mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +00:00
fd1df6687e
* BurstLinq make BGM resync when changing pitch (to test) * autoswing some game implementations, most games already work fine * more game tweaks * 16th note swing more game fixes make pitch change resync optional in the API * suppress some common warnings * Update Credits.txt
125 lines
No EOL
6.3 KiB
C#
125 lines
No EOL
6.3 KiB
C#
using UnityEngine;
|
|
using System;
|
|
|
|
namespace HeavenStudio.Util
|
|
{
|
|
public static class AnimationHelpers
|
|
{
|
|
public static bool IsAnimationNotPlaying(this Animator anim)
|
|
{
|
|
if (anim == null) return true;
|
|
var stateInfo = anim.GetCurrentAnimatorStateInfo(0);
|
|
return (stateInfo.normalizedTime >= stateInfo.speed || stateInfo.loop) && !anim.IsInTransition(0);
|
|
}
|
|
/// <summary>
|
|
/// Returns true if animName is currently playing on animator
|
|
/// </summary>
|
|
/// <param name="anim">Animator to check</param>
|
|
/// <param name="animNames">name(s) of animation to look out for</param>
|
|
public static bool IsPlayingAnimationNames(this Animator anim, params string[] animNames)
|
|
{
|
|
if (anim == null) return false;
|
|
var stateInfo = anim.GetCurrentAnimatorStateInfo(0);
|
|
var isPlaying = Array.Exists(animNames, animName => stateInfo.IsName(animName));
|
|
return (stateInfo.normalizedTime < stateInfo.speed || stateInfo.loop) && isPlaying;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets animator's progress on an animation based on current song beat between startTime and length
|
|
/// function must be called in actor's Update loop to update properly
|
|
/// </summary>
|
|
/// <param name="anim">Animator to update</param>
|
|
/// <param name="animName">name of animation to play</param>
|
|
/// <param name="startTime">reference start time of animation (progress 0.0)</param>
|
|
/// <param name="length">duration of animation (progress 1.0)</param>
|
|
/// <param name="timeScale">multiplier for animation progress (smaller values make animation slower)</param>
|
|
/// <param name="animLayer">animator layer to play animation on</param>
|
|
public static void DoScaledAnimation(this Animator anim, string animName, double startTime, double length = 1, float timeScale = 1f, int animLayer = -1, bool clamp = false, bool ignoreSwing = true)
|
|
{
|
|
if (anim == null) return;
|
|
float pos = Conductor.instance.GetPositionFromBeat(startTime, length, ignoreSwing: ignoreSwing) * timeScale;
|
|
if (clamp) pos = Mathf.Clamp01(pos);
|
|
anim.Play(animName, animLayer, pos);
|
|
anim.speed = 1f; //not 0 so these can still play their script events
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets animator progress on an animation according to pos
|
|
/// </summary>
|
|
/// <param name="anim">Animator to update</param>
|
|
/// <param name="animName">name of animation to play</param>
|
|
/// <param name="pos">position to set animation progress to (0.0 - 1.0)</param>
|
|
/// <param name="animLayer">animator layer to play animation on</param>
|
|
public static void DoNormalizedAnimation(this Animator anim, string animName, float pos = 0f, int animLayer = -1)
|
|
{
|
|
if (anim == null) return;
|
|
anim.Play(animName, animLayer, pos);
|
|
anim.speed = 1f;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Plays animation on animator, scaling speed to song BPM
|
|
/// call this function once, when playing an animation
|
|
/// </summary>
|
|
/// <param name="anim">Animator to play animation on</param>
|
|
/// <param name="animName">name of animation to play</param>
|
|
/// <param name="timeScale">multiplier for animation speed</param>
|
|
/// <param name="startBeat">beat that this animation would start on</param>
|
|
/// <param name="animLayer">animator layer to play animation on</param>
|
|
public static void DoScaledAnimationFromBeatAsync(this Animator anim, string animName, float timeScale = 1f, double startBeat = 0, int animLayer = -1)
|
|
{
|
|
if (anim == null) return;
|
|
float pos = 0;
|
|
if (!double.IsNaN(startBeat)) {
|
|
var cond = Conductor.instance;
|
|
var animClip = Array.Find(anim.runtimeAnimatorController.animationClips, x => x.name == animName);
|
|
if (animClip == null) {
|
|
Debug.LogError("Animation clip " + animName + " not found!");
|
|
return;
|
|
}
|
|
double animLength = cond.SecsToBeats(animClip.length, cond.GetBpmAtBeat(startBeat));
|
|
pos = cond.GetPositionFromBeat(startBeat, animLength) * timeScale;
|
|
} else {
|
|
Debug.LogWarning("DoScaledAnimationFromBeatAsync()'s startBeat was NaN; using DoScaledAnimationAsync() instead.");
|
|
}
|
|
anim.DoScaledAnimationAsync(animName, timeScale, pos, animLayer);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Plays animation on animator, scaling speed to song BPM
|
|
/// call this function once, when playing an animation
|
|
/// </summary>
|
|
/// <param name="anim">Animator to play animation on</param>
|
|
/// <param name="animName">name of animation to play</param>
|
|
/// <param name="timeScale">multiplier for animation speed</param>
|
|
/// <param name="startPos">starting progress of animation</param>
|
|
/// <param name="animLayer">animator layer to play animation on</param>
|
|
public static void DoScaledAnimationAsync(this Animator anim, string animName, float timeScale = 1f, float startPos = 0f, int animLayer = -1)
|
|
{
|
|
if (anim == null) return;
|
|
anim.Play(animName, animLayer, startPos);
|
|
anim.speed = (1f / Conductor.instance.pitchedSecPerBeat) * timeScale;
|
|
}
|
|
|
|
public static void SetScaledAnimationSpeed(this Animator anim, float timeScale = 0.5f)
|
|
{
|
|
if (anim == null) return;
|
|
anim.speed = (1f / Conductor.instance.pitchedSecPerBeat) * timeScale;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Plays animation on animator, at default speed
|
|
/// this is the least nessecary function here lol
|
|
/// </summary>
|
|
/// <param name="anim">Animator to play animation on</param>
|
|
/// <param name="animName">name of animation to play</param>
|
|
/// <param name="startPos">starting progress of animation</param>
|
|
/// <param name="animLayer">animator layer to play animation on</param>
|
|
public static void DoUnscaledAnimation(this Animator anim, string animName, float startPos = 0f, int animLayer = -1)
|
|
{
|
|
if (anim == null) return;
|
|
anim.Play(animName, animLayer, startPos);
|
|
anim.speed = 1f;
|
|
}
|
|
}
|
|
} |