mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-13 14:37:40 +02:00
Resource Optimization (#812)
* right foot creep * look around stay low * optimize the fan club prefab use anim layers for the monkeys * dansa med oss * klappa era hander * cossack sandvich * soldier of dance add speed halving / doubling functionality to choreographies * fix selection of starting dance * asset re-organization * organize the last of the 1.0 games * Wall * floating windows can no longer become larger than the actual screen
This commit is contained in:
@ -1,8 +1,8 @@
|
||||
using System;
|
||||
|
||||
public static class AppInfo {
|
||||
public const string Version = "1.0.8";
|
||||
public static readonly DateTime Date = new DateTime(2024, 03, 11, 23, 05, 18, 869, DateTimeKind.Utc);
|
||||
public const string Version = "1.0.9";
|
||||
public static readonly DateTime Date = new DateTime(2024, 03, 29, 20, 52, 02, 483, DateTimeKind.Utc);
|
||||
}
|
||||
|
||||
|
||||
|
@ -1191,6 +1191,7 @@ namespace HeavenStudio
|
||||
var gameInfo = GetGameInfo(name);
|
||||
if (gameInfo != null)
|
||||
{
|
||||
GameObject prefab;
|
||||
if (gameInfo.inferred)
|
||||
{
|
||||
return Resources.Load<GameObject>($"Games/noGame");
|
||||
@ -1226,10 +1227,28 @@ namespace HeavenStudio
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogWarning($"Failed to load assetbundle for game {name}, using sync loading: {e.Message}");
|
||||
return Resources.Load<GameObject>($"Games/{name}");
|
||||
prefab = Resources.Load<GameObject>($"Games/{name}");
|
||||
if (prefab != null)
|
||||
{
|
||||
return prefab;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"Game {name} not found, using noGame");
|
||||
return Resources.Load<GameObject>($"Games/noGame");
|
||||
}
|
||||
}
|
||||
}
|
||||
return Resources.Load<GameObject>($"Games/{name}");
|
||||
prefab = Resources.Load<GameObject>($"Games/{name}");
|
||||
if (prefab != null)
|
||||
{
|
||||
return prefab;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"Game {name} not found, using noGame");
|
||||
return Resources.Load<GameObject>($"Games/noGame");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -258,6 +258,7 @@ namespace HeavenStudio.Games
|
||||
//spawn 12, the 4th is our player (idx 3)
|
||||
Vector3 origin = spectatorAnchor.transform.localPosition;
|
||||
int sortOrigin = spectatorAnchor.GetComponent<SortingGroup>().sortingOrder;
|
||||
int row = 1;
|
||||
Vector3 spawnPos = new Vector3(origin.x, origin.y, origin.z);
|
||||
spawnPos.x -= RADIUS * 2 * 3;
|
||||
for (int i = 0; i < FAN_COUNT; i++)
|
||||
@ -265,7 +266,8 @@ namespace HeavenStudio.Games
|
||||
GameObject mobj = Instantiate(spectator, spectatorAnchor.transform.parent);
|
||||
NtrIdolFan fan = mobj.GetComponent<NtrIdolFan>();
|
||||
mobj.transform.localPosition = new Vector3(spawnPos.x, spawnPos.y, spawnPos.z);
|
||||
mobj.GetComponent<SortingGroup>().sortingOrder = i + sortOrigin;
|
||||
fan.SetRow(row, sortOrigin);
|
||||
// mobj.GetComponent<SortingGroup>().sortingOrder = i + sortOrigin;
|
||||
if (i == 3)
|
||||
{
|
||||
Player = fan;
|
||||
@ -284,7 +286,7 @@ namespace HeavenStudio.Games
|
||||
spawnPos = new Vector3(origin.x, origin.y, origin.z);
|
||||
spawnPos.x -= RADIUS * 2 * 4 - RADIUS;
|
||||
spawnPos.y -= RADIUS;
|
||||
// spawnPos.z -= RADIUS/4;
|
||||
row++;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1,6 +1,7 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering; //don't ask
|
||||
using System;
|
||||
|
||||
using NaughtyBezierCurves;
|
||||
@ -15,8 +16,8 @@ namespace HeavenStudio.Games.Scripts_FanClub
|
||||
[Header("References")]
|
||||
[SerializeField] private GameObject motionRoot;
|
||||
[SerializeField] private GameObject headRoot;
|
||||
[SerializeField] private SortingGroup sortingGroup;
|
||||
public Animator animator;
|
||||
public Animator headAnimator;
|
||||
public ParticleSystem fanClapEffect;
|
||||
public GameObject shadow;
|
||||
|
||||
@ -273,11 +274,19 @@ namespace HeavenStudio.Games.Scripts_FanClub
|
||||
|
||||
public void MakeAngry(bool flip = false)
|
||||
{
|
||||
headAnimator.Play("FanFaceAngry", -1, 0);
|
||||
if (flip)
|
||||
{
|
||||
headRoot.transform.localScale = new Vector3(-1f, 1f, 1f);
|
||||
animator.Play("Head.FanFaceAngryFlip", -1, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
animator.Play("Head.FanFaceAngry", -1, 0);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetRow(int row, int origin = 0)
|
||||
{
|
||||
sortingGroup.sortingOrder = origin + row;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -20,5 +20,7 @@ namespace HeavenStudio.StudioDance
|
||||
public List<ChoreographyStep> choreographySteps;
|
||||
public string poseStateOdd;
|
||||
public string poseStateEven;
|
||||
public double halfSpeedBpm;
|
||||
public double doubleSpeedBpm;
|
||||
}
|
||||
}
|
@ -8,6 +8,8 @@ namespace HeavenStudio.StudioDance
|
||||
{
|
||||
[SerializeField] ChoreographyInfo debugChoreography;
|
||||
[SerializeField] ChoreographyInfo[] choreographies;
|
||||
Conductor cond;
|
||||
GameManager gm;
|
||||
private Animator animator;
|
||||
private double currentBeat = 0f;
|
||||
|
||||
@ -40,17 +42,18 @@ namespace HeavenStudio.StudioDance
|
||||
totalChoreographyLength += step.beatLength;
|
||||
}
|
||||
|
||||
if (!Conductor.instance.isPlaying)
|
||||
if (cond is not null && animator is not null && !cond.isPlaying)
|
||||
{
|
||||
animator.Play(currentChoreography.introState);
|
||||
animator.Play(currentChoreography.introState, -1, 0f);
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
animator = GetComponent<Animator>();
|
||||
cond = Conductor.instance;
|
||||
gm = GameManager.instance;
|
||||
|
||||
var gm = GameManager.instance;
|
||||
if (gm != null)
|
||||
{
|
||||
gm.onBeatPulse += OnBeatPulse;
|
||||
@ -61,7 +64,19 @@ namespace HeavenStudio.StudioDance
|
||||
SetChoreography(debugChoreography);
|
||||
}
|
||||
|
||||
animator.Play(currentChoreography.introState);
|
||||
animator.Play(currentChoreography.introState, -1, 0f);
|
||||
}
|
||||
|
||||
public void SetStartChoreography()
|
||||
{
|
||||
if (debugChoreography != null)
|
||||
{
|
||||
SetChoreography(debugChoreography);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetChoreography(0);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnBeatPulse(double beat)
|
||||
@ -71,43 +86,55 @@ namespace HeavenStudio.StudioDance
|
||||
|
||||
private void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
if (currentChoreography == null || cond == null) return;
|
||||
if (!cond.isPlaying)
|
||||
{
|
||||
if (!isDance) return;
|
||||
if (currentBeat % 2 != 0)
|
||||
{
|
||||
animator.Play(currentChoreography.poseStateOdd);
|
||||
animator.Play(currentChoreography.poseStateOdd, -1, 0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
animator.Play(currentChoreography.poseStateEven);
|
||||
animator.Play(currentChoreography.poseStateEven, -1, 0f);
|
||||
}
|
||||
isDance = false;
|
||||
return;
|
||||
}
|
||||
isDance = true;
|
||||
|
||||
double choreoBeat = cond.songPositionInBeatsAsDouble % totalChoreographyLength;
|
||||
double cycleStartBeat = Math.Floor(cond.songPositionInBeatsAsDouble / totalChoreographyLength) * totalChoreographyLength;
|
||||
float speed = 1f;
|
||||
if (currentChoreography.halfSpeedBpm != currentChoreography.doubleSpeedBpm)
|
||||
{
|
||||
if (cond.songBpm < currentChoreography.halfSpeedBpm)
|
||||
{
|
||||
speed = 0.5f;
|
||||
}
|
||||
else if (cond.songBpm > currentChoreography.doubleSpeedBpm)
|
||||
{
|
||||
speed = 2f;
|
||||
}
|
||||
}
|
||||
|
||||
double choreoBeat = cond.songPositionInBeatsAsDouble % (totalChoreographyLength * speed);
|
||||
double cycleStartBeat = Math.Floor(cond.songPositionInBeatsAsDouble / (totalChoreographyLength * speed)) * (totalChoreographyLength * speed);
|
||||
|
||||
double beatSum = 0.0;
|
||||
double stepLength = 0.0;
|
||||
string stepState = "";
|
||||
foreach (ChoreographyInfo.ChoreographyStep s in currentChoreography.choreographySteps)
|
||||
{
|
||||
if (choreoBeat > beatSum && choreoBeat < beatSum + s.beatLength)
|
||||
if (choreoBeat > beatSum && choreoBeat < beatSum + (s.beatLength * speed))
|
||||
{
|
||||
stepLength = s.beatLength;
|
||||
stepLength = s.beatLength * speed;
|
||||
stepState = s.stateName;
|
||||
break;
|
||||
}
|
||||
beatSum += s.beatLength;
|
||||
beatSum += s.beatLength * speed;
|
||||
}
|
||||
if (stepState is not null or "")
|
||||
{
|
||||
animator.DoScaledAnimation(stepState, cycleStartBeat + beatSum, stepLength);
|
||||
animator.DoScaledAnimation(stepState, cycleStartBeat + beatSum, stepLength, animLayer: -1, clamp: true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -18,18 +18,20 @@ namespace HeavenStudio.StudioDance
|
||||
{
|
||||
windowBase.SetActive(true);
|
||||
content.SetActive(true);
|
||||
dancer.SetStartChoreography();
|
||||
|
||||
dropdown.ClearOptions();
|
||||
int startIdx = 0;
|
||||
int i = 0;
|
||||
foreach (ChoreographyInfo choreography in dancer.ChoreographyInfos)
|
||||
{
|
||||
dropdown.options.Add(new TMP_Dropdown.OptionData(choreography.choreographyName));
|
||||
if (choreography == dancer.CurrentChoreography)
|
||||
{
|
||||
dropdown.value = startIdx;
|
||||
dropdown.value = i;
|
||||
}
|
||||
startIdx++;
|
||||
i++;
|
||||
}
|
||||
dropdown.RefreshShownValue();
|
||||
}
|
||||
|
||||
public void CloseDanceWindow()
|
||||
|
@ -132,16 +132,6 @@ namespace HeavenStudio
|
||||
{
|
||||
Debug.LogWarning("Game loader RvlBookLoader failed!");
|
||||
}
|
||||
|
||||
game = NtrFreezeFrameLoader.AddGame(eventCaller);
|
||||
if (game != null)
|
||||
{
|
||||
eventCaller.minigames.Add(game.name, game);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("Game loader NtrCameraManLoader failed!");
|
||||
}
|
||||
|
||||
game = AgbClapLoader.AddGame(eventCaller);
|
||||
if (game != null)
|
||||
|
Reference in New Issue
Block a user