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Merge branch 'master' of https://github.com/RhythmHeavenDevelopment/RhythmHeavenMania into megaminerzero
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# bread2unity
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Rhythm Heaven animation to Unity animation converter
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m_Pivot: {x: 0, y: 1}
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--- !u!114 &781200687
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MonoBehaviour:
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|
@ -92,14 +92,13 @@ namespace RhythmHeavenMania.Games.RhythmTweezers
|
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if (pluckState == 1)
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{
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var hairDirection = tweezers.tweezerSpriteTrans.position - holder.transform.position;
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Vector3 tst = tweezers.tweezerSpriteTrans.position;
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var hairDirection = new Vector3(tst.x + 0.173f, tst.y) - holder.transform.position;
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holder.transform.rotation = Quaternion.FromToRotation(Vector3.down, hairDirection);
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(createBeat + game.tweezerBeatOffset + game.beatInterval, 0.5f);
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anim.Play("LoopPull", 0, normalizedBeat);
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tweezers.anim.Play("Tweezers_LongPluck", 0, normalizedBeat);
|
||||
// float angleBetweenTweezersAndHair = angleBtw2Points(tweezers.transform.position, holder.transform.position);
|
||||
// holder.transform.rotation = Quaternion.Euler(new Vector3(0, 0, angleBetweenTweezersAndHair));
|
||||
|
||||
// Auto-release if holding at release time.
|
||||
if (normalizedBeat >= 1f)
|
||||
|
@ -109,12 +108,6 @@ namespace RhythmHeavenMania.Games.RhythmTweezers
|
|||
loop.transform.localScale = Vector2.one / holder.transform.localScale;
|
||||
}
|
||||
|
||||
|
||||
float angleBtw2Points(Vector3 a, Vector3 b)
|
||||
{
|
||||
return Mathf.Atan2(a.y - b.y, a.x - b.x) * Mathf.Rad2Deg;
|
||||
}
|
||||
|
||||
public void Ace()
|
||||
{
|
||||
tweezers.LongPluck(true, this);
|
||||
|
|
|
@ -182,7 +182,7 @@ namespace RhythmHeavenMania.Editor
|
|||
{
|
||||
if (Input.GetKeyDown(KeyCode.S))
|
||||
{
|
||||
SaveRemix(false);
|
||||
// SaveRemix(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -83,7 +83,7 @@ namespace RhythmHeavenMania.Editor.Track
|
|||
if (create == true)
|
||||
{
|
||||
tempoChange.transform.position = new Vector3(Editor.instance.EditorCamera.ScreenToWorldPoint(Input.mousePosition).x + 0.08f, tempoChange.transform.position.y);
|
||||
tempoChange.transform.localPosition = new Vector3(Starpelly.Mathp.Round2Nearest(tempoChange.transform.localPosition.x, 0.25f), tempoChange.transform.localPosition.y);
|
||||
tempoChange.transform.localPosition = new Vector3(Starpelly.Mathp.Round2Nearest(tempoChange.transform.localPosition.x, Timeline.SnapInterval()), tempoChange.transform.localPosition.y);
|
||||
|
||||
Beatmap.TempoChange tempoC = new Beatmap.TempoChange();
|
||||
tempoC.beat = tempoChange.transform.localPosition.x;
|
||||
|
|
|
@ -71,7 +71,7 @@ namespace RhythmHeavenMania.Editor.Track
|
|||
Vector3 mousePos = Editor.instance.EditorCamera.ScreenToWorldPoint(Input.mousePosition);
|
||||
|
||||
transform.position = new Vector3(mousePos.x - startPosX, transform.position.y, 0);
|
||||
transform.localPosition = new Vector3(Mathf.Clamp(Starpelly.Mathp.Round2Nearest(transform.localPosition.x, 0.25f), 0, Mathf.Infinity), transform.localPosition.y);
|
||||
transform.localPosition = new Vector3(Mathf.Clamp(Starpelly.Mathp.Round2Nearest(transform.localPosition.x, Timeline.SnapInterval()), 0, Mathf.Infinity), transform.localPosition.y);
|
||||
}
|
||||
if (Input.GetMouseButtonUp(0))
|
||||
{
|
||||
|
|
|
@ -26,6 +26,9 @@ namespace RhythmHeavenMania.Editor.Track
|
|||
public bool resizable;
|
||||
private bool movingPlayback;
|
||||
public CurrentTimelineState timelineState = new CurrentTimelineState();
|
||||
public float snapInterval = 0.25f; // 4/4
|
||||
|
||||
public static float SnapInterval() { return instance.snapInterval; }
|
||||
|
||||
public class CurrentTimelineState
|
||||
{
|
||||
|
@ -256,7 +259,7 @@ namespace RhythmHeavenMania.Editor.Track
|
|||
if (movingPlayback)
|
||||
{
|
||||
RectTransformUtility.ScreenPointToLocalPointInRectangle(TimelineContent, Input.mousePosition, Editor.instance.EditorCamera, out lastMousePos);
|
||||
TimelineSlider.localPosition = new Vector3(Mathf.Clamp(Mathp.Round2Nearest(lastMousePos.x + 0.12f, 0.25f), 0, Mathf.Infinity), TimelineSlider.transform.localPosition.y);
|
||||
TimelineSlider.localPosition = new Vector3(Mathf.Clamp(Mathp.Round2Nearest(lastMousePos.x + 0.12f, Timeline.SnapInterval()), 0, Mathf.Infinity), TimelineSlider.transform.localPosition.y);
|
||||
|
||||
if (TimelineSlider.localPosition.x != lastBeatPos)
|
||||
Conductor.instance.SetBeat(TimelineSlider.transform.localPosition.x);
|
||||
|
@ -576,7 +579,7 @@ namespace RhythmHeavenMania.Editor.Track
|
|||
|
||||
public void SetPlaybackSpeed(float speed)
|
||||
{
|
||||
float spd = Mathp.Round2Nearest(speed, 0.25f);
|
||||
float spd = Mathp.Round2Nearest(speed, Timeline.SnapInterval());
|
||||
PlaybackSpeed.transform.GetChild(3).GetComponent<TMP_Text>().text = $"Playback Speed: {spd}x";
|
||||
Conductor.instance.musicSource.pitch = spd;
|
||||
PlaybackSpeed.value = spd;
|
||||
|
|
|
@ -149,7 +149,7 @@ namespace RhythmHeavenMania.Editor.Track
|
|||
lastPos_ = transform.localPosition;
|
||||
|
||||
this.transform.position = new Vector3(mousePos.x - startPosX, mousePos.y - startPosY - 0.40f, 0);
|
||||
this.transform.localPosition = new Vector3(Mathf.Clamp(Mathp.Round2Nearest(this.transform.localPosition.x, 0.25f), 0, Mathf.Infinity), Timeline.instance.SnapToLayer(this.transform.localPosition.y));
|
||||
this.transform.localPosition = new Vector3(Mathf.Clamp(Mathp.Round2Nearest(this.transform.localPosition.x, Timeline.SnapInterval()), 0, Mathf.Infinity), Timeline.instance.SnapToLayer(this.transform.localPosition.y));
|
||||
// moveTemp.transform.position = new Vector3(mousePos.x - startPosX, mousePos.y - startPosY - 0.40f, 0);
|
||||
// moveTemp.transform.localPosition = new Vector3(Mathf.Clamp(Mathp.Round2Nearest(moveTemp.transform.localPosition.x, 0.25f), 0, Mathf.Infinity), Timeline.instance.SnapToLayer(moveTemp.transform.localPosition.y));
|
||||
|
||||
|
@ -171,9 +171,9 @@ namespace RhythmHeavenMania.Editor.Track
|
|||
RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, Input.mousePosition, Editor.instance.EditorCamera, out mousePos);
|
||||
|
||||
sizeDelta = new Vector2(-mousePos.x + 0.15f, sizeDelta.y);
|
||||
sizeDelta = new Vector2(Mathf.Clamp(sizeDelta.x, 0.25f, rectTransform.localPosition.x), sizeDelta.y);
|
||||
sizeDelta = new Vector2(Mathf.Clamp(sizeDelta.x, Timeline.SnapInterval(), rectTransform.localPosition.x), sizeDelta.y);
|
||||
|
||||
rectTransform.sizeDelta = new Vector2(Mathp.Round2Nearest(sizeDelta.x, 0.25f), sizeDelta.y);
|
||||
rectTransform.sizeDelta = new Vector2(Mathp.Round2Nearest(sizeDelta.x, Timeline.SnapInterval()), sizeDelta.y);
|
||||
SetPivot(new Vector2(0, rectTransform.pivot.y));
|
||||
OnComplete(false);
|
||||
}
|
||||
|
@ -185,9 +185,9 @@ namespace RhythmHeavenMania.Editor.Track
|
|||
RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, Input.mousePosition, Editor.instance.EditorCamera, out mousePos);
|
||||
|
||||
sizeDelta = new Vector2(mousePos.x + 0.15f, sizeDelta.y);
|
||||
sizeDelta = new Vector2(Mathf.Clamp(sizeDelta.x, 0.25f, Mathf.Infinity), sizeDelta.y);
|
||||
sizeDelta = new Vector2(Mathf.Clamp(sizeDelta.x, Timeline.SnapInterval(), Mathf.Infinity), sizeDelta.y);
|
||||
|
||||
rectTransform.sizeDelta = new Vector2(Mathp.Round2Nearest(sizeDelta.x, 0.25f), sizeDelta.y);
|
||||
rectTransform.sizeDelta = new Vector2(Mathp.Round2Nearest(sizeDelta.x, Timeline.SnapInterval()), sizeDelta.y);
|
||||
SetPivot(new Vector2(0, rectTransform.pivot.y));
|
||||
OnComplete(false);
|
||||
}
|
||||
|
|
|
@ -204,12 +204,12 @@ namespace RhythmHeavenMania
|
|||
new GameAction("set tweezer delay", delegate { RhythmTweezers.instance.tweezerBeatOffset = eventCaller.currentEntity.length; }, 1f, true),
|
||||
new GameAction("reset tweezer delay", delegate { RhythmTweezers.instance.tweezerBeatOffset = 0f; }, 0.5f),
|
||||
}),
|
||||
/*
|
||||
|
||||
new Minigame("rhythmRally", "Rhythm Rally", "B888F8", true, false, new List<GameAction>()
|
||||
{
|
||||
|
||||
}),
|
||||
new Minigame("spaceDance", "Space Dance", "B888F8", new List<GameAction>()
|
||||
/*new Minigame("spaceDance", "Space Dance", "B888F8", new List<GameAction>()
|
||||
{
|
||||
}),
|
||||
new Minigame("tapTrial", "Tap Trial", "B888F8", new List<GameAction>()
|
||||
|
|
Loading…
Reference in a new issue