mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-13 00:47:36 +02:00
start implementation of new format
needs fixes for some types
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@ -12,10 +12,10 @@ namespace HeavenStudio
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public static GameCamera instance { get; private set; }
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public new Camera camera;
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private List<Beatmap.Entity> positionEvents = new List<Beatmap.Entity>();
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private List<Beatmap.Entity> rotationEvents = new List<Beatmap.Entity>();
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private List<Beatmap.Entity> scaleEvents = new List<Beatmap.Entity>();
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private List<Beatmap.Entity> shakeEvents = new List<Beatmap.Entity>();
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private List<DynamicBeatmap.DynamicEntity> positionEvents = new List<DynamicBeatmap.DynamicEntity>();
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private List<DynamicBeatmap.DynamicEntity> rotationEvents = new List<DynamicBeatmap.DynamicEntity>();
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private List<DynamicBeatmap.DynamicEntity> scaleEvents = new List<DynamicBeatmap.DynamicEntity>();
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private List<DynamicBeatmap.DynamicEntity> shakeEvents = new List<DynamicBeatmap.DynamicEntity>();
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/**
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default cam position, for quick-resetting
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@ -125,15 +125,15 @@ namespace HeavenStudio
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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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EasingFunction.Function func = EasingFunction.GetEasingFunction(e.ease);
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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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EasingFunction.Function func = EasingFunction.GetEasingFunction(e["ease"]);
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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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}
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if (prog > 1f)
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{
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positionLast = new Vector3(e.valA, e.valB, -e.valC);
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positionLast = new Vector3(e["valA"], e["valB"], -e["valC"]);
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}
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}
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}
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@ -145,16 +145,16 @@ namespace HeavenStudio
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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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EasingFunction.Function func = EasingFunction.GetEasingFunction(e.ease);
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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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EasingFunction.Function func = EasingFunction.GetEasingFunction(e["ease"]);
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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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}
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if (prog > 1f)
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{
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rotEluerLast = new Vector3(e.valA, e.valB, -e.valC);
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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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@ -167,7 +167,7 @@ namespace HeavenStudio
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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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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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