HeavenStudioPlus/Assets/Scripts/StudioDance/Dancer.cs

114 lines
3.5 KiB
C#

using System;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.StudioDance
{
public class Dancer : MonoBehaviour
{
[SerializeField] ChoreographyInfo debugChoreography;
[SerializeField] ChoreographyInfo[] choreographies;
private Animator animator;
private double currentBeat = 0f;
private bool isDance = false;
private ChoreographyInfo currentChoreography;
private double totalChoreographyLength = 0f;
public ChoreographyInfo[] ChoreographyInfos { get => choreographies; }
public ChoreographyInfo CurrentChoreography { get => currentChoreography; }
public void SetChoreography(ChoreographyInfo choreography)
{
currentChoreography = choreography;
totalChoreographyLength = 0f;
foreach (var step in choreography.choreographySteps)
{
totalChoreographyLength += step.beatLength;
}
}
public void SetChoreography(int index)
{
if (index < 0 || index >= choreographies.Length) return;
var choreography = choreographies[index];
currentChoreography = choreography;
totalChoreographyLength = 0f;
foreach (var step in choreography.choreographySteps)
{
totalChoreographyLength += step.beatLength;
}
if (!Conductor.instance.isPlaying)
{
animator.Play(currentChoreography.introState);
}
}
private void Start()
{
animator = GetComponent<Animator>();
var gm = GameManager.instance;
if (gm != null)
{
gm.onBeatPulse += OnBeatPulse;
}
if (debugChoreography != null)
{
SetChoreography(debugChoreography);
}
animator.Play(currentChoreography.introState);
}
private void OnBeatPulse(double beat)
{
currentBeat = beat;
}
private void Update()
{
var cond = Conductor.instance;
if (currentChoreography == null || cond == null) return;
if (!cond.isPlaying)
{
if (!isDance) return;
if (currentBeat % 2 != 0)
{
animator.Play(currentChoreography.poseStateOdd);
}
else
{
animator.Play(currentChoreography.poseStateEven);
}
isDance = false;
return;
}
isDance = true;
double choreoBeat = cond.songPositionInBeatsAsDouble % totalChoreographyLength;
double cycleStartBeat = Math.Floor(cond.songPositionInBeatsAsDouble / totalChoreographyLength) * totalChoreographyLength;
double beatSum = 0.0;
double stepLength = 0.0;
string stepState = "";
foreach (ChoreographyInfo.ChoreographyStep s in currentChoreography.choreographySteps)
{
if (choreoBeat > beatSum && choreoBeat < beatSum + s.beatLength)
{
stepLength = s.beatLength;
stepState = s.stateName;
break;
}
beatSum += s.beatLength;
}
if (stepState is not null or "")
{
animator.DoScaledAnimation(stepState, cycleStartBeat + beatSum, stepLength);
}
}
}
}