mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
b1fab52ad9
* 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
259 lines
No EOL
9.3 KiB
C#
259 lines
No EOL
9.3 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 System.Linq;
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using Jukebox;
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using Jukebox.Legacy;
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namespace HeavenStudio
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{
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public class GameCamera : MonoBehaviour
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{
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public static GameCamera instance { get; private set; }
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public new Camera camera;
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public enum CameraAxis
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{
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All,
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X,
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Y,
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Z
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}
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private List<RiqEntity> positionEvents = new();
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private List<RiqEntity> rotationEvents = new();
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private List<RiqEntity> shakeEvents = new();
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/**
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default cam position, for quick-resetting
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**/
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public static Vector3 defaultPosition = new Vector3(0, 0, -10);
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public static Vector3 defaultRotEluer = new Vector3(0, 0, 0);
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public static Vector3 defaultShake = new Vector3(0, 0, 0);
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public static float defaultFoV = 53.15f;
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/**
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camera's current transformation
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**/
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private static Vector3 position;
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private static Vector3 rotEluer;
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private static Vector3 shakeResult;
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/**
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camera's last transformation
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**/
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private static Vector3 positionLast;
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private static Vector3 rotEluerLast;
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private static Vector3 shakeLast;
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/**
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transformations to apply *after* the global transform,
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to use in minigame scripts (Spaceball, Rhythm Rally, Built to Scale, etc.)
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and NOT in the editor
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**/
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public static Vector3 additionalPosition;
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public static Vector3 additionalRotEluer;
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public static Vector3 additionalScale;
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public static float additionalFoV;
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[Header("Components")]
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public Color baseColor;
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private void Awake()
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{
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instance = this;
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camera = this.GetComponent<Camera>();
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}
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private void Start()
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{
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GameManager.instance.onBeatChanged += OnBeatChanged;
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camera.backgroundColor = baseColor;
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ResetTransforms();
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ResetAdditionalTransforms();
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positionLast = defaultPosition;
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rotEluerLast = defaultRotEluer;
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}
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public void OnBeatChanged(double beat)
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{
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ResetTransforms();
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ResetAdditionalTransforms();
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positionLast = defaultPosition;
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rotEluerLast = defaultRotEluer;
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// this entire thing is a mess redo it later
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//pos
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positionEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "move camera" });
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// legacy event
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positionEvents.AddRange(EventCaller.GetAllInGameManagerList("gameManager", new string[] { "move camera" }));
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//rot
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rotationEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "rotate camera" });
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positionEvents.AddRange(EventCaller.GetAllInGameManagerList("gameManager", new string[] { "rotate camera" }));
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//screen shake time baybee
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shakeEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "screen shake" });
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UpdateCameraTranslate();
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UpdateCameraRotate();
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SetShakeIntensity();
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}
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private void Update()
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{
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UpdateCameraTranslate();
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UpdateCameraRotate();
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SetShakeIntensity();
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}
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private void LateUpdate()
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{
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Camera cam = GetCamera();
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// rotate position by additional rotation
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Vector3 userPos = Quaternion.Euler(additionalRotEluer) * position;
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cam.transform.localPosition = userPos + additionalPosition + shakeResult;
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cam.transform.eulerAngles = rotEluer + additionalRotEluer;
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cam.fieldOfView = additionalFoV;
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}
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private void UpdateCameraTranslate()
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{
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foreach (var e in positionEvents)
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{
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float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
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if (prog >= 0f)
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{
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Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease) e["ease"]);
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switch (e["axis"])
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{
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case (int) CameraAxis.X:
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position.x = func(positionLast.x, e["valA"], Mathf.Min(prog, 1f));
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break;
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case (int) CameraAxis.Y:
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position.y = func(positionLast.y, e["valB"], Mathf.Min(prog, 1f));
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break;
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case (int) CameraAxis.Z:
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position.z = func(positionLast.z, -e["valC"], Mathf.Min(prog, 1f));
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break;
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default:
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float dx = func(positionLast.x, e["valA"], Mathf.Min(prog, 1f));
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float dy = func(positionLast.y, e["valB"], Mathf.Min(prog, 1f));
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float dz = func(positionLast.z, -e["valC"], Mathf.Min(prog, 1f));
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position = new Vector3(dx, dy, dz);
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break;
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}
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}
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if (prog > 1f)
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{
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switch (e["axis"])
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{
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case (int) CameraAxis.X:
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positionLast.x = e["valA"];
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break;
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case (int) CameraAxis.Y:
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positionLast.y = e["valB"];
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break;
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case (int) CameraAxis.Z:
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positionLast.z = -e["valC"];
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break;
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default:
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positionLast = new Vector3(e["valA"], e["valB"], -e["valC"]);
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break;
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}
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}
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}
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}
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private void UpdateCameraRotate()
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{
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foreach (var e in rotationEvents)
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{
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float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
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if (prog >= 0f)
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{
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Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease) e["ease"]);
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switch (e["axis"])
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{
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case (int) CameraAxis.X:
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rotEluer.x = func(rotEluerLast.x, e["valA"], Mathf.Min(prog, 1f));
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break;
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case (int) CameraAxis.Y:
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rotEluer.y = func(rotEluerLast.y, e["valB"], Mathf.Min(prog, 1f));
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break;
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case (int) CameraAxis.Z:
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rotEluer.z = func(rotEluerLast.z, -e["valC"], Mathf.Min(prog, 1f));
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break;
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default:
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float dx = func(rotEluerLast.x, e["valA"], Mathf.Min(prog, 1f));
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float dy = func(rotEluerLast.y, e["valB"], Mathf.Min(prog, 1f));
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float dz = func(rotEluerLast.z, -e["valC"], Mathf.Min(prog, 1f));
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rotEluer = new Vector3(dx, dy, dz); //I'm stupid and forgot to negate the rotation gfd 😢
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break;
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}
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}
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if (prog > 1f)
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{
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switch (e["axis"])
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{
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case (int) CameraAxis.X:
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rotEluerLast.x = e["valA"];
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break;
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case (int) CameraAxis.Y:
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rotEluerLast.y = e["valB"];
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break;
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case (int) CameraAxis.Z:
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rotEluerLast.z = -e["valC"];
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break;
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default:
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rotEluerLast = new Vector3(e["valA"], e["valB"], -e["valC"]);
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break;
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}
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rotEluerLast = new Vector3(e["valA"], e["valB"], -e["valC"]);
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}
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}
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}
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private void SetShakeIntensity()
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{
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foreach (var e in shakeEvents)
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{
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float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
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if (prog >= 0f)
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{
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float fac = Mathf.Cos(Time.time * 80f) * 0.5f;
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shakeResult = new Vector3(fac * e["valA"], fac * e["valB"]);
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}
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if (prog > 1f)
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{
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shakeResult = new Vector3(0, 0);
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}
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}
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}
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public static void ResetTransforms()
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{
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position = defaultPosition;
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rotEluer = defaultRotEluer;
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shakeResult = defaultShake;
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}
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public static void ResetAdditionalTransforms()
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{
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additionalPosition = new Vector3(0, 0, 0);
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additionalRotEluer = new Vector3(0, 0, 0);
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additionalFoV = defaultFoV;
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}
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public static Camera GetCamera()
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{
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return instance.camera;
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}
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}
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} |