mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-25 11:05:16 +00:00
7ccc256eaf
* right foot creep * look around stay low * optimize the fan club prefab use anim layers for the monkeys * dansa med oss * klappa era hander * cossack sandvich * soldier of dance add speed halving / doubling functionality to choreographies * fix selection of starting dance * asset re-organization * organize the last of the 1.0 games * Wall * floating windows can no longer become larger than the actual screen
141 lines
No EOL
4.4 KiB
C#
141 lines
No EOL
4.4 KiB
C#
using System;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.StudioDance
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{
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public class Dancer : MonoBehaviour
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{
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[SerializeField] ChoreographyInfo debugChoreography;
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[SerializeField] ChoreographyInfo[] choreographies;
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Conductor cond;
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GameManager gm;
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private Animator animator;
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private double currentBeat = 0f;
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private bool isDance = false;
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private ChoreographyInfo currentChoreography;
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private double totalChoreographyLength = 0f;
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public ChoreographyInfo[] ChoreographyInfos { get => choreographies; }
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public ChoreographyInfo CurrentChoreography { get => currentChoreography; }
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public void SetChoreography(ChoreographyInfo choreography)
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{
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currentChoreography = choreography;
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totalChoreographyLength = 0f;
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foreach (var step in choreography.choreographySteps)
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{
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totalChoreographyLength += step.beatLength;
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}
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}
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public void SetChoreography(int index)
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{
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if (index < 0 || index >= choreographies.Length) return;
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var choreography = choreographies[index];
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currentChoreography = choreography;
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totalChoreographyLength = 0f;
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foreach (var step in choreography.choreographySteps)
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{
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totalChoreographyLength += step.beatLength;
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}
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if (cond is not null && animator is not null && !cond.isPlaying)
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{
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animator.Play(currentChoreography.introState, -1, 0f);
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}
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}
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private void Start()
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{
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animator = GetComponent<Animator>();
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cond = Conductor.instance;
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gm = GameManager.instance;
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if (gm != null)
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{
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gm.onBeatPulse += OnBeatPulse;
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}
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if (debugChoreography != null)
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{
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SetChoreography(debugChoreography);
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}
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animator.Play(currentChoreography.introState, -1, 0f);
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}
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public void SetStartChoreography()
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{
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if (debugChoreography != null)
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{
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SetChoreography(debugChoreography);
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}
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else
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{
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SetChoreography(0);
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}
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}
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private void OnBeatPulse(double beat)
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{
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currentBeat = beat;
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}
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private void Update()
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{
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if (currentChoreography == null || cond == null) return;
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if (!cond.isPlaying)
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{
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if (!isDance) return;
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if (currentBeat % 2 != 0)
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{
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animator.Play(currentChoreography.poseStateOdd, -1, 0f);
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}
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else
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{
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animator.Play(currentChoreography.poseStateEven, -1, 0f);
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}
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isDance = false;
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return;
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}
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isDance = true;
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float speed = 1f;
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if (currentChoreography.halfSpeedBpm != currentChoreography.doubleSpeedBpm)
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{
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if (cond.songBpm < currentChoreography.halfSpeedBpm)
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{
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speed = 0.5f;
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}
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else if (cond.songBpm > currentChoreography.doubleSpeedBpm)
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{
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speed = 2f;
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}
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}
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double choreoBeat = cond.songPositionInBeatsAsDouble % (totalChoreographyLength * speed);
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double cycleStartBeat = Math.Floor(cond.songPositionInBeatsAsDouble / (totalChoreographyLength * speed)) * (totalChoreographyLength * speed);
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double beatSum = 0.0;
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double stepLength = 0.0;
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string stepState = "";
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foreach (ChoreographyInfo.ChoreographyStep s in currentChoreography.choreographySteps)
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{
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if (choreoBeat > beatSum && choreoBeat < beatSum + (s.beatLength * speed))
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{
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stepLength = s.beatLength * speed;
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stepState = s.stateName;
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break;
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}
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beatSum += s.beatLength * speed;
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}
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if (stepState is not null or "")
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{
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animator.DoScaledAnimation(stepState, cycleStartBeat + beatSum, stepLength, animLayer: -1, clamp: true);
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}
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}
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}
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} |