroy(currentGameO);
currentGameO = Instantiate(GetGame(game));
@ -953,8 +955,6 @@ namespace HeavenStudio
currentGameO.name = game;
SetCurrentGame(game, useMinigameColor);
ResetCamera();
}
public void PreloadGameSequences(string game)

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@ -431,7 +431,7 @@ namespace HeavenStudio.Games
if (shakeTween != null)
shakeTween.Kill(true);
DOTween.Punch(() => GameCamera.additionalPosition, x => GameCamera.additionalPosition = x, new Vector3(shakeIntensity, 0, 0),
DOTween.Punch(() => GameCamera.AdditionalPosition, x => GameCamera.AdditionalPosition = x, new Vector3(shakeIntensity, 0, 0),
Conductor.instance.pitchedSecPerBeat * 0.5f, 18, 1f);
executives[executiveCount - 1].Stop();
assistantAnim.DoScaledAnimationAsync("Stop", 0.5f);

View file

@ -128,6 +128,10 @@ namespace HeavenStudio.Games
{
instance = this;
GameCamera.AdditionalPosition = camPos.position + (Quaternion.Euler(camPos.eulerAngles) * Vector3.forward * 10f);
GameCamera.AdditionalRotEuler = camPos.eulerAngles;
GameCamera.AdditionalFoV = cameraFoV;
environmentMaterials = environmentRenderer.materials;
elevatorMaterials = elevatorRenderer.materials;
beltMaterial = Instantiate(environmentMaterials[8]);
@ -191,13 +195,6 @@ namespace HeavenStudio.Games
}
}
private void Start()
{
GameCamera.additionalPosition = camPos.position + (Quaternion.Euler(camPos.eulerAngles) * Vector3.forward * 10f);
GameCamera.additionalRotEluer = camPos.eulerAngles;
GameCamera.additionalFoV = cameraFoV;
}
public void UpdateMappingColors(Color objectColor, Color shooterColor, Color environmentColor)
{
currentObjectColor = objectColor;

View file

@ -290,39 +290,39 @@ namespace HeavenStudio.Games
{
if (normalizedZoomOutAgainBeat > 1)
{
GameCamera.additionalPosition = new Vector3(0, 0, 0);
GameCamera.AdditionalPosition = new Vector3(0, 0, 0);
}
else
{
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(Util.EasingFunction.Ease.EaseInOutQuint);
float newZoom = func(shouldDoSuccessZoom ? 4f : 1.5f, 0, normalizedZoomOutAgainBeat);
GameCamera.additionalPosition = new Vector3(0, 0, newZoom);
GameCamera.AdditionalPosition = new Vector3(0, 0, newZoom);
}
}
else if (normalizedZoomInBeat >= 0)
{
if (normalizedZoomInBeat > 1)
{
GameCamera.additionalPosition = new Vector3(0, 0, shouldDoSuccessZoom ? 4f : 1.5f);
GameCamera.AdditionalPosition = new Vector3(0, 0, shouldDoSuccessZoom ? 4f : 1.5f);
}
else
{
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(Util.EasingFunction.Ease.EaseOutQuint);
float newZoom = func(-1, shouldDoSuccessZoom ? 4f : 1.5f, normalizedZoomInBeat);
GameCamera.additionalPosition = new Vector3(0, 0, newZoom);
GameCamera.AdditionalPosition = new Vector3(0, 0, newZoom);
}
}
else if (normalizedZoomOutBeat >= 0)
{
if (normalizedZoomOutBeat > 1)
{
GameCamera.additionalPosition = new Vector3(0, 0, -1);
GameCamera.AdditionalPosition = new Vector3(0, 0, -1);
}
else
{
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(Util.EasingFunction.Ease.EaseOutQuint);
float newZoom = func(0f, 1f, normalizedZoomOutBeat);
GameCamera.additionalPosition = new Vector3(0, 0, newZoom * -1);
GameCamera.AdditionalPosition = new Vector3(0, 0, newZoom * -1);
}
}
}

View file

@ -425,7 +425,7 @@ namespace HeavenStudio.Games
if (shakeTween != null)
shakeTween.Kill(true);
DOTween.Punch(() => GameCamera.additionalPosition, x => GameCamera.additionalPosition = x, new Vector3(0, 0.75f, 0),
DOTween.Punch(() => GameCamera.AdditionalPosition, x => GameCamera.AdditionalPosition = x, new Vector3(0, 0.75f, 0),
Conductor.instance.pitchedSecPerBeat*0.5f, 18, 1f);
isStepping = true;

View file

@ -287,7 +287,7 @@ namespace HeavenStudio.Games
{
currentXPos = flippersMovement.position.x + (moveLeft ? -rollDistance : rollDistance);
isMoving = true;
currentCameraXPos = GameCamera.additionalPosition.x + (moveLeft ? -rollDistance : rollDistance);
currentCameraXPos = GameCamera.AdditionalPosition.x + (moveLeft ? -rollDistance : rollDistance);
if (moveLeft)
{
rightSnow.Play();
@ -310,7 +310,7 @@ namespace HeavenStudio.Games
{
EasingFunction.Function funcCam = EasingFunction.GetEasingFunction(EasingFunction.Ease.EaseInOutQuad);
float newCameraPosX = funcCam(lastCameraXPos, currentCameraXPos, normalizedCamBeat);
GameCamera.additionalPosition = new Vector3(newCameraPosX, 0, 0);
GameCamera.AdditionalPosition = new Vector3(newCameraPosX, 0, 0);
}
if (1f >= normalizedBeat)
{

View file

@ -839,7 +839,7 @@ namespace HeavenStudio.Games
}
BackgroundColorUpdate();
GameCamera.additionalPosition = cameraPosition - GameCamera.defaultPosition;
GameCamera.AdditionalPosition = cameraPosition - GameCamera.defaultPosition;
BGEffect.transform.position = new Vector3(GameCamera.instance.transform.position.x, GameCamera.instance.transform.position.y, 0);
}

View file

@ -392,7 +392,7 @@ namespace HeavenStudio.Games
public void SetZoom(int zoom)
{
GameCamera.additionalPosition = new Vector3(0, 0, (ZoomPresets)zoom switch
GameCamera.AdditionalPosition = new Vector3(0, 0, (ZoomPresets)zoom switch
{
ZoomPresets.Regular => 0,
ZoomPresets.NotThatFar => -4.5f,

View file

@ -159,6 +159,9 @@ namespace HeavenStudio.Games
private void Awake()
{
GameCamera.AdditionalPosition = cameraPos.position + (Quaternion.Euler(cameraPos.rotation.eulerAngles) * Vector3.forward * 10f);
GameCamera.AdditionalRotEuler = cameraPos.rotation.eulerAngles;
GameCamera.AdditionalFoV = cameraFOV;
instance = this;
paddlers.Init();
@ -367,9 +370,9 @@ namespace HeavenStudio.Games
opponentServing = false;
//update camera
GameCamera.additionalPosition = cameraPos.position + (Quaternion.Euler(cameraPos.rotation.eulerAngles) * Vector3.forward * 10f);
GameCamera.additionalRotEluer = cameraPos.rotation.eulerAngles;
GameCamera.additionalFoV = cameraFOV;
GameCamera.AdditionalPosition = cameraPos.position + (Quaternion.Euler(cameraPos.rotation.eulerAngles) * Vector3.forward * 10f);
GameCamera.AdditionalRotEuler = cameraPos.rotation.eulerAngles;
GameCamera.AdditionalFoV = cameraFOV;
}
public void Bop(double beat, float length, bool bop, bool bopAuto)

View file

@ -293,11 +293,11 @@ namespace HeavenStudio.Games
{
if (normalizedShouldStopBeat > 1 && !keepZoomOut)
{
GameCamera.additionalPosition = new Vector3(0, 0, 0);
GameCamera.AdditionalPosition = new Vector3(0, 0, 0);
}
else if (normalizedBeat > 1)
{
GameCamera.additionalPosition = new Vector3(currentCamPos.x, currentCamPos.y, currentCamPos.z + 10);
GameCamera.AdditionalPosition = new Vector3(currentCamPos.x, currentCamPos.y, currentCamPos.z + 10);
}
else
{
@ -305,7 +305,7 @@ namespace HeavenStudio.Games
float newPosX = func(lastCamPos.x, currentCamPos.x, normalizedBeat);
float newPosY = func(lastCamPos.y, currentCamPos.y, normalizedBeat);
float newPosZ = func(lastCamPos.z + 10, currentCamPos.z + 10, normalizedBeat);
GameCamera.additionalPosition = new Vector3(newPosX, newPosY, newPosZ);
GameCamera.AdditionalPosition = new Vector3(newPosX, newPosY, newPosZ);
}
}
}

View file

@ -670,7 +670,7 @@ namespace HeavenStudio.Games
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(Util.EasingFunction.Ease.EaseInOutQuad);
float newX = func(lastTargetCameraX, targetCameraX, normalizedBeat);
GameCamera.additionalPosition = new Vector3(newX, 0, 0);
GameCamera.AdditionalPosition = new Vector3(newX, 0, 0);
}
}
}
@ -680,7 +680,7 @@ namespace HeavenStudio.Games
SoundByte.PlayOneShotGame("rockers/lastOne");
if (moveCamera)
{
lastTargetCameraX = GameCamera.additionalPosition.x;
lastTargetCameraX = GameCamera.AdditionalPosition.x;
targetCameraX = 0;
cameraMoveBeat = beat + 2;
}
@ -736,7 +736,7 @@ namespace HeavenStudio.Games
SoundByte.PlayOneShotGame("rockers/cmon");
if (moveCamera)
{
lastTargetCameraX = GameCamera.additionalPosition.x;
lastTargetCameraX = GameCamera.AdditionalPosition.x;
targetCameraX = 0;
cameraMoveBeat = beat + 2;
}
@ -806,7 +806,7 @@ namespace HeavenStudio.Games
List<BeatAction.Action> actions = new List<BeatAction.Action>();
if (moveCamera)
{
lastTargetCameraX = GameCamera.additionalPosition.x;
lastTargetCameraX = GameCamera.AdditionalPosition.x;
targetCameraX = 0;
cameraMoveBeat = beat + goToMiddleBeat;
}
@ -896,7 +896,7 @@ namespace HeavenStudio.Games
private void MoveCamera(double beat)
{
lastTargetCameraX = GameCamera.additionalPosition.x;
lastTargetCameraX = GameCamera.AdditionalPosition.x;
targetCameraX = JJ.transform.localPosition.x;
cameraMoveBeat = beat;
@ -1058,7 +1058,7 @@ namespace HeavenStudio.Games
{
if (moveCamera)
{
lastTargetCameraX = GameCamera.additionalPosition.x;
lastTargetCameraX = GameCamera.AdditionalPosition.x;
targetCameraX = Soshi.transform.localPosition.x;
cameraMoveBeat = beat - 1;
}

View file

@ -188,7 +188,7 @@ namespace HeavenStudio.Games.Scripts_SeeSaw
public void Land(LandType landType, bool getUpOut)
{
transform.rotation = Quaternion.Euler(0, 0, 0);
GameCamera.additionalPosition = Vector3.zero;
GameCamera.AdditionalPosition = Vector3.zero;
bool landedOut = false;
switch (currentState)
{

View file

@ -165,27 +165,27 @@ namespace HeavenStudio.Games
{
if (normalizedBeat > 1)
{
GameCamera.additionalPosition = new Vector3(0, 0, currentZoomCamDistance + 10);
GameCamera.AdditionalPosition = new Vector3(0, 0, currentZoomCamDistance + 10);
}
else
{
if (currentZoomCamLength < 0)
{
GameCamera.additionalPosition = new Vector3(0, 0, currentZoomCamDistance + 10);
GameCamera.AdditionalPosition = new Vector3(0, 0, currentZoomCamDistance + 10);
}
else
{
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(lastEase);
float newPosZ = func(lastCamDistance + 10, currentZoomCamDistance + 10, normalizedBeat);
GameCamera.additionalPosition = new Vector3(0, 0, newPosZ);
GameCamera.AdditionalPosition = new Vector3(0, 0, newPosZ);
}
}
}
else
{
// ?
GameCamera.additionalPosition = new Vector3(0, 0, 0);
GameCamera.AdditionalPosition = new Vector3(0, 0, 0);
}
}
}

View file

@ -281,19 +281,19 @@ namespace HeavenStudio.Games
{
if (!keepZoomOut)
{
GameCamera.additionalPosition = new Vector3(0, 0, 0);
GameCamera.AdditionalPosition = new Vector3(0, 0, 0);
zoomOutAnim.Play("NoZoomOut", 0, 0);
}
else
{
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(lastEase);
if (normalizedBeat > 1)
GameCamera.additionalPosition = new Vector3(0, 30, -100);
GameCamera.AdditionalPosition = new Vector3(0, 30, -100);
else
{
float newPosY = func(0, 30, normalizedBeat);
float newPosZ = func(0, -100, normalizedBeat);
GameCamera.additionalPosition = new Vector3(0, newPosY, newPosZ);
GameCamera.AdditionalPosition = new Vector3(0, newPosY, newPosZ);
}
if (normalizedAnimBeat > 1)
{

View file

@ -17,7 +17,7 @@ namespace HeavenStudio.Games.Scripts_TapTroupe
void Update()
{
transform.localPosition = new Vector3(transform.localPosition.x, GameCamera.additionalPosition.y + yOffset, GameCamera.additionalPosition.z + zoomOffset);
transform.localPosition = new Vector3(transform.localPosition.x, GameCamera.AdditionalPosition.y + yOffset, GameCamera.AdditionalPosition.z + zoomOffset);
}
}
}

View file

@ -86,6 +86,10 @@ namespace HeavenStudio
UpdatePan();
UpdateRotation();
UpdateScale();
canvas.localPosition = pan;
canvas.eulerAngles = new Vector3(0, 0, rotation);
canvas.localScale = scale;
}
// Update is called once per frame