Remove Unneeded RenderTextures (#399)

* remove unneeded render textures

* remove debug print

* show build guid in parts of app

* adjust timing window
This commit is contained in:
minenice55
2023-04-23 15:27:23 -04:00
committed by GitHub
parent 43640784f4
commit 4334d50943
12 changed files with 496 additions and 927 deletions

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@ -1,8 +1,8 @@
using System;
public static class AppInfo {
public const string Version = "0.0.968";
public static readonly DateTime Date = new DateTime(2023, 02, 09, 01, 03, 08, 186, DateTimeKind.Utc);
public const string Version = "0.0.969";
public static readonly DateTime Date = new DateTime(2023, 04, 23, 17, 57, 04, 196, DateTimeKind.Utc);
}

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@ -30,6 +30,7 @@ namespace HeavenStudio
public static Vector3 defaultPosition = new Vector3(0, 0, -10);
public static Vector3 defaultRotEluer = new Vector3(0, 0, 0);
public static Vector3 defaultShake = new Vector3(0, 0, 0);
public static float defaultFoV = 53.15f;
/**
camera's current transformation
@ -53,6 +54,7 @@ namespace HeavenStudio
public static Vector3 additionalPosition;
public static Vector3 additionalRotEluer;
public static Vector3 additionalScale;
public static float additionalFoV;
[Header("Components")]
public Color baseColor;
@ -109,8 +111,11 @@ namespace HeavenStudio
SetShakeIntensity();
Camera cam = GetCamera();
cam.transform.localPosition = position + additionalPosition + shakeResult;
// rotate position by additional rotation
Vector3 userPos = Quaternion.Euler(additionalRotEluer) * position;
cam.transform.localPosition = userPos + additionalPosition + shakeResult;
cam.transform.eulerAngles = rotEluer + additionalRotEluer;
cam.fieldOfView = additionalFoV;
}
private void UpdateCameraTranslate()
@ -238,6 +243,7 @@ namespace HeavenStudio
{
additionalPosition = new Vector3(0, 0, 0);
additionalRotEluer = new Vector3(0, 0, 0);
additionalFoV = defaultFoV;
}
public static Camera GetCamera()

View File

@ -53,12 +53,11 @@ namespace HeavenStudio.Games
public enum BTSObject { HitPieces, MissPieces, FlyingRod }
[Header("Camera")]
public Transform renderQuadTrans;
public Transform camPivot;
public Camera camComp;
[SerializeField] Transform camPos;
[SerializeField] float cameraFoV;
[Header("References")]
public SkinnedMeshRenderer environmentRenderer;
[SerializeField] SkinnedMeshRenderer environmentRenderer;
public GameObject flyingRodBase;
public GameObject movingBlocksBase;
public GameObject hitPartsBase;
@ -69,7 +68,7 @@ namespace HeavenStudio.Games
public Animator elevatorAnim;
[Header("Properties")]
public float beltSpeed = 1f;
[SerializeField] float beltSpeed = 1f;
private Material beltMaterial;
private Material[] environmentMaterials;
@ -87,18 +86,17 @@ namespace HeavenStudio.Games
environmentMaterials = environmentRenderer.materials;
beltMaterial = Instantiate(environmentMaterials[8]);
environmentMaterials[8] = beltMaterial;
renderQuadTrans.gameObject.SetActive(true);
var cam = GameCamera.instance.camera;
var camHeight = 2f * cam.orthographicSize;
var camWidth = camHeight * cam.aspect;
renderQuadTrans.localScale = new Vector3(camWidth, camHeight, 1f);
camComp.depthTextureMode = camComp.depthTextureMode | DepthTextureMode.Depth;
elevatorAnim.Play("MakeRod", 0, 1f);
}
private void Start()
{
GameCamera.additionalPosition = camPos.position + (Quaternion.Euler(camPos.eulerAngles) * Vector3.forward * 10f);
GameCamera.additionalRotEluer = camPos.eulerAngles;
GameCamera.additionalFoV = cameraFoV;
}
List<DynamicBeatmap.DynamicEntity> spawnedBlockEvents = new List<DynamicBeatmap.DynamicEntity>();
void Update()
{

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@ -334,7 +334,6 @@ namespace HeavenStudio.Games
{
if (path.name == name)
{
Debug.Log("Found path " + name);
return path;
}
}

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@ -9,7 +9,7 @@ namespace HeavenStudio.Games
{
public class Minigame : MonoBehaviour
{
public static double earlyTime = 0.07f, perfectTime = 0.04f, aceEarlyTime = 0.01f, aceLateTime = 0.01f, lateTime = 0.04f, endTime = 0.07f;
public static double earlyTime = 0.075f, perfectTime = 0.06f, aceEarlyTime = 0.01f, aceLateTime = 0.01f, lateTime = 0.06f, endTime = 0.075f;
public static float rankHiThreshold = 0.8f, rankOkThreshold = 0.6f;
[SerializeField] public SoundSequence.SequenceKeyValue[] SoundSequences;

View File

@ -112,9 +112,9 @@ namespace HeavenStudio.Games
public enum RallySpeed { Slow, Normal, Fast, SuperFast }
[Header("Camera")]
public Transform renderQuadTrans;
public Transform cameraPivot;
[SerializeField] Transform cameraPivot;
[SerializeField] Transform cameraPos;
[SerializeField] float cameraFOV;
[Header("Ball and curve info")]
public GameObject ball;
@ -155,12 +155,6 @@ namespace HeavenStudio.Games
{
instance = this;
paddlers.Init();
renderQuadTrans.gameObject.SetActive(true);
var cam = GameCamera.instance.camera;
var camHeight = 2f * cam.orthographicSize;
var camWidth = camHeight * cam.aspect;
renderQuadTrans.localScale = new Vector3(camWidth, camHeight, 1f);
playerAnim.Play("Idle", 0, 0);
opponentAnim.Play("Idle", 0, 0);
@ -180,9 +174,6 @@ namespace HeavenStudio.Games
var playerState = playerAnim.GetCurrentAnimatorStateInfo(0);
var opponentState = opponentAnim.GetCurrentAnimatorStateInfo(0);
bool playerPrepping = false; // Player using prep animation?
bool opponentPrepping = false; // Opponent using prep animation?
if (started)
{
// Determine hitBeat and beatDurs.
@ -319,13 +310,11 @@ namespace HeavenStudio.Games
{
if (served)
{
playerPrepping = true;
if ((playerState.IsName("Swing") && playerAnim.IsAnimationNotPlaying()) || (!playerState.IsName("Swing") && !playerState.IsName("Ready1")))
playerAnim.Play("Ready1");
}
else if (!opponentServing)
{
opponentPrepping = true;
if ((opponentState.IsName("Swing") && opponentAnim.IsAnimationNotPlaying()) || (!opponentState.IsName("Swing") && !opponentState.IsName("Ready1")))
{
opponentAnim.Play("Ready1");
@ -367,6 +356,11 @@ namespace HeavenStudio.Games
}
opponentServing = false;
//update camera
GameCamera.additionalPosition = cameraPos.position + (Quaternion.Euler(cameraPos.rotation.eulerAngles) * Vector3.forward * 10f);
GameCamera.additionalRotEluer = cameraPos.rotation.eulerAngles;
GameCamera.additionalFoV = cameraFOV;
}
public void Bop(float beat, float length, bool bop, bool bopAuto)

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@ -98,16 +98,18 @@ namespace HeavenStudio
Init();
DontDestroyOnLoad(this.gameObject);
instance = this;
Starpelly.OS.ChangeWindowTitle("Heaven Studio DEMO");
QualitySettings.maxQueuedFrames = 1;
PlayerInput.InitInputControllers();
#if UNITY_EDITOR
Starpelly.OS.ChangeWindowTitle("Heaven Studio UNITYEDITOR ");
buildTime = "(EDITOR) " + System.DateTime.UtcNow.ToString("dd/MM/yyyy hh:mm:ss");
#else
buildTime = AppInfo.Date.ToString("dd/MM/yyyy hh:mm:ss");
Starpelly.OS.ChangeWindowTitle("Heaven Studio (INDEV) " + Application.buildGUID.Substring(0, 8));
buildTime = Application.buildGUID.Substring(0, 8) + " " + AppInfo.Date.ToString("dd/MM/yyyy hh:mm:ss");
#endif
}
// todo: make this part of the camera prefab instead of generated in code
public static GameObject CreateFade()
{
GameObject fade = new GameObject();