mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-23 01:55:16 +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.
48 lines
No EOL
1.4 KiB
C#
48 lines
No EOL
1.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Runtime.Serialization;
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using HeavenStudio.Common;
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using HeavenStudio.Games.Scripts_WizardsWaltz;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_FreezeFrame
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{
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public class Car : MonoBehaviour
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{
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[SerializeField] Animator _Animator;
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[SerializeField] ParticleSystem _ParticleSystem;
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public double Beat;
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public string AnimName;
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public float Length;
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public void Setup(double beat, string animName, float length)
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{
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Beat = beat;
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AnimName = animName;
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Length = length;
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_ParticleSystem.PlayScaledAsync(0.5f, true);
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_Animator.DoScaledAnimationFromBeatAsync("Idle", 0.5f, 0f, 0);
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}
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void Update()
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{
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if (_Animator == null)
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return;
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float normalizedBeatFromStart = Conductor.instance.GetPositionFromBeat(0, 1);
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_Animator.DoNormalizedAnimation("Idle", normalizedBeatFromStart * 4 % 1, animLayer: 0);
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if (AnimName is null or "")
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return;
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(Beat, Length);
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_Animator.DoNormalizedAnimation(AnimName, normalizedBeat, animLayer: 1);
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if (Conductor.instance.songPositionAsDouble > Beat + Length + 3)
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Destroy(this);
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}
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}
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} |