mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +00:00
3a4279ce5e
* Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
363 lines
No EOL
13 KiB
C#
363 lines
No EOL
13 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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using System.Linq;
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using Jukebox;
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using Jukebox.Legacy;
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namespace HeavenStudio
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{
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public class GameCamera : MonoBehaviour
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{
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public static GameCamera instance { get; private set; }
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public new Camera camera;
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public enum CameraAxis
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{
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All,
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X,
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Y,
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Z
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}
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private List<RiqEntity> positionEvents = new();
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private List<RiqEntity> rotationEvents = new();
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private List<RiqEntity> shakeEvents = new();
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private List<RiqEntity> colorEvents = new();
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/**
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default cam position, for quick-resetting
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**/
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public static Vector3 defaultPosition = new Vector3(0, 0, -10);
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public static Vector3 defaultRotEluer = new Vector3(0, 0, 0);
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public static Vector3 defaultShake = new Vector3(0, 0, 0);
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public static float defaultFoV = 53.15f;
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/**
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camera's current transformation
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**/
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private static Vector3 _position;
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private static Vector3 Position
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{
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get => _position;
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set
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{
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_position = value;
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instance.ApplyCameraValues();
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}
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}
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private static Vector3 _rotEuler;
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private static Vector3 RotEuler
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{
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get => _rotEuler;
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set
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{
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_rotEuler = value;
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instance.ApplyCameraValues();
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}
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}
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private static Vector3 _shakeResult;
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private static Vector3 ShakeResult
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{
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get => _shakeResult;
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set
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{
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_shakeResult = value;
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instance.ApplyCameraValues();
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}
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}
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/**
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camera's last transformation
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**/
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private static Vector3 positionLast;
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private static Vector3 rotEulerLast;
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private static Vector3 shakeLast;
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/**
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transformations to apply *after* the global transform,
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to use in minigame scripts (Spaceball, Rhythm Rally, Built to Scale, etc.)
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and NOT in the editor
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**/
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private static Vector3 _additionalPosition;
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public static Vector3 AdditionalPosition
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{
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get => _additionalPosition;
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set
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{
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_additionalPosition = value;
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instance.ApplyCameraValues();
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}
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}
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private static Vector3 _additionalRotEuler;
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public static Vector3 AdditionalRotEuler
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{
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get => _additionalRotEuler;
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set
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{
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_additionalRotEuler = value;
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instance.ApplyCameraValues();
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}
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}
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private static Vector3 _additionalScale;
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public static Vector3 AdditionalScale
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{
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get => _additionalScale;
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set
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{
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_additionalScale = value;
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instance.ApplyCameraValues();
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}
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}
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private static float _additionalFoV;
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public static float AdditionalFoV
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{
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get => _additionalFoV;
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set
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{
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_additionalFoV = value;
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instance.ApplyCameraValues();
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}
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}
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[Header("Components")]
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public Color baseColor;
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public static Color currentColor;
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private void Awake()
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{
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instance = this;
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camera = this.GetComponent<Camera>();
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}
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private void Start()
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{
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GameManager.instance.onBeatChanged += OnBeatChanged;
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camera.backgroundColor = baseColor;
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ResetTransforms();
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ResetAdditionalTransforms();
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currentColor = baseColor;
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positionLast = defaultPosition;
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rotEulerLast = defaultRotEluer;
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}
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public void OnBeatChanged(double beat)
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{
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ResetTransforms();
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ResetAdditionalTransforms();
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currentColor = baseColor;
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positionLast = defaultPosition;
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rotEulerLast = defaultRotEluer;
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// this entire thing is a mess redo it later
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//pos
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positionEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "move camera" });
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// legacy event
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positionEvents.AddRange(EventCaller.GetAllInGameManagerList("gameManager", new string[] { "move camera" }));
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//rot
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rotationEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "rotate camera" });
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positionEvents.AddRange(EventCaller.GetAllInGameManagerList("gameManager", new string[] { "rotate camera" }));
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//screen shake time baybee
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shakeEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "screen shake" });
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//color/colour time baybee
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colorEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "camera background color" });
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UpdateCameraTranslate();
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UpdateCameraRotate();
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UpdateShakeIntensity();
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UpdateCameraColor();
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}
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private void Update()
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{
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UpdateCameraTranslate();
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UpdateCameraRotate();
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UpdateShakeIntensity();
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UpdateCameraColor();
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}
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private void LateUpdate()
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{
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Camera cam = GetCamera();
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cam.backgroundColor = currentColor;
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if (!StaticCamera.instance.usingMinigameAmbientColor) StaticCamera.instance.SetAmbientGlowColour(currentColor, false, false);
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}
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private void ApplyCameraValues()
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{
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Camera cam = GetCamera();
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// rotate position by additional rotation
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Vector3 userPos = Quaternion.Euler(_additionalRotEuler) * _position;
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cam.transform.localPosition = userPos + _additionalPosition + _shakeResult;
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cam.transform.eulerAngles = _rotEuler + _additionalRotEuler;
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cam.fieldOfView = _additionalFoV;
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//Debug.Log("Camera Pos: " + _additionalPosition);
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}
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private void UpdateCameraColor()
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{
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foreach (var e in colorEvents)
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{
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float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
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if (prog >= 0f)
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{
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Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]);
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float newColorR = func(e["color"].r, e["color2"].r, prog);
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float newColorG = func(e["color"].g, e["color2"].g, prog);
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float newColorB = func(e["color"].b, e["color2"].b, prog);
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currentColor = new Color(newColorR, newColorG, newColorB);
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}
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if (prog > 1f)
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{
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currentColor = e["color2"];
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}
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}
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}
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private void UpdateCameraTranslate()
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{
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foreach (var e in positionEvents)
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{
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float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
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if (prog >= 0f)
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{
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Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease) e["ease"]);
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switch (e["axis"])
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{
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case (int) CameraAxis.X:
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Position = new Vector3(func(positionLast.x, e["valA"], Mathf.Min(prog, 1f)), Position.y, Position.z);
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break;
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case (int) CameraAxis.Y:
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Position = new Vector3(Position.x, func(positionLast.y, e["valB"], Mathf.Min(prog, 1f)), Position.z);
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break;
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case (int) CameraAxis.Z:
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Position = new Vector3(Position.x, Position.y, func(positionLast.z, -e["valC"], Mathf.Min(prog, 1f)));
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break;
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default:
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float dx = func(positionLast.x, e["valA"], Mathf.Min(prog, 1f));
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float dy = func(positionLast.y, e["valB"], Mathf.Min(prog, 1f));
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float dz = func(positionLast.z, -e["valC"], Mathf.Min(prog, 1f));
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Position = new Vector3(dx, dy, dz);
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break;
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}
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}
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if (prog > 1f)
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{
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switch (e["axis"])
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{
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case (int) CameraAxis.X:
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positionLast.x = e["valA"];
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break;
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case (int) CameraAxis.Y:
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positionLast.y = e["valB"];
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break;
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case (int) CameraAxis.Z:
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positionLast.z = -e["valC"];
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break;
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default:
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positionLast = new Vector3(e["valA"], e["valB"], -e["valC"]);
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break;
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}
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}
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}
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}
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private void UpdateCameraRotate()
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{
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foreach (var e in rotationEvents)
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{
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float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
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if (prog >= 0f)
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{
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Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease) e["ease"]);
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switch (e["axis"])
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{
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case (int) CameraAxis.X:
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RotEuler = new Vector3(func(rotEulerLast.x, e["valA"], Mathf.Min(prog, 1f)), RotEuler.y, RotEuler.z);
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break;
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case (int) CameraAxis.Y:
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RotEuler = new Vector3(RotEuler.x, func(rotEulerLast.y, e["valB"], Mathf.Min(prog, 1f)), RotEuler.z);
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break;
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case (int) CameraAxis.Z:
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RotEuler = new Vector3(RotEuler.x, RotEuler.y, func(rotEulerLast.z, -e["valC"], Mathf.Min(prog, 1f)));
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break;
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default:
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float dx = func(rotEulerLast.x, e["valA"], Mathf.Min(prog, 1f));
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float dy = func(rotEulerLast.y, e["valB"], Mathf.Min(prog, 1f));
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float dz = func(rotEulerLast.z, -e["valC"], Mathf.Min(prog, 1f));
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RotEuler = new Vector3(dx, dy, dz); //I'm stupid and forgot to negate the rotation gfd 😢
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break;
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}
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}
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if (prog > 1f)
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{
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switch (e["axis"])
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{
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case (int) CameraAxis.X:
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rotEulerLast.x = e["valA"];
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break;
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case (int) CameraAxis.Y:
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rotEulerLast.y = e["valB"];
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break;
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case (int) CameraAxis.Z:
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rotEulerLast.z = -e["valC"];
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break;
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default:
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rotEulerLast = new Vector3(e["valA"], e["valB"], -e["valC"]);
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break;
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}
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rotEulerLast = new Vector3(e["valA"], e["valB"], -e["valC"]);
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}
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}
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}
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private void UpdateShakeIntensity()
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{
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foreach (var e in shakeEvents)
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{
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float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
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float fac = Mathf.Cos(Time.time * 80f) * 0.5f;
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if (prog >= 0f)
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{
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Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease) e["ease"]);
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ShakeResult = new Vector3(fac * func(e["easedA"], e["valA"], Mathf.Min(prog, 1f)), fac * func(e["easedB"], e["valB"], Mathf.Min(prog, 1f)));
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}
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if (prog > 1f)
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{
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ShakeResult = new Vector3(fac * e["valA"], fac * e["valB"]);
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}
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}
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}
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public static void ResetTransforms()
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{
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Position = defaultPosition;
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RotEuler = defaultRotEluer;
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ShakeResult = defaultShake;
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}
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public static void ResetAdditionalTransforms()
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{
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AdditionalPosition = new Vector3(0, 0, 0);
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AdditionalRotEuler = new Vector3(0, 0, 0);
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AdditionalFoV = defaultFoV;
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}
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public static Camera GetCamera()
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{
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return instance.camera;
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}
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}
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} |