mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 21:55:09 +00:00
Mostly Bugfixes (#823)
UI tweaks: - Removed "Clear Photo Cache" GameAction, added "Clear Previous Photos" parameter to the Car cues - Rolled Move T.J., Rotate T.J., and Scale T.J. GameActions into a single GameAction - Legacy functions still exist for remixes created on previous nightly builds Bugs fixed: - Fixed a bug where the spacing of slow cars would be incorrect after a game switch - Made particles scale with tempo - Added functionality for respecting Rate over Distance in ParticleSystemHelpers - Fixed a bug where the photo cache was not cleared after stopping playback of a remix. - Fixed a bug where, upon showing photos, if the remix playback was stopped before the photos were removed from the screen, they would remain on the screen until playback started over. - Removed an unnecessary call to Debug.Log that had been left in by mistake. - Fixed a bug where cars' idle animations would play too slowly and at inconsistent timings. Other refactorings: - Created a "Car" MonoBehavior attached to both the NearCar and FarCar prefabs that handles the movement of cars, removing the need for the "QueuedCars" property of FreezeFrame. - Added a failsafe in the ShowCrowd function for if the user indicates a crowd index that does not currently exist. - Converted one SoundByte.PlayOneShot call into a MultiSound.Sound object.
This commit is contained in:
parent
e94a34c40b
commit
80ae5eaf6b
7 changed files with 359 additions and 164 deletions
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@ -94,6 +94,7 @@ GameObject:
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Beat: 0
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AnimName:
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@ -5333,6 +5333,7 @@ GameObject:
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m_Name: NearCar
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@ -5379,3 +5380,20 @@ Animator:
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m_AllowConstantClipSamplingOptimization: 1
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m_KeepAnimatorStateOnDisable: 0
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m_WriteDefaultValuesOnDisable: 0
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AnimName:
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@ -1568,6 +1568,36 @@ AnimationClip:
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m_PreInfinity: 2
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m_PostInfinity: 2
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m_RotationOrder: 4
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attribute: m_LocalEulerAngles.z
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path: SlowCar/Wheel1
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script: {fileID: 0}
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- curve:
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m_Curve: []
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m_PreInfinity: 2
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m_PostInfinity: 2
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m_RotationOrder: 4
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attribute: m_LocalEulerAngles.y
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path: SlowCar/Wheel1
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@ -1628,36 +1658,6 @@ AnimationClip:
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path: SlowCar/Wheel1
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m_Curve: []
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m_PreInfinity: 2
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48
Assets/Scripts/Games/FreezeFrame/Car.cs
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48
Assets/Scripts/Games/FreezeFrame/Car.cs
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@ -0,0 +1,48 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Runtime.Serialization;
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using HeavenStudio.Common;
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using HeavenStudio.Games.Scripts_WizardsWaltz;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_FreezeFrame
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{
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public class Car : MonoBehaviour
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{
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[SerializeField] Animator _Animator;
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[SerializeField] ParticleSystem _ParticleSystem;
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public double Beat;
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public string AnimName;
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public float Length;
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public void Setup(double beat, string animName, float length)
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{
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Beat = beat;
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AnimName = animName;
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Length = length;
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_ParticleSystem.PlayScaledAsync(0.5f, true);
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_Animator.DoScaledAnimationFromBeatAsync("Idle", 0.5f, 0f, 0);
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}
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void Update()
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{
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if (_Animator == null)
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return;
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float normalizedBeatFromStart = Conductor.instance.GetPositionFromBeat(0, 1);
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_Animator.DoNormalizedAnimation("Idle", normalizedBeatFromStart * 4 % 1, animLayer: 0);
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if (AnimName is null or "")
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return;
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(Beat, Length);
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_Animator.DoNormalizedAnimation(AnimName, normalizedBeat, animLayer: 1);
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if (Conductor.instance.songPositionAsDouble > Beat + Length + 3)
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Destroy(this);
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}
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}
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}
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11
Assets/Scripts/Games/FreezeFrame/Car.cs.meta
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11
Assets/Scripts/Games/FreezeFrame/Car.cs.meta
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@ -0,0 +1,11 @@
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defaultReferences: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -34,13 +34,22 @@ namespace HeavenStudio.Games.Loaders
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// cues
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new GameAction("slowCar", "Slow Car")
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{
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function = delegate { var e = eventCaller.currentEntity; FreezeFrame.SlowCarCue(e.beat, e["variant"]); },
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function = delegate
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{
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var e = eventCaller.currentEntity;
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FreezeFrame.SlowCarCue(e.beat, e["variant"], e["mute"], e["clear"]);
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},
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inactiveFunction = delegate
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{
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var e = eventCaller.currentEntity;
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if (!(bool)e["mute"]) FreezeFrame.SlowCarSFX();
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},
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defaultLength = 3f,
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inactiveFunction = delegate { var e = eventCaller.currentEntity; if (!(bool)e["mute"]) FreezeFrame.SlowCarSFX(); },
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parameters = new List<Param>()
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{
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new Param("variant", FreezeFrame.PhotoType.Random, "Photo Variant", "Set the type of photo to use."),
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new Param("mute", false, "Mute", "Mute the sound of the cue."),
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new Param("clear", false, "Clear Previous Photos", "Dispose of all the photos taken before this one."),
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new Param("autoShowPhotos", true, "Auto Show Photos", "Automagically show the photos after they're taken.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "gradeType", "audience" })
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},
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new GameAction("fastCar", "Fast Car")
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{
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function = delegate { var e = eventCaller.currentEntity; FreezeFrame.FastCarCue(e.beat, e["variant"]); },
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function = delegate
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{
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var e = eventCaller.currentEntity;
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FreezeFrame.FastCarCue(e.beat, e["variant"], e["mute"], e["clear"]);
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},
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inactiveFunction = delegate
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{
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var e = eventCaller.currentEntity;
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if (!(bool)e["mute"]) FreezeFrame.FastCarSFX();
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},
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defaultLength = 3f,
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inactiveFunction = delegate { var e = eventCaller.currentEntity; if (!(bool)e["mute"]) FreezeFrame.FastCarSFX(); },
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parameters = new List<Param>()
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{
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new Param("variant", FreezeFrame.PhotoType.Random, "Photo Variant", "Set the type of photo to use."),
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new Param("mute", false, "Mute", "Mute the sound of the cue."),
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new Param("clear", false, "Clear Previous Photos", "Dispose of all the photos taken before this one."),
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new Param("autoShowPhotos", true, "Auto Show Photos", "Automagically show the photos after they're taken.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "gradeType", "audience" })
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@ -78,15 +96,6 @@ namespace HeavenStudio.Games.Loaders
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new Param("clearCache", true, "Clear Photos", "Clears the photo cache after the photos are shown."),
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}
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},
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new GameAction("clearPhotos", "Clear Photo Cache")
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{
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function = delegate { var e = eventCaller.currentEntity; FreezeFrame.ClearPhotos(); },
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inactiveFunction = delegate { var e = eventCaller.currentEntity; FreezeFrame.ClearPhotos(); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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}
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},
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// distractions
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new GameAction("spawnPerson", "Spawn Walker")
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{
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new Param("followCamera", true, "Follow Camera", "Choose whether or not the overlay should follow the camera."),
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}
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},
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new GameAction("moveCameraMan", "Move T.J.")
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new GameAction("neoMoveCameraMan", "Move T.J.")
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{
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function = delegate { var e = eventCaller.currentEntity; FreezeFrame.SetMoveCameraMan(e.beat, e.length, e["startPosX"], e["startPosY"], e["endPosX"], e["endPosY"], e["ease"]); },
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function = delegate { var e = eventCaller.currentEntity; FreezeFrame.SetMoveCameraMan(e); },
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defaultLength = 1f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("doMove", false, "Move", "Select this option if you want to move T.J.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "endMoveX", "endMoveY" } ),
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new Param.CollapseParam((x, e) => (bool)x && (Util.EasingFunction.Ease)e["ease"] != Util.EasingFunction.Ease.Instant, new string[] { "startMoveX", "startMoveY" }),
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new Param.CollapseParam((_, e) => (bool)e["doMove"] || (bool)e["doRotate"] || (bool)e["doScale"], new string[] { "ease" })
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}),
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new Param("startMoveX", new EntityTypes.Float(-20f, 20f, 0f), "Start X", "Set the X position from which to move."),
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new Param("startMoveY", new EntityTypes.Float(-20f, 20f, 0f), "Start Y", "Set the Y position from which to move."),
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new Param("endMoveX", new EntityTypes.Float(-20f, 20f, 0f), "End X", "Set the X position to which to move."),
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new Param("endMoveY", new EntityTypes.Float(-20f, 20f, 0f), "End Y", "Set the Y position to which to move."),
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new Param("doRotate", false, "Rotate", "Select this option if you want to rotate T.J.", new List<Param.CollapseParam>()
|
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "endRotDegrees" } ),
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new Param.CollapseParam((x, e) => (bool)x && (Util.EasingFunction.Ease)e["ease"] != Util.EasingFunction.Ease.Instant, new string[] { "startRotDegrees" }),
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new Param.CollapseParam((_, e) => (bool)e["doMove"] || (bool)e["doRotate"] || (bool)e["doScale"], new string[] { "ease" })
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}),
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new Param("startRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "Start Rotation", "Set the amount of degrees at which to begin rotating."),
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new Param("endRotDegrees", new EntityTypes.Float(-360f, 360f, 0f), "End Rotation", "Set the amount of degrees at which to finish rotating."),
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new Param("doScale", false, "Scale", "Select this option if you want to change T.J.'s scale.", new List<Param.CollapseParam>()
|
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{
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new Param.CollapseParam((x, _) => (bool)x, new string[] { "endScaleX", "endScaleY" } ),
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new Param.CollapseParam((x, e) => (bool)x && (Util.EasingFunction.Ease)e["ease"] != Util.EasingFunction.Ease.Instant, new string[] { "startScaleX", "startScaleY" }),
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new Param.CollapseParam((_, e) => (bool)e["doMove"] || (bool)e["doRotate"] || (bool)e["doScale"], new string[] { "ease" })
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}),
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new Param("startScaleX", new EntityTypes.Float(-5f, 5f, 1f), "Start Scale X", "Set the desired scale on the X axis at which to start."),
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new Param("startScaleY", new EntityTypes.Float(-5f, 5f, 1f), "Start Scale Y", "Set the desired scale on the Y axis at which to start."),
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new Param("endScaleX", new EntityTypes.Float(-5f, 5f, 1f), "End Scale X", "Set the desired scale on the X axis at which to end."),
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new Param("endScaleY", new EntityTypes.Float(-5f, 5f, 1f), "End Scale Y", "Set the desired scale on the Y axis at which to end."),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing for the action.", new List<Param.CollapseParam>()
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{
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new Param.CollapseParam((x, e) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant && (bool)e["doMove"], new string[] { "startMoveX", "startMoveY" }),
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new Param.CollapseParam((x, e) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant && (bool)e["doRotate"], new string[] { "startRotDegrees" }),
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new Param.CollapseParam((x, e) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant && (bool)e["doScale"], new string[] { "startScaleX", "startScaleY" }),
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||||
})
|
||||
}
|
||||
},
|
||||
|
||||
// DEPRECATED ACTIONS
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// DEPRECATED ACTIONS
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// DEPRECATED ACTIONS
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||||
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new GameAction("clearPhotos", "Clear Photo Cache (DEPRECATED)")
|
||||
{
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function = delegate { var e = eventCaller.currentEntity; FreezeFrame.ClearPhotos(); },
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inactiveFunction = delegate { var e = eventCaller.currentEntity; FreezeFrame.ClearPhotos(); },
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||||
defaultLength = 0.5f,
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||||
parameters = new List<Param>()
|
||||
{
|
||||
},
|
||||
hidden = true
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||||
},
|
||||
new GameAction("moveCameraMan", "Move T.J. (DEPRECATED)")
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{
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function = delegate { var e = eventCaller.currentEntity; FreezeFrame.SetMoveCameraMan_OLD(e.beat, e.length, e["startPosX"], e["startPosY"], e["endPosX"], e["endPosY"], e["ease"]); },
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defaultLength = 1f,
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resizable = true,
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hidden = true,
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parameters = new List<Param>()
|
||||
{
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new Param("startPosX", new EntityTypes.Float(-5.0f, 5.0f, 0.0f), "Start X Position", "X position at which to start."),
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new Param("startPosY", new EntityTypes.Float(-5.0f, 5.0f, 0.0f), "Start Y Position", "Y position at which to start."),
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@ -170,11 +238,12 @@ namespace HeavenStudio.Games.Loaders
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//new Param("flipX", false, "Flip", "Set whether or not to flip T.J. horizontally."),
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}
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||||
},
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||||
new GameAction("rotateCameraMan", "Rotate T.J.")
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new GameAction("rotateCameraMan", "Rotate T.J. (DEPRECATED)")
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||||
{
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function = delegate { var e = eventCaller.currentEntity; FreezeFrame.SetRotateCameraMan(e.beat, e.length, e["startRot"], e["endRot"], e["ease"]); },
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function = delegate { var e = eventCaller.currentEntity; FreezeFrame.SetRotateCameraMan_OLD(e.beat, e.length, e["startRot"], e["endRot"], e["ease"]); },
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defaultLength = 1f,
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resizable = true,
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||||
hidden = true,
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parameters = new List<Param>()
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||||
{
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new Param("startRot", new EntityTypes.Float(-360.0f, 360.0f, 0.0f), "Start Rotation", "Rotation degrees at which to start."),
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@ -185,11 +254,12 @@ namespace HeavenStudio.Games.Loaders
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}),
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}
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},
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||||
new GameAction("scaleCameraMan", "Scale T.J.")
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new GameAction("scaleCameraMan", "Scale T.J. (DEPRECATED)")
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||||
{
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function = delegate { var e = eventCaller.currentEntity; FreezeFrame.SetScaleCameraMan(e.beat, e.length, e["startSizeX"], e["startSizeY"], e["endSizeX"], e["endSizeY"], e["ease"]); },
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function = delegate { var e = eventCaller.currentEntity; FreezeFrame.SetScaleCameraMan_OLD(e.beat, e.length, e["startSizeX"], e["startSizeY"], e["endSizeX"], e["endSizeY"], e["ease"]); },
|
||||
defaultLength = 1f,
|
||||
resizable = true,
|
||||
hidden = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("startSizeX", new EntityTypes.Float(-5.0f, 5.0f, 1.0f), "Start Scale X", "Horizontal scale at which to start."),
|
||||
|
@ -222,10 +292,9 @@ namespace HeavenStudio.Games
|
|||
/*
|
||||
BIG LIST OF TODOS
|
||||
- finish sounds
|
||||
- make pitching and panning work
|
||||
- wait for upscale
|
||||
- make particles random sprites
|
||||
|
||||
- REAL icon
|
||||
*/
|
||||
|
||||
public static FreezeFrame Instance
|
||||
|
@ -296,21 +365,25 @@ namespace HeavenStudio.Games
|
|||
public Dictionary<PlayerActionEvent, PhotoArgs> EventArgs = new();
|
||||
public bool IsShowingPhotos { get; set; } = false;
|
||||
|
||||
public List<SpawnCarArgs> QueuedCars { get; set; } = new();
|
||||
|
||||
public static Dictionary<RiqEntity, PersonDirection> WalkerDirections = new();
|
||||
|
||||
//protected static int? SuperSeed { get; set; }
|
||||
|
||||
// UNITY BUILTIN METHODS
|
||||
void Awake()
|
||||
void Start()
|
||||
{
|
||||
if (conductor != null && !conductor.isPlaying && !conductor.isPaused)
|
||||
{
|
||||
ClearPhotos();
|
||||
}
|
||||
CameraManStartPos = CameraMan.transform.localPosition;
|
||||
//if (SuperSeed is null)
|
||||
// SuperSeed = new System.Random().Next();
|
||||
}
|
||||
void Update()
|
||||
{
|
||||
if (conductor != null && !conductor.isPlaying && !conductor.isPaused)
|
||||
{
|
||||
CameraMan.Play("Idle");
|
||||
IsShowingPhotos = false;
|
||||
}
|
||||
|
||||
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress) && !IsShowingPhotos)
|
||||
{
|
||||
CameraFlash();
|
||||
|
@ -390,9 +463,9 @@ namespace HeavenStudio.Games
|
|||
Destroy(args.Walker.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
// car animations
|
||||
if (QueuedCars.Count > 0)
|
||||
|
||||
// car animations (deprecated)
|
||||
/*if (QueuedCars.Count > 0)
|
||||
{
|
||||
var beat = conductor.songPositionInBeats;
|
||||
if (beat >= 0)
|
||||
|
@ -404,7 +477,7 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
QueuedCars.RemoveAll(e => e.Beat <= beat);
|
||||
}
|
||||
}
|
||||
}*/
|
||||
|
||||
if (!IsShowingPhotos)
|
||||
Instance.Overlay.SetActive(ShowOverlay);
|
||||
|
@ -437,7 +510,6 @@ namespace HeavenStudio.Games
|
|||
public override void OnPlay(double beat)
|
||||
{
|
||||
if (PhotoList.Count > 0) PhotoList.Clear();
|
||||
CarbageCollection();
|
||||
OnGameSwitch(beat);
|
||||
}
|
||||
public override void OnGameSwitch(double beat)
|
||||
|
@ -447,10 +519,11 @@ namespace HeavenStudio.Games
|
|||
Instance.StickyLayer.Sticky = OverlayFollowCamera;
|
||||
|
||||
// calculation
|
||||
CarbageCollection();
|
||||
CalculateAutoShowPhotos();
|
||||
CalculateCarSpawns();
|
||||
PreRandomizeWalkers();
|
||||
|
||||
|
||||
// setting local variables
|
||||
RiqEntity e = GetLastEntityOfType(beat, "bop");
|
||||
if (e is not null)
|
||||
|
@ -504,21 +577,41 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
|
||||
// Camera Man Movement
|
||||
e = GetLastEntityOfType(beat, "moveCameraMan");
|
||||
foreach (RiqEntity entity in EventCaller.GetAllInGameManagerList("freezeFrame", new string[] { "neoMoveCameraMan", "moveCameraMan", "rotateCameraMan", "scaleCameraMan" }).OrderBy(en => en.beat).Where(en => en.beat <= beat))
|
||||
{
|
||||
switch (entity.datamodel)
|
||||
{
|
||||
case "freezeFrame/moveCameraMan":
|
||||
SetMoveCameraMan_OLD(entity.beat, entity.length, entity["startPosX"], entity["startPosY"], entity["endPosX"], entity["endPosY"], entity["ease"]);
|
||||
break;
|
||||
case "freezeFrame/rotateCameraMan":
|
||||
FreezeFrame.SetRotateCameraMan_OLD(entity.beat, entity.length, entity["startRot"], entity["endRot"], entity["ease"]);
|
||||
break;
|
||||
case "freezeFrame/scaleCameraMan":
|
||||
SetScaleCameraMan_OLD(entity.beat, entity.length, entity["startSizeX"], entity["startSizeY"], entity["endSizeX"], entity["endSizeY"], entity["ease"]);
|
||||
break;
|
||||
case "freezeFrame/neoMoveCameraMan":
|
||||
default:
|
||||
SetMoveCameraMan(entity);
|
||||
break;
|
||||
}
|
||||
}
|
||||
// Deprecated:
|
||||
/*e = GetLastEntityOfType(beat, "moveCameraMan");
|
||||
if (e is not null)
|
||||
{
|
||||
SetMoveCameraMan(e.beat, e.length, e["startPosX"], e["startPosY"], e["endPosX"], e["endPosY"], e["ease"]);
|
||||
SetMoveCameraMan_OLD(e.beat, e.length, e["startPosX"], e["startPosY"], e["endPosX"], e["endPosY"], e["ease"]);
|
||||
}
|
||||
e = GetLastEntityOfType(beat, "rotateCameraMan");
|
||||
if (e is not null)
|
||||
{
|
||||
SetRotateCameraMan(e.beat, e.length, e["startRot"], e["endRot"], e["ease"]);
|
||||
SetRotateCameraMan_OLD(e.beat, e.length, e["startRot"], e["endRot"], e["ease"]);
|
||||
}
|
||||
e = GetLastEntityOfType(beat, "scaleCameraMan");
|
||||
if (e is not null)
|
||||
{
|
||||
SetScaleCameraMan(e.beat, e.length, e["startSizeX"], e["startSizeY"], e["endSizeX"], e["endSizeY"], e["ease"]);
|
||||
}
|
||||
SetScaleCameraMan_OLD(e.beat, e.length, e["startSizeX"], e["startSizeY"], e["endSizeX"], e["endSizeY"], e["ease"]);
|
||||
}*/
|
||||
|
||||
// cues
|
||||
eList = GetCurrentlyActiveEntities(beat, new string[] { "slowCar", "fastCar" });
|
||||
|
@ -531,40 +624,23 @@ namespace HeavenStudio.Games
|
|||
|
||||
if (entity.datamodel == "freezeFrame/slowCar")
|
||||
{
|
||||
SlowCarCue(entity.beat, entity["variant"], true);
|
||||
SlowCarCue(entity.beat, entity["variant"], true, entity["clear"]);
|
||||
}
|
||||
if (entity.datamodel == "freezeFrame/fastCar")
|
||||
{
|
||||
FastCarCue(entity.beat, entity["variant"], true);
|
||||
FastCarCue(entity.beat, entity["variant"], true, entity["clear"]);
|
||||
}
|
||||
}
|
||||
}
|
||||
//if (QueuedCues.Count > 0)
|
||||
//{
|
||||
// QueuedCues.RemoveAll(e => e.beat < beat - 2);
|
||||
// foreach (RiqEntity cue in QueuedCues)
|
||||
// {
|
||||
// if (cue.datamodel == "freezeFrame/slowCar")
|
||||
// {
|
||||
// SlowCarCue(cue.beat, cue["variant"], true);
|
||||
// continue;
|
||||
// }
|
||||
// if (cue.datamodel == "freezeFrame/fastCar")
|
||||
// {
|
||||
// FastCarCue(cue.beat, cue["variant"], true);
|
||||
// }
|
||||
// }
|
||||
//}
|
||||
}
|
||||
|
||||
// CUE FUNCTIONS
|
||||
public static void SetBopping(double beat, float length, bool bop, bool autoBop, bool blink, bool autoBlink, double currentBeat = -1)
|
||||
{
|
||||
if (Instance == null) return;
|
||||
|
||||
|
||||
Instance.DoAutoBop = autoBop;
|
||||
Instance.DoAutoCrosshairBlink = autoBlink;
|
||||
|
||||
|
||||
if (bop || blink)
|
||||
{
|
||||
|
@ -580,7 +656,7 @@ namespace HeavenStudio.Games
|
|||
BeatAction.New(Instance, actions);
|
||||
}
|
||||
}
|
||||
public static void SlowCarCue(double beat, int photoType, bool mute = false)
|
||||
public static void SlowCarCue(double beat, int photoType, bool mute = false, bool clear = false)
|
||||
{
|
||||
if (!mute) SlowCarSFX();
|
||||
|
||||
|
@ -588,14 +664,14 @@ namespace HeavenStudio.Games
|
|||
|
||||
Instance.EventArgs.Add(
|
||||
Instance.ScheduleInput(beat, 2f, InputAction_BasicPress, Instance.PhotoSuccess, Instance.PhotoMiss, Instance.PhotoEmpty),
|
||||
new PhotoArgs(CarType.SlowCar, (PhotoType)photoType, 0f)
|
||||
new PhotoArgs(CarType.SlowCar, (PhotoType)photoType, 0f, clear)
|
||||
);
|
||||
}
|
||||
public static void SlowCarSFX()
|
||||
{
|
||||
SoundByte.PlayOneShotGame("freezeFrame/slowCarFar", forcePlay: true);
|
||||
}
|
||||
public static void FastCarCue(double beat, int photoType, bool mute = false)
|
||||
public static void FastCarCue(double beat, int photoType, bool mute = false, bool clear = false)
|
||||
{
|
||||
if (!mute) FastCarSFX();
|
||||
|
||||
|
@ -603,7 +679,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
Instance.EventArgs.Add(
|
||||
Instance.ScheduleInput(beat, 2f, InputAction_BasicPress, Instance.PhotoSuccess, Instance.PhotoMiss, Instance.PhotoEmpty),
|
||||
new PhotoArgs(CarType.FastCar, (PhotoType)photoType, 0f)
|
||||
new PhotoArgs(CarType.FastCar, (PhotoType)photoType, 0f, clear)
|
||||
);
|
||||
SoundByte.PlayOneShotGame("freezeFrame/fastCarNear", beat + 2);
|
||||
}
|
||||
|
@ -718,9 +794,9 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
public static void ClearPhotos()
|
||||
{
|
||||
PhotoList.Clear();
|
||||
PhotoList?.Clear();
|
||||
}
|
||||
public static void SummonWalker(RiqEntity e/*double beat, double length, int walkerType, int direction, int layer = 0*/)
|
||||
public static void SummonWalker(RiqEntity e)
|
||||
{
|
||||
if (Instance == null) return;
|
||||
|
||||
|
@ -748,11 +824,6 @@ namespace HeavenStudio.Games
|
|||
break;
|
||||
}
|
||||
|
||||
/*if (direction == (int)PersonDirection.Random)
|
||||
{
|
||||
int seed = BitConverter.ToInt32(BitConverter.GetBytes((float)beat));
|
||||
direction = new System.Random(seed).Next(1, 3);
|
||||
}*/
|
||||
if (direction == PersonDirection.Random)
|
||||
{
|
||||
if (WalkerDirections.ContainsKey(e))
|
||||
|
@ -760,7 +831,7 @@ namespace HeavenStudio.Games
|
|||
else
|
||||
direction = PersonDirection.Right;
|
||||
}
|
||||
|
||||
|
||||
if (direction == PersonDirection.Left)
|
||||
Instance.Walkers.Add(new WalkerArgs(animator, beat, length, "EnterLeft"));
|
||||
else
|
||||
|
@ -786,17 +857,17 @@ namespace HeavenStudio.Games
|
|||
|
||||
if (customCrowd)
|
||||
{
|
||||
Instance.CrowdFarLeft.sprite = Instance.CrowdSprites[crowdFarLeft];
|
||||
Instance.CrowdLeft.sprite = Instance.CrowdSprites[crowdLeft];
|
||||
Instance.CrowdRight.sprite = Instance.CrowdSprites[crowdRight];
|
||||
Instance.CrowdFarRight.sprite = Instance.CrowdSprites[crowdFarRight];
|
||||
Instance.CrowdFarLeft.sprite = Instance.GetCrowdSprite(crowdFarLeft);
|
||||
Instance.CrowdLeft.sprite = Instance.GetCrowdSprite(crowdLeft);
|
||||
Instance.CrowdRight.sprite = Instance.GetCrowdSprite(crowdRight);
|
||||
Instance.CrowdFarRight.sprite = Instance.GetCrowdSprite(crowdFarRight);
|
||||
}
|
||||
else
|
||||
{
|
||||
Instance.CrowdFarLeft.sprite = Instance.CrowdSprites[2];
|
||||
Instance.CrowdLeft.sprite = Instance.CrowdSprites[1];
|
||||
Instance.CrowdRight.sprite = Instance.CrowdSprites[0];
|
||||
Instance.CrowdFarRight.sprite = Instance.CrowdSprites[2];
|
||||
Instance.CrowdFarLeft.sprite = Instance.GetCrowdSprite(2);
|
||||
Instance.CrowdLeft.sprite = Instance.GetCrowdSprite(1);
|
||||
Instance.CrowdRight.sprite = Instance.GetCrowdSprite(0);
|
||||
Instance.CrowdFarRight.sprite = Instance.GetCrowdSprite(2);
|
||||
}
|
||||
|
||||
Instance.ShowBillboard = billboard;
|
||||
|
@ -830,9 +901,9 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
if (!lightsOn)
|
||||
return;
|
||||
|
||||
SoundByte.PlayOneShotGame("freezeFrame/beginningSignal1", forcePlay: true);
|
||||
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("freezeFrame/beginningSignal1", beat),
|
||||
new MultiSound.Sound("freezeFrame/beginningSignal1", beat + length),
|
||||
new MultiSound.Sound("freezeFrame/beginningSignal2", beat + (length * 2)),
|
||||
}, forcePlay: true);
|
||||
|
@ -843,7 +914,22 @@ namespace HeavenStudio.Games
|
|||
Instance.ShowCameraMan = showCameraMan;
|
||||
Instance.OverlayFollowCamera = followCamera;
|
||||
}
|
||||
public static void SetMoveCameraMan(double beat, double length, float startX, float startY, float endX, float endY, int easeIndex)
|
||||
public static void SetMoveCameraMan(RiqEntity e)
|
||||
{
|
||||
if ((bool)e["doMove"])
|
||||
{
|
||||
SetMoveCameraMan_OLD(e.beat, e.length, e["startMoveX"], e["startMoveY"], e["endMoveX"], e["endMoveY"], e["ease"]);
|
||||
}
|
||||
if ((bool)e["doRotate"])
|
||||
{
|
||||
SetRotateCameraMan_OLD(e.beat, e.length, e["startRotDegrees"], e["endRotDegrees"], e["ease"]);
|
||||
}
|
||||
if ((bool)e["doScale"])
|
||||
{
|
||||
SetScaleCameraMan_OLD(e.beat, e.length, e["startScaleX"], e["startScaleY"], e["endScaleX"], e["endScaleY"], e["ease"]);
|
||||
}
|
||||
}
|
||||
public static void SetMoveCameraMan_OLD(double beat, double length, float startX, float startY, float endX, float endY, int easeIndex)
|
||||
{
|
||||
Instance.CurrentCameraManMoveArgs = new(
|
||||
beat,
|
||||
|
@ -854,7 +940,7 @@ namespace HeavenStudio.Games
|
|||
);
|
||||
Instance.CameraManMoving = true;
|
||||
}
|
||||
public static void SetRotateCameraMan(double beat, double length, float startRot, float endRot, int easeIndex)
|
||||
public static void SetRotateCameraMan_OLD(double beat, double length, float startRot, float endRot, int easeIndex)
|
||||
{
|
||||
Instance.CurrentCameraManRotateArgs = new(
|
||||
beat,
|
||||
|
@ -865,7 +951,7 @@ namespace HeavenStudio.Games
|
|||
);
|
||||
Instance.CameraManRotating = true;
|
||||
}
|
||||
public static void SetScaleCameraMan(double beat, double length, float startX, float startY, float endX, float endY, int easeIndex)
|
||||
public static void SetScaleCameraMan_OLD(double beat, double length, float startX, float startY, float endX, float endY, int easeIndex)
|
||||
{
|
||||
Instance.CurrentCameraManScaleArgs = new(
|
||||
beat,
|
||||
|
@ -878,7 +964,30 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
|
||||
// PRE-FUNCTIONS
|
||||
public void SpawnCar(SpawnCarArgs args)
|
||||
public void SpawnCar(double beat, bool near, string animName, float length)
|
||||
{
|
||||
if (near)
|
||||
{
|
||||
if (NearCarPrefab == null || NearCarSpawn == null)
|
||||
{
|
||||
Debug.LogError($"Failed to spawn car at beat {beat - 1}.");
|
||||
return;
|
||||
}
|
||||
|
||||
Instantiate(NearCarPrefab, NearCarSpawn).GetComponent<Car>().Setup(beat, animName, length);;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (FarCarPrefab == null || FarCarSpawn == null)
|
||||
{
|
||||
Debug.LogError($"Failed to spawn car at beat {beat - 1}.");
|
||||
return;
|
||||
}
|
||||
|
||||
Instantiate(FarCarPrefab, FarCarSpawn).GetComponent<Car>().Setup(beat, animName, length);;
|
||||
}
|
||||
}
|
||||
/*public void SpawnCar(SpawnCarArgs args)
|
||||
{
|
||||
if (args.Near)
|
||||
{
|
||||
|
@ -914,7 +1023,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
//BeatAction.New(Instance, new List<BeatAction.Action>() { new BeatAction.Action(args.Beat + 8, delegate { Destroy(car); }) });
|
||||
}
|
||||
}
|
||||
}*/
|
||||
/*public void SpawnSlowCarNear(double beat)
|
||||
{
|
||||
if (NearCarSpawn == null) return;
|
||||
|
@ -1030,8 +1139,9 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
public void PushPhoto(PhotoArgs args)
|
||||
{
|
||||
//while (PhotoList.Count >= MAX_PHOTOS)
|
||||
// PhotoList.RemoveAt(0);
|
||||
if (args.ClearPhotos)
|
||||
ClearPhotos();
|
||||
|
||||
if (args.PhotoType == PhotoType.Random)
|
||||
{
|
||||
if (UnityEngine.Random.Range(0, 8) >= 7)
|
||||
|
@ -1071,18 +1181,19 @@ namespace HeavenStudio.Games
|
|||
else
|
||||
CameraMan.DoScaledAnimationAsync("Idle", 0.5f);
|
||||
}
|
||||
/*public static void QueueCue(RiqEntity e)
|
||||
public Sprite GetCrowdSprite(int i)
|
||||
{
|
||||
if (e.datamodel == "freezeFrame/slowCar")
|
||||
if (CrowdSprites.Length <= 0)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("freezeFrame/smallCarZoom1a", forcePlay: true);
|
||||
Debug.LogError("Error from Freeze Frame: CrowdSprites was empty.");
|
||||
return null;
|
||||
}
|
||||
if (e.datamodel == "freezeFrame/fastCar")
|
||||
else
|
||||
{
|
||||
SoundByte.PlayOneShotGame("freezeFrame/fastCarZoom", forcePlay: true);
|
||||
// just looping back thru the array jic there's an invalid index
|
||||
return CrowdSprites[i % CrowdSprites.Length];
|
||||
}
|
||||
QueuedCues.Add(e);
|
||||
}*/
|
||||
}
|
||||
public void CalculateAutoShowPhotos()
|
||||
{
|
||||
List<RiqEntity> allCars = EventCaller.GetAllInGameManagerList("freezeFrame", new string[] { "slowCar", "fastCar" });
|
||||
|
@ -1121,14 +1232,20 @@ namespace HeavenStudio.Games
|
|||
List<RiqEntity> fastCars = EventCaller.GetAllInGameManagerList("freezeFrame", new string[] { "fastCar" });
|
||||
foreach (RiqEntity e in fastCars)
|
||||
{
|
||||
QueuedCars.Add(new SpawnCarArgs(e.beat - 0.5, true, false));
|
||||
QueuedCars.Add(new SpawnCarArgs(e.beat + 2 - 0.09375, true, true));
|
||||
BeatAction.New(this, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(e.beat - 0.5, delegate { SpawnCar(e.beat - 0.5, false, "FastCarGo", 1); }),
|
||||
new BeatAction.Action(e.beat + 2 - 0.09375, delegate { SpawnCar(e.beat + 2 - 0.09375, true, "FastCarGo", 3f / 16f); }),
|
||||
});
|
||||
}
|
||||
|
||||
List<RiqEntity> slowCars = EventCaller.GetAllInGameManagerList("freezeFrame", new string[] { "slowCar" });
|
||||
foreach (RiqEntity e in slowCars)
|
||||
{
|
||||
QueuedCars.Add(new SpawnCarArgs(e.beat + 2 - 0.16666666666666666666666666666667, false, true));
|
||||
BeatAction.New(this, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(e.beat + 2 - 0.16666666666666666666666666666667, delegate { SpawnCar(e.beat + 2 - 0.16666666666666666666666666666667, true, "SlowCarGo", 1f / 3f); })
|
||||
});
|
||||
}
|
||||
|
||||
List<List<double>> clusters = new();
|
||||
|
@ -1151,10 +1268,10 @@ namespace HeavenStudio.Games
|
|||
double diff = midBeat - beat;
|
||||
double modifiedBeat = midBeat + (diff / 4);
|
||||
|
||||
//BeatAction.New(Instance, new List<BeatAction.Action>(){
|
||||
// new BeatAction.Action(modifiedBeat - 4, delegate { SpawnSlowCarFar(modifiedBeat - 4); } )
|
||||
//});
|
||||
QueuedCars.Add(new SpawnCarArgs(modifiedBeat - 4, false, false));
|
||||
BeatAction.New(this, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(modifiedBeat - 4, delegate { SpawnCar(modifiedBeat - 4, false, "SlowCarGo", 3f); })
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1186,7 +1303,6 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
WalkerDirections.Remove(key);
|
||||
}
|
||||
Debug.Log($"Walker Count: {WalkerDirections.Count}");
|
||||
}
|
||||
public void CarbageCollection()
|
||||
{
|
||||
|
@ -1228,19 +1344,6 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
return result;
|
||||
}
|
||||
/*protected static System.Random GetSeededRandom(float? mulch = null) // i just made this term up i have no idea if it has any basis in actual programming
|
||||
{
|
||||
if (SuperSeed is null)
|
||||
SuperSeed = new System.Random().Next();
|
||||
|
||||
if (mulch is not null)
|
||||
{
|
||||
int seed = BitConverter.ToInt32(BitConverter.GetBytes(mulch.Value));
|
||||
return new System.Random(SuperSeed.Value * seed);
|
||||
}
|
||||
|
||||
return new System.Random(SuperSeed.Value);
|
||||
}*/
|
||||
|
||||
// ENUMS
|
||||
public enum CarType : int
|
||||
|
@ -1295,12 +1398,14 @@ namespace HeavenStudio.Games
|
|||
public CarType Car;
|
||||
public PhotoType PhotoType;
|
||||
public float State;
|
||||
public bool ClearPhotos;
|
||||
|
||||
public PhotoArgs(CarType car, PhotoType photoType, float state)
|
||||
public PhotoArgs(CarType car, PhotoType photoType, float state, bool clear)
|
||||
{
|
||||
Car = car;
|
||||
PhotoType = photoType;
|
||||
State = state;
|
||||
ClearPhotos = clear;
|
||||
}
|
||||
}
|
||||
public struct WalkerArgs
|
||||
|
@ -1384,18 +1489,7 @@ namespace HeavenStudio.Games
|
|||
Ease = ease;
|
||||
}
|
||||
}
|
||||
public struct SpawnCarArgs
|
||||
{
|
||||
public double Beat;
|
||||
public bool Near;
|
||||
public bool Fast;
|
||||
|
||||
public SpawnCarArgs(double beat, bool fast, bool near)
|
||||
{
|
||||
Beat = beat;
|
||||
Near = near;
|
||||
Fast = fast;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// This minigame ported by Yin. ☆
|
|
@ -4,16 +4,22 @@ namespace HeavenStudio.Util
|
|||
{
|
||||
public static class ParticleSystemHelpers
|
||||
{
|
||||
public static void PlayScaledAsync(this ParticleSystem particleSystem, float timeScale)
|
||||
public static void PlayScaledAsync(this ParticleSystem particleSystem, float timeScale, bool respectDistance = false)
|
||||
{
|
||||
SetAsyncScaling(particleSystem, timeScale);
|
||||
SetAsyncScaling(particleSystem, timeScale, respectDistance);
|
||||
particleSystem.Play();
|
||||
}
|
||||
|
||||
public static void SetAsyncScaling(this ParticleSystem particleSystem, float timeScale)
|
||||
public static void SetAsyncScaling(this ParticleSystem particleSystem, float timeScale, bool respectDistance = false)
|
||||
{
|
||||
ParticleSystem.MainModule main = particleSystem.main;
|
||||
main.simulationSpeed = main.simulationSpeed / Conductor.instance.pitchedSecPerBeat * timeScale;
|
||||
// addition by Yin
|
||||
if (respectDistance)
|
||||
{
|
||||
ParticleSystem.EmissionModule emission = particleSystem.emission;
|
||||
emission.rateOverDistanceMultiplier = Conductor.instance.pitchedSecPerBeat * timeScale * 4; // i don't know why 4 is the magic number
|
||||
}
|
||||
}
|
||||
|
||||
public static void PlayScaledAsyncAllChildren(this ParticleSystem particleSystem, float timeScale)
|
||||
|
|
Loading…
Reference in a new issue