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

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@ -605,7 +605,7 @@ namespace HeavenStudio
} }
StartCoroutine(PlayCo(beat, delay)); StartCoroutine(PlayCo(beat, delay));
onBeatChanged?.Invoke(beat); //onBeatChanged?.Invoke(beat);
} }
private IEnumerator PlayCo(double beat, float delay = 0f) private IEnumerator PlayCo(double beat, float delay = 0f)
@ -649,7 +649,7 @@ namespace HeavenStudio
Conductor.instance.Stop(beat); Conductor.instance.Stop(beat);
SetCurrentEventToClosest(beat); SetCurrentEventToClosest(beat);
onBeatChanged?.Invoke(beat); //onBeatChanged?.Invoke(beat);
// I feel like I should standardize the names // I feel like I should standardize the names
SkillStarManager.instance.KillStar(); SkillStarManager.instance.KillStar();
@ -946,6 +946,8 @@ namespace HeavenStudio
private void SetGame(string game, bool useMinigameColor = true) 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); Destroy(currentGameO);
currentGameO = Instantiate(GetGame(game)); currentGameO = Instantiate(GetGame(game));
@ -953,8 +955,6 @@ namespace HeavenStudio
currentGameO.name = game; currentGameO.name = game;
SetCurrentGame(game, useMinigameColor); SetCurrentGame(game, useMinigameColor);
ResetCamera();
} }
public void PreloadGameSequences(string game) public void PreloadGameSequences(string game)

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@ -431,7 +431,7 @@ namespace HeavenStudio.Games
if (shakeTween != null) if (shakeTween != null)
shakeTween.Kill(true); 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); Conductor.instance.pitchedSecPerBeat * 0.5f, 18, 1f);
executives[executiveCount - 1].Stop(); executives[executiveCount - 1].Stop();
assistantAnim.DoScaledAnimationAsync("Stop", 0.5f); assistantAnim.DoScaledAnimationAsync("Stop", 0.5f);

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

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@ -290,39 +290,39 @@ namespace HeavenStudio.Games
{ {
if (normalizedZoomOutAgainBeat > 1) if (normalizedZoomOutAgainBeat > 1)
{ {
GameCamera.additionalPosition = new Vector3(0, 0, 0); GameCamera.AdditionalPosition = new Vector3(0, 0, 0);
} }
else else
{ {
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(Util.EasingFunction.Ease.EaseInOutQuint); Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(Util.EasingFunction.Ease.EaseInOutQuint);
float newZoom = func(shouldDoSuccessZoom ? 4f : 1.5f, 0, normalizedZoomOutAgainBeat); 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) else if (normalizedZoomInBeat >= 0)
{ {
if (normalizedZoomInBeat > 1) if (normalizedZoomInBeat > 1)
{ {
GameCamera.additionalPosition = new Vector3(0, 0, shouldDoSuccessZoom ? 4f : 1.5f); GameCamera.AdditionalPosition = new Vector3(0, 0, shouldDoSuccessZoom ? 4f : 1.5f);
} }
else else
{ {
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(Util.EasingFunction.Ease.EaseOutQuint); Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(Util.EasingFunction.Ease.EaseOutQuint);
float newZoom = func(-1, shouldDoSuccessZoom ? 4f : 1.5f, normalizedZoomInBeat); 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) else if (normalizedZoomOutBeat >= 0)
{ {
if (normalizedZoomOutBeat > 1) if (normalizedZoomOutBeat > 1)
{ {
GameCamera.additionalPosition = new Vector3(0, 0, -1); GameCamera.AdditionalPosition = new Vector3(0, 0, -1);
} }
else else
{ {
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(Util.EasingFunction.Ease.EaseOutQuint); Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(Util.EasingFunction.Ease.EaseOutQuint);
float newZoom = func(0f, 1f, normalizedZoomOutBeat); 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) if (shakeTween != null)
shakeTween.Kill(true); 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); Conductor.instance.pitchedSecPerBeat*0.5f, 18, 1f);
isStepping = true; isStepping = true;

View file

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

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@ -839,7 +839,7 @@ namespace HeavenStudio.Games
} }
BackgroundColorUpdate(); 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); 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) 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.Regular => 0,
ZoomPresets.NotThatFar => -4.5f, ZoomPresets.NotThatFar => -4.5f,

View file

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

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@ -293,11 +293,11 @@ namespace HeavenStudio.Games
{ {
if (normalizedShouldStopBeat > 1 && !keepZoomOut) if (normalizedShouldStopBeat > 1 && !keepZoomOut)
{ {
GameCamera.additionalPosition = new Vector3(0, 0, 0); GameCamera.AdditionalPosition = new Vector3(0, 0, 0);
} }
else if (normalizedBeat > 1) 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 else
{ {
@ -305,7 +305,7 @@ namespace HeavenStudio.Games
float newPosX = func(lastCamPos.x, currentCamPos.x, normalizedBeat); float newPosX = func(lastCamPos.x, currentCamPos.x, normalizedBeat);
float newPosY = func(lastCamPos.y, currentCamPos.y, normalizedBeat); float newPosY = func(lastCamPos.y, currentCamPos.y, normalizedBeat);
float newPosZ = func(lastCamPos.z + 10, currentCamPos.z + 10, 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); Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(Util.EasingFunction.Ease.EaseInOutQuad);
float newX = func(lastTargetCameraX, targetCameraX, normalizedBeat); 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"); SoundByte.PlayOneShotGame("rockers/lastOne");
if (moveCamera) if (moveCamera)
{ {
lastTargetCameraX = GameCamera.additionalPosition.x; lastTargetCameraX = GameCamera.AdditionalPosition.x;
targetCameraX = 0; targetCameraX = 0;
cameraMoveBeat = beat + 2; cameraMoveBeat = beat + 2;
} }
@ -736,7 +736,7 @@ namespace HeavenStudio.Games
SoundByte.PlayOneShotGame("rockers/cmon"); SoundByte.PlayOneShotGame("rockers/cmon");
if (moveCamera) if (moveCamera)
{ {
lastTargetCameraX = GameCamera.additionalPosition.x; lastTargetCameraX = GameCamera.AdditionalPosition.x;
targetCameraX = 0; targetCameraX = 0;
cameraMoveBeat = beat + 2; cameraMoveBeat = beat + 2;
} }
@ -806,7 +806,7 @@ namespace HeavenStudio.Games
List<BeatAction.Action> actions = new List<BeatAction.Action>(); List<BeatAction.Action> actions = new List<BeatAction.Action>();
if (moveCamera) if (moveCamera)
{ {
lastTargetCameraX = GameCamera.additionalPosition.x; lastTargetCameraX = GameCamera.AdditionalPosition.x;
targetCameraX = 0; targetCameraX = 0;
cameraMoveBeat = beat + goToMiddleBeat; cameraMoveBeat = beat + goToMiddleBeat;
} }
@ -896,7 +896,7 @@ namespace HeavenStudio.Games
private void MoveCamera(double beat) private void MoveCamera(double beat)
{ {
lastTargetCameraX = GameCamera.additionalPosition.x; lastTargetCameraX = GameCamera.AdditionalPosition.x;
targetCameraX = JJ.transform.localPosition.x; targetCameraX = JJ.transform.localPosition.x;
cameraMoveBeat = beat; cameraMoveBeat = beat;
@ -1058,7 +1058,7 @@ namespace HeavenStudio.Games
{ {
if (moveCamera) if (moveCamera)
{ {
lastTargetCameraX = GameCamera.additionalPosition.x; lastTargetCameraX = GameCamera.AdditionalPosition.x;
targetCameraX = Soshi.transform.localPosition.x; targetCameraX = Soshi.transform.localPosition.x;
cameraMoveBeat = beat - 1; cameraMoveBeat = beat - 1;
} }

View file

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

View file

@ -165,27 +165,27 @@ namespace HeavenStudio.Games
{ {
if (normalizedBeat > 1) if (normalizedBeat > 1)
{ {
GameCamera.additionalPosition = new Vector3(0, 0, currentZoomCamDistance + 10); GameCamera.AdditionalPosition = new Vector3(0, 0, currentZoomCamDistance + 10);
} }
else else
{ {
if (currentZoomCamLength < 0) if (currentZoomCamLength < 0)
{ {
GameCamera.additionalPosition = new Vector3(0, 0, currentZoomCamDistance + 10); GameCamera.AdditionalPosition = new Vector3(0, 0, currentZoomCamDistance + 10);
} }
else else
{ {
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(lastEase); Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(lastEase);
float newPosZ = func(lastCamDistance + 10, currentZoomCamDistance + 10, normalizedBeat); float newPosZ = func(lastCamDistance + 10, currentZoomCamDistance + 10, normalizedBeat);
GameCamera.additionalPosition = new Vector3(0, 0, newPosZ); GameCamera.AdditionalPosition = new Vector3(0, 0, newPosZ);
} }
} }
} }
else 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) if (!keepZoomOut)
{ {
GameCamera.additionalPosition = new Vector3(0, 0, 0); GameCamera.AdditionalPosition = new Vector3(0, 0, 0);
zoomOutAnim.Play("NoZoomOut", 0, 0); zoomOutAnim.Play("NoZoomOut", 0, 0);
} }
else else
{ {
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(lastEase); Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(lastEase);
if (normalizedBeat > 1) if (normalizedBeat > 1)
GameCamera.additionalPosition = new Vector3(0, 30, -100); GameCamera.AdditionalPosition = new Vector3(0, 30, -100);
else else
{ {
float newPosY = func(0, 30, normalizedBeat); float newPosY = func(0, 30, normalizedBeat);
float newPosZ = func(0, -100, normalizedBeat); float newPosZ = func(0, -100, normalizedBeat);
GameCamera.additionalPosition = new Vector3(0, newPosY, newPosZ); GameCamera.AdditionalPosition = new Vector3(0, newPosY, newPosZ);
} }
if (normalizedAnimBeat > 1) if (normalizedAnimBeat > 1)
{ {

View file

@ -17,7 +17,7 @@ namespace HeavenStudio.Games.Scripts_TapTroupe
void Update() 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(); UpdatePan();
UpdateRotation(); UpdateRotation();
UpdateScale(); UpdateScale();
canvas.localPosition = pan;
canvas.eulerAngles = new Vector3(0, 0, rotation);
canvas.localScale = scale;
} }
// Update is called once per frame // Update is called once per frame