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Rhythm Rally Camera Event
Rotate the camera with different easing functions and the option to add/remove from current rotation.
This commit is contained in:
parent
9d7620feb3
commit
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3 changed files with 61 additions and 14 deletions
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@ -831,9 +862,9 @@ MonoBehaviour:
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perfect: 0
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late: 0
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createBeat: 0
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@ -1709,6 +1740,7 @@ MonoBehaviour:
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firstEnable: 0
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@ -13,7 +13,7 @@ namespace RhythmHeavenMania.Games.RhythmRally
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[Header("Camera")]
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public Transform renderQuadTrans;
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public Transform cameraPos;
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public Transform cameraPivot;
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[Header("Ball and curve info")]
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@ -341,6 +341,11 @@ namespace RhythmHeavenMania.Games.RhythmRally
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inPose = true;
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}
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public void ChangeCameraAngle(Vector3 rotation, float length, Ease ease, RotateMode rotateMode)
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{
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cameraPivot.DORotate(rotation, length * Conductor.instance.secPerBeat, rotateMode).SetEase(ease);
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}
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public void PrepareFastRally(float beat, RallySpeed speedChange)
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{
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if (speedChange == RallySpeed.Fast)
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@ -1,6 +1,7 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using DG.Tweening;
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using RhythmHeavenMania.Util;
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@ -326,6 +327,15 @@ namespace RhythmHeavenMania
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new GameAction("fast rally", delegate { RhythmRally.instance.PrepareFastRally(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.Fast); }, 6f),
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new GameAction("superfast rally", delegate { RhythmRally.instance.PrepareFastRally(eventCaller.currentEntity.beat, RhythmRally.RallySpeed.SuperFast); }, 12f),
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new GameAction("pose", delegate { RhythmRally.instance.Pose(); }, 0.5f),
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new GameAction("camera", delegate {
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var e = eventCaller.currentEntity;
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var rotation = new Vector3(0, e.valA, 0);
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RhythmRally.instance.ChangeCameraAngle(rotation, e.length, (Ease)e.type, (RotateMode)e.type2);
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}, 4, true, new List<Param>() {
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new Param("valA", new EntityTypes.Integer(-360, 360, 0), "Angle"),
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new Param("type", Ease.Linear, "Ease"),
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new Param("type2", RotateMode.Fast, "Rotation Mode")
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} ),
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}),
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new Minigame("builtToScaleDS", "Built To Scale (DS) \n<color=#eb5454>[WIP don't use]</color>", "00BB00", true, false, new List<GameAction>()
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{
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