HeavenStudio/Assets/Scripts/StaticCamera.cs
minenice55 d5ae99d8ba
Game Overlays (#280)
* add accuracy display

* temp BG for show

* separate overlays prefab

make proper shader for star effects

* aim shakiness display

* implement testing skill star

* fully functional skill star

* separate section display from editor

* fully separate chart section display from timeline

* add section to overlays

* fix nullreference issues

* start game layout settings

* add game settings script

* fix nonfunctioning scoring

* invert y position logic on timing bar

* add perfect challenge functionality

* fix section not showing up in editor

add perfect challenge option

* add timing display minimal mode

* Update PerfectAndPractice.png

* show gismo for minigame bounds in editor

* add ability to disable overlays in editor

* prepare medals

add new timing display graphic

* hide screen preview

* per-axis camera control

added per request

* section medals basic functionality

* add medal get animations

* fix bug with perfect icons

* visual enhancements

* adjust look of timing display minmode

address audio ducking issues(?)

* prepare overlay lyt editor

add viewport pan, rotate, scale
adjust audio setting

* add layout editor UI elements

* dynamic overlay creation

* fix default single timing disp

* set up overlay settings controls

* start UI events

* runtime uuid for component reference

* layout editor affects overlay elements

* show overlay element previews while editing

* advanced audio settings

* fix bug in drop-down creation

* fallback defaults for the new stuff

* fix textbox & overlay visibility bugs
2023-03-11 04:51:22 +00:00

201 lines
6.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using HeavenStudio.Util;
namespace HeavenStudio
{
public class StaticCamera : MonoBehaviour
{
[SerializeField] RectTransform canvas;
[SerializeField] GameObject overlayView;
public static StaticCamera instance { get; private set; }
public new Camera camera;
public enum ViewAxis
{
All,
X,
Y,
}
const float AspectRatioWidth = 1;
const float AspectRatioHeight = 1;
private List<DynamicBeatmap.DynamicEntity> panEvents = new List<DynamicBeatmap.DynamicEntity>();
private List<DynamicBeatmap.DynamicEntity> scaleEvents = new List<DynamicBeatmap.DynamicEntity>();
private List<DynamicBeatmap.DynamicEntity> rotationEvents = new List<DynamicBeatmap.DynamicEntity>();
static Vector3 defaultPan = new Vector3(0, 0, 0);
static Vector3 defaultScale = new Vector3(1, 1, 1);
static float defaultRotation = 0;
private static Vector3 pan;
private static Vector3 scale;
private static float rotation;
private static Vector3 panLast;
private static Vector3 scaleLast;
private static float rotationLast;
private void Awake()
{
instance = this;
camera = this.GetComponent<Camera>();
}
// Start is called before the first frame update
void Start()
{
GameManager.instance.onBeatChanged += OnBeatChanged;
Reset();
panLast = defaultPan;
scaleLast = defaultScale;
rotationLast = defaultRotation;
}
public void OnBeatChanged(float beat)
{
Reset();
panEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "pan view" });
scaleEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "scale view" });
rotationEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "rotate view" });
panLast = defaultPan;
scaleLast = defaultScale;
rotationLast = defaultRotation;
UpdatePan();
UpdateRotation();
UpdateScale();
}
// Update is called once per frame
void Update()
{
UpdatePan();
UpdateRotation();
UpdateScale();
canvas.localPosition = pan;
canvas.eulerAngles = new Vector3(0, 0, rotation);
canvas.localScale = scale;
}
private void UpdatePan()
{
foreach (var e in panEvents)
{
float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
if (prog >= 0f)
{
EasingFunction.Function func = EasingFunction.GetEasingFunction((EasingFunction.Ease) e["ease"]);
switch (e["axis"])
{
case (int) ViewAxis.X:
pan.x = func(panLast.x, e["valA"], Mathf.Min(prog, 1f));
break;
case (int) ViewAxis.Y:
pan.y = func(panLast.y, e["valB"], Mathf.Min(prog, 1f));
break;
default:
float dx = func(panLast.x, e["valA"], Mathf.Min(prog, 1f));
float dy = func(panLast.y, e["valB"], Mathf.Min(prog, 1f));
pan = new Vector3(dx, dy, 0);
break;
}
}
if (prog > 1f)
{
switch (e["axis"])
{
case (int) ViewAxis.X:
panLast.x = e["valA"];
break;
case (int) ViewAxis.Y:
panLast.y = e["valB"];
break;
default:
panLast = new Vector3(e["valA"], e["valB"], 0);
break;
}
}
}
}
private void UpdateRotation()
{
foreach (var e in rotationEvents)
{
float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
if (prog >= 0f)
{
EasingFunction.Function func = EasingFunction.GetEasingFunction((EasingFunction.Ease) e["ease"]);
rotation = func(rotationLast, -e["valA"], Mathf.Min(prog, 1f));
}
if (prog > 1f)
{
rotationLast = -e["valA"];
}
}
}
private void UpdateScale()
{
foreach (var e in scaleEvents)
{
float prog = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
if (prog >= 0f)
{
EasingFunction.Function func = EasingFunction.GetEasingFunction((EasingFunction.Ease) e["ease"]);
switch (e["axis"])
{
case (int) ViewAxis.X:
scale.x = func(scaleLast.x, e["valA"], Mathf.Min(prog, 1f)) * AspectRatioWidth;
break;
case (int) ViewAxis.Y:
scale.y = func(scaleLast.y, e["valB"], Mathf.Min(prog, 1f)) * AspectRatioHeight;
break;
default:
float dx = func(scaleLast.x, e["valA"], Mathf.Min(prog, 1f)) * AspectRatioWidth;
float dy = func(scaleLast.y, e["valB"], Mathf.Min(prog, 1f)) * AspectRatioHeight;
scale = new Vector3(dx, dy, 1);
break;
}
}
if (prog > 1f)
{
switch (e["axis"])
{
case (int) ViewAxis.X:
scaleLast.x = e["valA"] * AspectRatioWidth;
break;
case (int) ViewAxis.Y:
scaleLast.y = e["valB"] * AspectRatioHeight;
break;
default:
scaleLast = new Vector3(e["valA"] * AspectRatioWidth, e["valB"] * AspectRatioHeight, 1);
break;
}
}
}
}
public static void Reset()
{
pan = defaultPan;
scale = defaultScale;
rotation = defaultRotation;
}
public void ToggleOverlayView(bool toggle)
{
overlayView.SetActive(toggle);
}
}
}