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https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 08:07:38 +02:00
A lot of stuff (Read desc)
Beat action is now used to define one-off objects that is used by the beat but I don't wanna bother making a different script for. Example case: the "hit 3" sprite in Karate Man. Animation helpers for functions I don't wanna rewrite 100,000 times. General improvements for Karate Man, like prepare animation and some updates to game events.
This commit is contained in:
@ -51,7 +51,7 @@ namespace RhythmHeavenMania.Editor
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var entity = GameManager.instance.Beatmap.entities[i];
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var e = GameManager.instance.Beatmap.entities[i];
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AddEventObject(e.datamodel, false, new Vector3(e.beat, Mathp.Round2Nearest(Random.Range(0, -LayersRect.rect.height), LayerHeight())), i);
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AddEventObject(e.datamodel, false, new Vector3(e.beat, -e.track * LayerHeight()), i);
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}
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TimelineSlider.GetChild(0).GetComponent<Image>().color = EditorTheme.theme.properties.BeatMarkerCol.Hex2RGB();
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@ -322,7 +322,7 @@ namespace RhythmHeavenMania.Editor
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else
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{
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eventObj.resizable = true;
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if (gameAction.defaultLength != GameManager.instance.Beatmap.entities[entityId].length)
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if (gameAction.defaultLength != GameManager.instance.Beatmap.entities[entityId].length && dragNDrop == false)
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{
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g.GetComponent<RectTransform>().sizeDelta = new Vector2(GameManager.instance.Beatmap.entities[entityId].length, LayerHeight());
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}
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@ -64,7 +64,7 @@ namespace RhythmHeavenMania.Editor
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{
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for (int i = 0; i < this.transform.childCount; i++)
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{
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this.transform.GetChild(i).gameObject.SetActive(visible);
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// this.transform.GetChild(i).gameObject.SetActive(visible);
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}
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}
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@ -155,6 +155,8 @@ namespace RhythmHeavenMania.Editor
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startPosY = mousePos.y - this.transform.position.y;
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moving = true;
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OnComplete();
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}
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public void OnUp()
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@ -210,13 +212,14 @@ namespace RhythmHeavenMania.Editor
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sizeDelta = new Vector2(Mathf.Clamp(sizeDelta.x, 0.25f, rectTransform.localPosition.x), sizeDelta.y);
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rectTransform.sizeDelta = new Vector2(Mathp.Round2Nearest(sizeDelta.x, 0.25f), sizeDelta.y);
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OnComplete();
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}
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public void OnLeftUp()
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{
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SetPivot(new Vector2(0, rectTransform.pivot.y));
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resizing = false;
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OnComplete();
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}
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public void OnRightDown()
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@ -238,13 +241,13 @@ namespace RhythmHeavenMania.Editor
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sizeDelta = new Vector2(Mathf.Clamp(sizeDelta.x, 0.25f, Mathf.Infinity), sizeDelta.y);
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rectTransform.sizeDelta = new Vector2(Mathp.Round2Nearest(sizeDelta.x, 0.25f), sizeDelta.y);
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OnComplete();
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}
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public void OnRightUp()
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{
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resizing = false;
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OnComplete();
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}
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private void SetPivot(Vector2 pivot)
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@ -272,6 +275,8 @@ namespace RhythmHeavenMania.Editor
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{
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eligibleToMove = true;
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}
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OnComplete();
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}
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private void OnComplete()
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124
Assets/Scripts/LevelEditor/WaveformVisual.cs
Normal file
124
Assets/Scripts/LevelEditor/WaveformVisual.cs
Normal file
@ -0,0 +1,124 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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namespace RhythmHeavenMania.Editor
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{
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public class WaveformVisual : MonoBehaviour
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{
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public new AudioSource audio;
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public RawImage image;
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public int width;
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public Color col;
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int resolution = 60;
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float[] waveForm;
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float[] samples;
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Texture2D texture;
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private void Start()
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{
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audio = Conductor.instance.musicSource;
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GetComponent<RectTransform>().sizeDelta = new Vector2(Conductor.instance.SongLengthInBeats(), GetComponent<RectTransform>().sizeDelta.y);
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texture = new Texture2D(width, 100, TextureFormat.RGBA32, false);
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CreateWaveForm();
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}
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// This two are from unity answer (I mixed up)
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public void CreateWaveForm()
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{
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resolution = audio.clip.frequency / resolution;
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samples = new float[audio.clip.samples * audio.clip.channels];
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audio.clip.GetData(samples, 0);
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int s = 0;
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while (s < samples.Length)
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{
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samples[s] = samples[s] * 0.5F;
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++s;
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}
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audio.clip.SetData(samples, 0);
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waveForm = new float[(samples.Length / resolution)];
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for (int i = 0; i < waveForm.Length; i++)
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{
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waveForm[i] = 0;
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for (int ii = 0; ii < resolution; ii++)
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{
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waveForm[i] += Mathf.Abs(samples[(i * resolution) + ii]);
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}
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waveForm[i] /= resolution;
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}
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MakeTexture(width, 100, waveForm, col);
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}
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public void MakeTexture(int width, int height, float[] waveform, Color col)
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{
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texture = new Texture2D(width, height, TextureFormat.RGBA32, false);
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for (int x = 0; x < width; x++)
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{
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for (int y = 0; y < height; y++)
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{
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texture.SetPixel(x, y, Color.black);
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}
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}
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for (int x = 0; x < waveform.Length; x++)
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{
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for (int y = 0; y <= waveform[x] * ((float)height * .75f); y++)
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{
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texture.SetPixel(x, (height / 2) + y, col);
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texture.SetPixel(x, (height / 2) - y, col);
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}
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}
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texture.Apply();
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image.texture = texture;
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}
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void Update()
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{
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//script from unity doc.
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float[] spectrum = new float[1024];
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AudioListener.GetSpectrumData(spectrum, 0, FFTWindow.Rectangular);
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/*for (int i = 1; i < spectrum.Length - 1; i++)
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{
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Debug.DrawLine(new Vector3(i - 1, spectrum[i] + 10, 0), new Vector3(i, spectrum[i + 1] + 10, 0), Color.red);
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Debug.DrawLine(new Vector3(i - 1, Mathf.Log(spectrum[i - 1]) + 10, 2), new Vector3(i, Mathf.Log(spectrum[i]) + 10, 2), Color.cyan);
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Debug.DrawLine(new Vector3(Mathf.Log(i - 1), spectrum[i - 1] - 10, 1), new Vector3(Mathf.Log(i), spectrum[i] - 10, 1), Color.green);
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Debug.DrawLine(new Vector3(Mathf.Log(i - 1), Mathf.Log(spectrum[i - 1]), 3), new Vector3(Mathf.Log(i), Mathf.Log(spectrum[i]), 3), Color.blue);
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}
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//script from unity answer
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for (int i = 0; i < waveForm.Length - 1; i++)
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{
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Vector3 sv = new Vector3(i * .01f, waveForm[i] * 10, 0);
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Vector3 ev = new Vector3(i * .01f, -waveForm[i] * 10, 0);
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Debug.DrawLine(sv, ev, Color.yellow);
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}*/
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int current = audio.timeSamples / resolution;
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current *= 2;
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Vector3 c = new Vector3(current * .01f, 0, 0);
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Debug.DrawLine(c, c + Vector3.up * 10, Color.white);
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}
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}
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}
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11
Assets/Scripts/LevelEditor/WaveformVisual.cs.meta
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11
Assets/Scripts/LevelEditor/WaveformVisual.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 29c850cbdd078e94aa96bb4fb67cdc8e
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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