mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 19:55:09 +00:00
50a1b7bcdb
* add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing
231 lines
No EOL
8.9 KiB
C#
231 lines
No EOL
8.9 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 static HeavenStudio.Games.FanClub;
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namespace HeavenStudio.Games.Scripts_FanClub
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{
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public class NtrIdolAmie : MonoBehaviour
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{
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[Header("Params")]
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[SerializeField] float stepDistance = 1f;
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[SerializeField] float startPostion = 0f;
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[SerializeField] float rootYPos = 0f;
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[Header("Objects")]
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[SerializeField] ParticleSystem clapEffect;
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[SerializeField] ParticleSystem winkEffect;
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[SerializeField] GameObject rootTransform;
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[SerializeField] GameObject shadow;
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[Header("References")]
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public Material coreMat;
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Animator anim;
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double startStepBeat = double.MaxValue;
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float stepLength = 16f;
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bool exiting = false;
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int currentAnim = 0;
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double startJumpTime = double.MinValue;
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bool hasJumped = false;
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const int StepCount = 8;
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const int AnimCount = StepCount * 2;
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Conductor cond;
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private void Update() {
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if (cond.songPositionInBeatsAsDouble >= startStepBeat + stepLength)
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{
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FinishEntrance(exiting);
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startStepBeat = double.MaxValue;
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currentAnim = 0;
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}
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else if (cond.songPositionInBeatsAsDouble >= startStepBeat)
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{
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currentAnim = (int)((cond.songPositionInBeatsAsDouble - startStepBeat) / (stepLength / AnimCount));
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double startAnimBeat = startStepBeat + (stepLength / AnimCount) * currentAnim;
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double endAnimBeat = startAnimBeat + (stepLength / AnimCount);
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float prog = (float)((cond.songPositionInBeatsAsDouble - startAnimBeat - 0.75) / (endAnimBeat - startAnimBeat));
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prog = Mathf.Clamp01(prog * 4);
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if (exiting)
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{
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currentAnim = AnimCount - currentAnim;
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prog = (float)((cond.songPositionInBeatsAsDouble - startAnimBeat) / (endAnimBeat - startAnimBeat));
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prog = Mathf.Clamp01(prog * 4);
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}
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anim.DoScaledAnimation(currentAnim % 2 == 0 ? "WalkB" : "WalkA", startAnimBeat - (exiting ? 0.75f : 0), stepLength / AnimCount);
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if (exiting)
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rootTransform.transform.localPosition = new Vector3(startPostion + stepDistance * currentAnim - stepDistance * prog, rootYPos);
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else
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rootTransform.transform.localPosition = new Vector3(startPostion + stepDistance * currentAnim + stepDistance * prog, rootYPos);
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}
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if (startStepBeat == double.MaxValue)
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{
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//idol jumping physics
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float jumpPos = cond.GetPositionFromBeat(startJumpTime, 1f);
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float IDOL_SHADOW_SCALE = 1.18f;
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if (cond.songPositionInBeatsAsDouble >= startJumpTime && cond.songPositionInBeatsAsDouble < startJumpTime + 1f)
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{
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hasJumped = true;
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float yMul = jumpPos * 2f - 1f;
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float yWeight = -(yMul*yMul) + 1f;
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rootTransform.transform.localPosition = new Vector3(startPostion + stepDistance * AnimCount, rootYPos + (2f * yWeight + 0.25f));
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shadow.transform.localScale = new Vector3((1f-yWeight*0.8f) * IDOL_SHADOW_SCALE, (1f-yWeight*0.8f) * IDOL_SHADOW_SCALE, 1f);
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anim.DoScaledAnimation("Jump", startJumpTime, 1f);
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}
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else
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{
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startJumpTime = float.MinValue;
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rootTransform.transform.localPosition = new Vector3(startPostion + stepDistance * AnimCount, rootYPos);
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shadow.transform.localScale = new Vector3(IDOL_SHADOW_SCALE, IDOL_SHADOW_SCALE, 1f);
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}
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}
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shadow.transform.localPosition = new Vector3(rootTransform.transform.localPosition.x, shadow.transform.localPosition.y);
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}
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public void ClapParticle()
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{
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if (clapEffect == null) return;
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clapEffect.Play();
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}
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public void WinkParticle()
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{
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if (winkEffect == null) return;
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winkEffect.Play();
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}
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public void Init()
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{
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gameObject.SetActive(false);
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rootTransform.SetActive(false);
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shadow.SetActive(false);
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cond = Conductor.instance;
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anim = GetComponent<Animator>();
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}
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public void StartEntrance(double beat, float length, bool exit) {
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gameObject.SetActive(true);
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rootTransform.SetActive(true);
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shadow.SetActive(true);
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startStepBeat = beat;
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stepLength = length;
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exiting = exit;
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if (exiting)
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{
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rootTransform.transform.localPosition = new Vector3(startPostion + stepDistance * AnimCount, rootYPos);
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}
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else
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{
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rootTransform.transform.localPosition = new Vector3(startPostion, rootYPos);
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}
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}
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public void FinishEntrance(bool exit) {
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exiting = exit;
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if (exiting)
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{
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rootTransform.transform.localPosition = new Vector3(startPostion, rootYPos);
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gameObject.SetActive(false);
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rootTransform.SetActive(false);
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shadow.SetActive(false);
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}
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else
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{
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rootTransform.transform.localPosition = new Vector3(startPostion + stepDistance * AnimCount, rootYPos);
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gameObject.SetActive(true);
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rootTransform.SetActive(true);
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shadow.SetActive(true);
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}
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}
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public void ToSpot(bool unspot = true)
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{
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if (unspot)
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coreMat.SetColor("_Color", new Color(1, 1, 1, 1));
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else
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coreMat.SetColor("_Color", new Color(117/255f, 177/255f, 209/255f, 1));
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}
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public void DoIdolJump(double beat)
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{
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if (startStepBeat != double.MaxValue) return;
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if (!gameObject.activeInHierarchy) return;
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startJumpTime = beat;
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//play anim
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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// new BeatAction.Action(beat, delegate { anim.Play("Jump", -1, 0); }),
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new BeatAction.Action(beat + 1f, delegate { anim.Play("Land", -1, 0); }),
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});
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}
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public void PlayAnim(double beat, float length, int type)
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{
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if (startStepBeat != double.MaxValue) return;
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if (!gameObject.activeInHierarchy) return;
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startJumpTime = double.MinValue;
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// DisableResponse(beat, length + 0.5f);
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// DisableBop(beat, length + 0.5f);
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// DisableCall(beat, length + 0.5f);
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switch (type)
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{
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case (int) IdolAnimations.Bop:
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anim.Play("Beat", -1, 0);
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break;
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case (int) IdolAnimations.PeaceVocal:
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anim.Play("Peace", -1, 0);
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break;
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case (int) IdolAnimations.Peace:
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anim.Play("Peace", -1, 0);
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break;
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case (int) IdolAnimations.Clap:
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anim.Play("Crap", -1, 0);
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break;
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case (int) IdolAnimations.Jump:
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DoIdolJump(beat);
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break;
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case (int) IdolAnimations.Squat:
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { anim.Play("Squat0", -1, 0); }),
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new BeatAction.Action(beat + length, delegate { anim.Play("Squat1", -1, 0); }),
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});
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break;
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case (int) IdolAnimations.Wink:
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BeatAction.New(gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat, delegate { anim.Play("Wink0", -1, 0); }),
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new BeatAction.Action(beat + length, delegate { anim.Play("Wink1", -1, 0); }),
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});
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break;
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case (int) IdolAnimations.Dab:
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anim.Play("Dab", -1, 0);
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break;
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case (int) IdolAnimations.Call:
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case (int) IdolAnimations.Response:
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case (int) IdolAnimations.BigCall:
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default:
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break;
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}
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}
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public void PlayAnimState(string state)
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{
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if (startStepBeat != double.MaxValue) return;
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if (!gameObject.activeInHierarchy) return;
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anim.Play(state, -1, 0);
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}
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}
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} |