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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-29 13:03:05 +00:00
45cbe1972b
UI tweaks: - Removed "Clear Photo Cache" GameAction, added "Clear Previous Photos" parameter to the Car cues - Rolled Move T.J., Rotate T.J., and Scale T.J. GameActions into a single GameAction - Legacy functions still exist for remixes created on previous nightly builds Bugs fixed: - Fixed a bug where the spacing of slow cars would be incorrect after a game switch - Made particles scale with tempo - Added functionality for respecting Rate over Distance in ParticleSystemHelpers - Fixed a bug where the photo cache was not cleared after stopping playback of a remix. - Fixed a bug where, upon showing photos, if the remix playback was stopped before the photos were removed from the screen, they would remain on the screen until playback started over. - Removed an unnecessary call to Debug.Log that had been left in by mistake. - Fixed a bug where cars' idle animations would play too slowly and at inconsistent timings. Other refactorings: - Created a "Car" MonoBehavior attached to both the NearCar and FarCar prefabs that handles the movement of cars, removing the need for the "QueuedCars" property of FreezeFrame. - Added a failsafe in the ShowCrowd function for if the user indicates a crowd index that does not currently exist. - Converted one SoundByte.PlayOneShot call into a MultiSound.Sound object.
37 lines
1.4 KiB
C#
37 lines
1.4 KiB
C#
using UnityEngine;
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namespace HeavenStudio.Util
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{
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public static class ParticleSystemHelpers
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{
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public static void PlayScaledAsync(this ParticleSystem particleSystem, float timeScale, bool respectDistance = false)
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{
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SetAsyncScaling(particleSystem, timeScale, respectDistance);
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particleSystem.Play();
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}
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public static void SetAsyncScaling(this ParticleSystem particleSystem, float timeScale, bool respectDistance = false)
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{
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ParticleSystem.MainModule main = particleSystem.main;
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main.simulationSpeed = main.simulationSpeed / Conductor.instance.pitchedSecPerBeat * timeScale;
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// addition by Yin
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if (respectDistance)
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{
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ParticleSystem.EmissionModule emission = particleSystem.emission;
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emission.rateOverDistanceMultiplier = Conductor.instance.pitchedSecPerBeat * timeScale * 4; // i don't know why 4 is the magic number
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}
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}
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public static void PlayScaledAsyncAllChildren(this ParticleSystem particleSystem, float timeScale)
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{
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particleSystem.PlayScaledAsync(timeScale);
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foreach (var p in particleSystem.GetComponentsInChildren<ParticleSystem>())
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{
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if (p == particleSystem) continue;
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p.PlayScaledAsyncAllChildren(timeScale);
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}
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}
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}
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}
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