HeavenStudioPlus/Assets/Scripts/UI/Overlays/TimingAccuracyDisplay.cs
minenice55 45d4483765 fix bugs related to timing windows
add ability to adjust timing window size per-input
made rockers suck less
2024-05-14 00:39:59 +00:00

174 lines
No EOL
6.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Games;
namespace HeavenStudio.Common
{
public class TimingAccuracyDisplay : MonoBehaviour
{
public enum Rating
{
NG,
OK,
Just
}
public static TimingAccuracyDisplay instance { get; private set; }
[SerializeField] GameObject NG;
[SerializeField] GameObject OK;
[SerializeField] GameObject Just;
[SerializeField] GameObject MinimalJust;
[SerializeField] GameObject MinimalOK;
[SerializeField] GameObject MinimalNG;
[SerializeField] Animator MetreAnim;
[SerializeField] Transform arrowTransform;
[SerializeField] Transform barTransform;
[SerializeField] Transform barJustTransform;
[SerializeField] Transform barOKTransform;
[SerializeField] Transform barNGTransform;
float targetArrowPos = 0f;
// Start is called before the first frame update
public void Start()
{
instance = this;
}
// Update is called once per frame
void Update()
{
arrowTransform.localPosition = Vector3.Lerp(arrowTransform.localPosition, new Vector3(0, targetArrowPos, 0), 4f * Time.deltaTime);
}
public void ResetArrow()
{
targetArrowPos = 0f;
arrowTransform.localPosition = Vector3.zero;
StopStarFlash();
NG.GetComponent<ParticleSystem>().Stop();
OK.GetComponent<ParticleSystem>().Stop();
Just.GetComponent<ParticleSystem>().Stop();
MinimalNG.GetComponent<ParticleSystem>().Stop();
MinimalOK.GetComponent<ParticleSystem>().Stop();
MinimalJust.GetComponent<ParticleSystem>().Stop();
}
public void StartStarFlash()
{
MetreAnim.Play("StarWarn", -1, 0f);
}
public void StopStarFlash()
{
MetreAnim.Play("NoPose", -1, 0f);
}
public void MakeAccuracyVfx(double time, float pitch, double margin, bool late = false)
{
if (!OverlaysManager.OverlaysEnabled) return;
GameObject it;
Rating type = Rating.NG;
// centre of the transfor would be "perfect ace"
// move the object up or down the bar depending on hit time
// use bar's scale Y for now, we're waiting for proper assets
// this probably doesn't work
float frac = 0f;
float y = barTransform.position.y;
// SetArrowPos(time);
// no Clamp() because double
time = System.Math.Max(Minigame.NgEarlyTime(pitch, margin), System.Math.Min(Minigame.NgLateTime(pitch, margin), time));
if (time >= Minigame.AceEarlyTime(pitch, margin) && time <= Minigame.AceLateTime(pitch, margin))
{
type = Rating.Just;
frac = (float)((time - Minigame.AceEarlyTime(pitch, margin)) / (Minigame.AceLateTime(pitch, margin) - Minigame.AceEarlyTime(pitch, margin)));
y = barJustTransform.localScale.y * frac - (barJustTransform.localScale.y * 0.5f);
}
else
{
if (time > 1.0)
{
// goes "down"
if (time <= Minigame.JustLateTime(pitch, margin))
{
type = Rating.OK;
frac = (float)((time - Minigame.AceLateTime(pitch, margin)) / (Minigame.JustLateTime(pitch, margin) - Minigame.AceLateTime(pitch, margin)));
y = ((barOKTransform.localScale.y - barJustTransform.localScale.y) * frac) + barJustTransform.localScale.y;
}
else
{
type = Rating.NG;
frac = (float)((time - Minigame.JustLateTime(pitch, margin)) / (Minigame.NgLateTime(pitch, margin) - Minigame.JustLateTime(pitch, margin)));
y = ((barNGTransform.localScale.y - barOKTransform.localScale.y) * frac) + barOKTransform.localScale.y;
}
}
else
{
// goes "up"
if (time >= Minigame.JustEarlyTime(pitch, margin))
{
type = Rating.OK;
frac = (float)((time - Minigame.JustEarlyTime(pitch, margin)) / (Minigame.AceEarlyTime(pitch, margin) - Minigame.JustEarlyTime(pitch, margin)));
y = ((barOKTransform.localScale.y - barJustTransform.localScale.y) * -frac) - barJustTransform.localScale.y;
}
else
{
type = Rating.NG;
frac = (float)((time - Minigame.NgEarlyTime(pitch, margin)) / (Minigame.JustEarlyTime(pitch, margin) - Minigame.NgEarlyTime(pitch, margin)));
y = ((barNGTransform.localScale.y - barOKTransform.localScale.y) * -frac) - barOKTransform.localScale.y;
}
}
y *= -0.5f;
}
targetArrowPos = (targetArrowPos + y) * 0.5f;
if (PersistentDataManager.gameSettings.timingDisplayMinMode)
{
switch (type)
{
case Rating.OK:
it = MinimalOK;
break;
case Rating.Just:
it = MinimalJust;
break;
default:
it = MinimalNG;
break;
}
}
else
{
switch (type)
{
case Rating.OK:
it = OK;
// makes the explosion smaller with less accurate inputs
it.transform.localScale = Vector3.one * (1f - (frac / 2f));
break;
case Rating.Just:
it = Just;
break;
default:
it = NG;
break;
}
}
it.transform.position = barTransform.position + new Vector3(0, barTransform.localScale.y * y, 0);
it.GetComponent<ParticleSystem>().Play();
}
}
}