using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using HeavenStudio.Util; using HeavenStudio.Common; using HeavenStudio.Editor; namespace HeavenStudio { public class StaticCamera : MonoBehaviour { [SerializeField] RectTransform canvas; [SerializeField] GameObject overlayView; [SerializeField] Image ambientBg; [SerializeField] GameObject ambientBgGO; [SerializeField] GameObject letterboxBgGO; public static StaticCamera instance { get; private set; } public new Camera camera; public enum ViewAxis { All, X, Y, } const float AspectRatioWidth = 1; const float AspectRatioHeight = 1; private List panEvents = new List(); private List scaleEvents = new List(); private List rotationEvents = new List(); static Vector3 defaultPan = new Vector3(0, 0, 0); static Vector3 defaultScale = new Vector3(1, 1, 1); static float defaultRotation = 0; private static Vector3 pan; private static Vector3 scale; private static float rotation; private static Vector3 panLast; private static Vector3 scaleLast; private static float rotationLast; private void Awake() { instance = this; camera = this.GetComponent(); } // Start is called before the first frame update void Start() { GameManager.instance.onBeatChanged += OnBeatChanged; Reset(); panLast = defaultPan; scaleLast = defaultScale; rotationLast = defaultRotation; ToggleLetterboxBg(PersistentDataManager.gameSettings.letterboxBgEnable); ToggleLetterboxGlow(PersistentDataManager.gameSettings.letterboxFxEnable); } public void OnBeatChanged(float beat) { Reset(); panEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "pan view" }); scaleEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "scale view" }); rotationEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "rotate view" }); panLast = defaultPan; scaleLast = defaultScale; rotationLast = defaultRotation; UpdatePan(); UpdateRotation(); UpdateScale(); } // Update is called once per frame void Update() { UpdatePan(); UpdateRotation(); UpdateScale(); canvas.localPosition = pan; canvas.eulerAngles = new Vector3(0, 0, rotation); canvas.localScale = scale; } private void UpdatePan() { foreach (var e in panEvents) { float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length); if (prog >= 0f) { EasingFunction.Function func = EasingFunction.GetEasingFunction((EasingFunction.Ease) e["ease"]); switch (e["axis"]) { case (int) ViewAxis.X: pan.x = func(panLast.x, e["valA"], Mathf.Min(prog, 1f)); break; case (int) ViewAxis.Y: pan.y = func(panLast.y, e["valB"], Mathf.Min(prog, 1f)); break; default: float dx = func(panLast.x, e["valA"], Mathf.Min(prog, 1f)); float dy = func(panLast.y, e["valB"], Mathf.Min(prog, 1f)); pan = new Vector3(dx, dy, 0); break; } } if (prog > 1f) { switch (e["axis"]) { case (int) ViewAxis.X: panLast.x = e["valA"]; break; case (int) ViewAxis.Y: panLast.y = e["valB"]; break; default: panLast = new Vector3(e["valA"], e["valB"], 0); break; } } } } private void UpdateRotation() { foreach (var e in rotationEvents) { float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length); if (prog >= 0f) { EasingFunction.Function func = EasingFunction.GetEasingFunction((EasingFunction.Ease) e["ease"]); rotation = func(rotationLast, -e["valA"], Mathf.Min(prog, 1f)); } if (prog > 1f) { rotationLast = -e["valA"]; } } } private void UpdateScale() { foreach (var e in scaleEvents) { float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length); if (prog >= 0f) { EasingFunction.Function func = EasingFunction.GetEasingFunction((EasingFunction.Ease) e["ease"]); switch (e["axis"]) { case (int) ViewAxis.X: scale.x = func(scaleLast.x, e["valA"], Mathf.Min(prog, 1f)) * AspectRatioWidth; break; case (int) ViewAxis.Y: scale.y = func(scaleLast.y, e["valB"], Mathf.Min(prog, 1f)) * AspectRatioHeight; break; default: float dx = func(scaleLast.x, e["valA"], Mathf.Min(prog, 1f)) * AspectRatioWidth; float dy = func(scaleLast.y, e["valB"], Mathf.Min(prog, 1f)) * AspectRatioHeight; scale = new Vector3(dx, dy, 1); break; } } if (prog > 1f) { switch (e["axis"]) { case (int) ViewAxis.X: scaleLast.x = e["valA"] * AspectRatioWidth; break; case (int) ViewAxis.Y: scaleLast.y = e["valB"] * AspectRatioHeight; break; default: scaleLast = new Vector3(e["valA"] * AspectRatioWidth, e["valB"] * AspectRatioHeight, 1); break; } } } } public static void Reset() { pan = defaultPan; scale = defaultScale; rotation = defaultRotation; } public void ToggleOverlayView(bool toggle) { overlayView.SetActive(toggle); } public void SetAmbientGlowColour(Color colour) { ambientBg.color = colour; GameSettings.UpdatePreviewAmbient(colour); } public void ToggleLetterboxBg(bool toggle) { letterboxBgGO.SetActive(toggle); } public void ToggleLetterboxGlow(bool toggle) { ambientBgGO.SetActive(toggle); } public void ToggleCanvasVisibility(bool toggle) { canvas.gameObject.SetActive(toggle); } } }