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:
minenice55
2024-03-29 22:52:14 -04:00
parent 11a83685e6
commit ecf29616be
7270 changed files with 152839 additions and 39207 deletions

View File

@ -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);
}
}
}