Commit 06c6f092 authored by 13정준영's avatar 13정준영

Merge branch 'stage'

parents 59fced78 f631bb0c

Too many changes to show.

To preserve performance only 1000 of 1000+ files are displayed.

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraController : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetMouseButtonDown(0))
{
CameraShake(0.2f, 0.1f);
}
}
private void OnDrawGizmos()
{
Gizmos.DrawWireSphere(transform.position, 0.05f);
}
private void CameraShake(float amount, float time)
{
StartCoroutine(CameraShaking(amount, time));
}
private IEnumerator CameraShaking(float amount, float time)
{
Vector3 oriPos = transform.position;
Debug.Log(oriPos);
float oriAmount = amount;
float oriTime = time;
for (float t = 0; t < time; t += Time.deltaTime)
{
Vector3 randVec = UnityEngine.Random.insideUnitSphere;
amount = oriAmount * ((time - t) / oriTime);
transform.position = oriPos + randVec * amount;
yield return new WaitForEndOfFrame();
}
transform.position = oriPos;
}
}
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using System.Collections;
#if (UNITY_EDITOR)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor.Experimental.AssetImporters;
......@@ -15,3 +16,4 @@ public class BmsImporter : ScriptedImporter
ctx.SetMainObject(textAsset);
}
}
#endif
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......
......@@ -98,7 +98,7 @@ abstract class Note
private static readonly float NOTE_POSITION_MULTIPLIER = 2;
public void Update(float remainingTime)
{
if (remainingTime < NOTE_HIDE_TIMING || remainingTime > NOTE_SHOW_TIMING)
if (remainingTime < NOTE_HIDE_TIMING * NOTE_POSITION_MULTIPLIER || remainingTime > NOTE_SHOW_TIMING)
{
noteObject.gameObject.SetActive(false);
isVisible = false;
......
......@@ -26,6 +26,8 @@ public class EdgeNoteObject : NoteObject
public override void NoteHit(JudgeResult type)
{
base.NoteHit(type);
}
public override void SetPosition(float remainedTime)
......@@ -41,8 +43,8 @@ public class EdgeNoteObject : NoteObject
// transform.position = Quaternion.Euler(direction.x * angle, direction.y * angle, 0) * new Vector3(0, 0, radius);
// transform.LookAt(Vector3.zero);
//}
transform.position = endPoint + new Vector3(0, 0, 200) * remainedTime;
}
transform.position = endPoint + new Vector3(0, 0, 300) * remainedTime;
}
public override bool IsHit(Ray ray)
{
......
......@@ -5,24 +5,31 @@ using UnityEngine.UI;
public class ForwardNoteObject : NoteObject
{
public RectTransform ring;
public AnimationCurve curve;
private Material mat;
// 각 노트별 개별 함수이기 때문에 상속 관계 유지 불필요.
public void Init(float x, float y, HandType handType)
{
//Vector3 point = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width * x, Screen.height * y, Camera.main.nearClipPlane));
//
//Vector3 point = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width * x, Screen.height * y, Camera.main.nearClipPlane));
//
perfectZ = IngameUIManager.inst.transform.position.z;
perfectZ = IngameUIManager.inst.transform.position.z;
//Ray ray = Camera.main.ScreenPointToRay(new Vector3(Screen.width * x, Screen.height * y, 0));
//endPoint = ray.GetPoint(perfectZ);
endPoint = new Vector3(-20f + 40 * x, -20.0f + 40 * y, perfectZ);
//Ray ray = Camera.main.ScreenPointToRay(new Vector3(Screen.width * x, Screen.height * y, 0));
//endPoint = ray.GetPoint(perfectZ);
endPoint = new Vector3(-100f + 200 * x, -100.0f + 200 * y, perfectZ);
Ray ray = new Ray(Vector3.zero, endPoint.normalized);
endPoint = ray.GetPoint(perfectZ);
Debug.Log(endPoint);
transform.position = endPoint + new Vector3(0, 0, 15);
ring = IngameUIManager.inst.AddNoteRingUI();
ring.position = endPoint;
ring.LookAt(Vector3.zero);
Material mat = GetComponent<Renderer>().material;
mat = GetComponent<Renderer>().material;
switch (handType)
{
......@@ -38,8 +45,6 @@ public class ForwardNoteObject : NoteObject
GetComponentInChildren<Light>().color = Color.cyan;
ring.GetComponent<Image>().color = Color.cyan;
break;
}
}
private void Start()
......@@ -73,9 +78,15 @@ public class ForwardNoteObject : NoteObject
public override void SetPosition(float remainedTime)
{
base.SetPosition(remainedTime);
//base.SetPosition(remainedTime);
float z = 250 * remainedTime;
//float t = Mathf.Pow(1 - z / 250, 3);
float t = 1 - remainedTime;
transform.position = new Vector3(curve.Evaluate(t) * endPoint.x, curve.Evaluate(t) * endPoint.y, endPoint.z + z);
//transform.position = new Vector3(t * endPoint.x, t * endPoint.y, endPoint.z + z);
var showRing = remainedTime < 0.3f;
var showRing = remainedTime < 0.3f;
ring.localScale = Mathf.Max((1 + 20 * remainedTime), 0) * new Vector3(1, 1, 1);
// change ring alpha
......@@ -89,6 +100,6 @@ public class ForwardNoteObject : NoteObject
public override bool IsHit(Ray ray)
{
RaycastHit hit;
return GetComponent<Collider>().Raycast(ray, out hit, 400);
return GetComponent<Collider>().Raycast(ray, out hit, 1000);
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GunBehaviour : MonoBehaviour
{
Animator animation;
ParticleSystem particle;
public LineRenderer laser;
// Start is called before the first frame update
void Start()
{
animation = GetComponentInChildren<Animator>();
particle = GetComponentInChildren<ParticleSystem>();
}
// Update is called once per frame
void Update()
{
}
public void Fire()
{
Debug.Log('a');
animation.SetTrigger("Fire");
particle.Emit(1);
}
public Ray GetRay()
{
var pos1 = laser.transform.TransformPoint(laser.GetPosition(0));
var pos2 = laser.transform.TransformPoint(laser.GetPosition(1));
return new Ray(pos1, pos2 - pos1);
}
}
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......@@ -111,9 +111,9 @@ public abstract class NoteObject : MonoBehaviour
for (float t = 0; t < time; t += Time.deltaTime)
{
//print(t / time);
mat.SetFloat("_Threshold", t / time);
yield return null;
mat.SetColor("_Color", mat.color - new Color(0,0,0,2) * Time.deltaTime);
yield return null;
}
mat.SetFloat("_Threshold", 1);
......
......@@ -7,7 +7,7 @@ using System;
[RequireComponent(typeof(AudioSource))]
public class PlayEngine : SingletonBehaviour<PlayEngine>
{
public LevelListscriptableObject levelList;
public LevelScriptableObject[] levelList;
public ForwardNoteObject ForwardNoteObject;
public EdgeNoteObject[] EdgeNoteObjects = new EdgeNoteObject[4];
private double startTime;
......@@ -37,6 +37,9 @@ public class PlayEngine : SingletonBehaviour<PlayEngine>
private int combo;
private int score;
[SerializeField]
private Transform HitEffectObjects;
public void Start()
{
audioSource = GetComponent<AudioSource>();
......@@ -45,7 +48,7 @@ public class PlayEngine : SingletonBehaviour<PlayEngine>
public void LoadAndPlay(int idx)
{
var levelData = levelList.levels[idx];
var levelData = levelList[idx];
var bmsText = levelData.bms.text;
var audioFile = levelData.audioFile;
var offsetBarTime = levelData.offsetBarTime;
......@@ -84,17 +87,6 @@ public class PlayEngine : SingletonBehaviour<PlayEngine>
var leftHandObject = handObjects[0];
var rightHandObject = handObjects[1];
var leftLaser = leftHandObject.gameObject.GetComponentInChildren<LineRenderer>();
var rightLaser = rightHandObject.gameObject.GetComponentInChildren<LineRenderer>();
if(leftLaser)
{
var p1 = leftLaser.transform.TransformPoint(leftLaser.GetPosition(0));
var p2 = leftLaser.transform.TransformPoint(leftLaser.GetPosition(1));
input.ray = new Ray(p1, p2-p1);
Debug.DrawRay(input.ray.origin, input.ray.direction, Color.red);
}
level.UpdateNotes(playbackTime);
if (Input.GetKeyDown(KeyCode.Alpha1))
......@@ -119,12 +111,11 @@ public class PlayEngine : SingletonBehaviour<PlayEngine>
{
input.hand = HandType.Left;
if (leftLaser)
if (leftHandObject)
{
var p1 = leftLaser.transform.TransformPoint(leftLaser.GetPosition(0));
var p2 = leftLaser.transform.TransformPoint(leftLaser.GetPosition(1));
input.ray = new Ray(p1, p2-p1);
var gun = leftHandObject.GetComponentInChildren<GunBehaviour>();
input.ray = gun.GetRay();
gun.Fire();
Debug.DrawRay(input.ray.origin, input.ray.direction, Color.magenta, 1);
level.HandleInput(input);
......@@ -133,12 +124,11 @@ public class PlayEngine : SingletonBehaviour<PlayEngine>
if (fire.GetStateDown(rightHand))
{
input.hand = HandType.Right;
if (rightLaser)
if (rightHandObject)
{
var p1 = rightLaser.transform.TransformPoint(rightLaser.GetPosition(0));
var p2 = rightLaser.transform.TransformPoint(rightLaser.GetPosition(1));
input.ray = new Ray(p1, p2 - p1);
var gun = rightHandObject.GetComponentInChildren<GunBehaviour>();
input.ray = gun.GetRay();
gun.Fire();
Debug.DrawRay(input.ray.origin, input.ray.direction, Color.cyan, 1);
level.HandleInput(input);
......@@ -149,6 +139,7 @@ public class PlayEngine : SingletonBehaviour<PlayEngine>
{
if (e.Source != "SteamVR") // ignore SteamVR, rethrow otherwise
{
Debug.LogError(e.StackTrace);
throw e;
}
}
......@@ -178,8 +169,36 @@ public class PlayEngine : SingletonBehaviour<PlayEngine>
IngameUIManager.inst.UpdateComboUI(combo);
IngameUIManager.inst.UpdateScoreUI(score);
foreach (var renderer in HitEffectObjects.GetComponentsInChildren<MeshRenderer>())
{
Color col = Color.white;
switch (type)
{
case JudgeType.Miss:
col = Color.red;
break;
case JudgeType.Hit:
col = Color.green;
break;
case JudgeType.Perfect:
col = Color.blue;
break;
}
StartCoroutine(HitEffectRoutine(renderer, col));
}
}
//
private IEnumerator HitEffectRoutine(MeshRenderer renderer, Color color)
{
for (float t = 0; t< 0.25f; t += Time.deltaTime)
{
renderer.material.color = Color.Lerp(color, new Color(color.r, color.g, color.b, 0.025f), t * 4);
//renderer.material.SetVector("_EmissionColor", Mathf.Lerp(0, -10, t * 4) * color);
yield return null;
}
}
}
public class PlayerInput
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ReloadNoteObject : NoteObject
{
[SerializeField]
private Transform[] cartridges = new Transform[2];
private void Update()
{
cartridges[0].Rotate(new Vector3(0, 180 * Time.deltaTime, 0));
cartridges[1].Rotate(new Vector3(0, -180 * Time.deltaTime, 0));
}
public override void NoteHit(JudgeResult judge)
{
}
public override bool IsHit(Ray ray)
{
throw new System.NotImplementedException();
}
public override void SetPosition(float remainedTime)
{
transform.position = new Vector3(0f, -1.5f * Mathf.Pow(remainedTime, 2) + 1.5f, 0.4f);
if (Mathf.Abs(remainedTime) < 0.5f)
{
foreach(var renderer in GetComponentsInChildren<MeshRenderer>())
{
renderer.material.color = Color.Lerp(Color.white, Color.red, 1 - 4 * Mathf.Pow(remainedTime, 2));
}
}
}
}
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using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
namespace ShaderForge {
[System.Serializable]
public class SFPSC_Console : SFPS_Category {
public SF_NodeTreeStatus treeStatus;
/*
public override string Serialize(){
string s = "";
s += Serialize( "f2p0", force2point0.ToString());
return s;
}
public override void Deserialize(string key, string value){
switch( key ) {
case "f2p0":
force2point0 = bool.Parse( value );
break;
}
}*/
public override void DrawExtraTitleContent( Rect r ) {
if( treeStatus.Errors.Count > 0 && !expanded ) {
r = r.MovedRight();
r.width = SF_Styles.IconErrorSmall.width;
r = r.MovedLeft();
r.height = SF_Styles.IconErrorSmall.height;
r.x -= 1;
r.y += 1;
bool hasError = false;
for( int i = 0; i < treeStatus.Errors.Count; i++ ) {
if( treeStatus.Errors[i].isWarning == false ) {
hasError = true;
break;
}
}
GUI.DrawTexture( r, hasError ? SF_Styles.IconErrorSmall : SF_Styles.IconWarningSmall );
}
}
public override float DrawInner(ref Rect r){
float prevYpos = r.y;
r.y = 0;
r.xMin += 20;
r.y += 20;
//GUI.DrawTexture(r.ClampSize(0,SF_Styles.IconWarningSmall.width),SF_Styles.IconWarningSmall);
//r.xMin += 20;
//GUI.Label(r, "Experimental features may not work");
//r.xMin -= 20;
// r.height += 20;
r.height = 20;
for( int i = 0; i < treeStatus.Errors.Count; i++ ) {
bool isNode = treeStatus.Errors[i].node != null;
Texture2D icon = treeStatus.Errors[i].icon;
Rect blockRect = r;
blockRect.height = treeStatus.Errors[i].rows * 14f + 6;
Rect iconRect = blockRect;
iconRect.width = icon.width;
iconRect.height = icon.height;
//iconRect.x += 1;
//iconRect.y += 1;
Rect textRect = blockRect;
textRect.xMin += iconRect.width + 3;
iconRect.center = new Vector2( iconRect.center.x, textRect.center.y );
bool hasAction = treeStatus.Errors[i].action != null;
if( isNode || hasAction ) {
if( GUI.Button( iconRect.Pad( -2 ).PadHorizontal(-3), "" ) ) {
if( hasAction ) {
treeStatus.Errors[i].OnPress();
break;
} else if( isNode ) {
editor.nodeView.selection.DeselectAll( true );
treeStatus.Errors[i].node.Select( true );
}
}
}
GUI.DrawTexture( iconRect, icon );
EditorGUI.SelectableLabel( textRect, treeStatus.Errors[i].error, SF_Styles.SmallTextArea );
r.y += textRect.height;
}
r.y += prevYpos;
return (int)r.yMax;
}
}
}
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using UnityEngine;
using UnityEditor;
using System.Collections;
namespace ShaderForge {
[System.Serializable]
public class SFPSC_Experimental : SFPS_Category {
public bool force2point0 = false;
public bool forceNoShadowPass = false;
public bool forceNoFallback = false;
public bool forceSkipModelProjection = false;
public override string Serialize(){
string s = "";
s += Serialize( "f2p0", force2point0.ToString() );
s += Serialize( "fnsp", forceNoShadowPass.ToString() );
s += Serialize( "fnfb", forceNoFallback.ToString() );
s += Serialize( "fsmp", forceSkipModelProjection.ToString() );
return s;
}
public override void Deserialize(string key, string value){
switch( key ) {
case "f2p0":
force2point0 = bool.Parse( value );
break;
case "fnsp":
forceNoShadowPass = bool.Parse( value );
break;
case "fnfb":
forceNoFallback = bool.Parse( value );
break;
case "fsmp":
forceSkipModelProjection = bool.Parse( value );
break;
}
}
public override float DrawInner(ref Rect r){
float prevYpos = r.y;
r.y = 0;
r.xMin += 20;
r.y += 20;
GUI.DrawTexture(r.ClampSize(0,SF_Styles.IconWarningSmall.width),SF_Styles.IconWarningSmall);
r.xMin += 20;
GUI.Label(r, "Experimental features may not work");
r.xMin -= 20;
r.y += 20;
force2point0 = UndoableToggle( r, force2point0, "Force Shader Model 2.0", "shader model 2.0 forcing", null );
r.y += 20;
forceNoShadowPass = UndoableToggle( r, forceNoShadowPass, "Force no custom shadow pass", "force no custom shadow pass", null );
r.y += 20;
forceNoFallback = UndoableToggle( r, forceNoFallback, "Force no fallback", "force no fallback", null );
r.y += 20;
forceSkipModelProjection = UndoableToggle( r, forceSkipModelProjection, "Force skip model projection", "force skip model projection", null );
r.y += 20;
r.y += prevYpos;
return (int)r.yMax;
}
}
}
\ No newline at end of file
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using UnityEngine;
using UnityEditor;
using System.Collections;
namespace ShaderForge {
[System.Serializable]
public class SFPSC_Geometry : SFPS_Category {
public enum VertexPositioning { LocalSpace, ClipSpace, Billboard };
public string[] strVertexPositioning = new string[] { "Local space", "Clip space", "Billboard" };
public enum NormalQuality { Interpolated, Normalized };
public string[] strNormalQuality = new string[] { "Interpolated", "Normalized" };
public enum NormalSpace { Tangent, Object, World };
public string[] strNormalSpace = new string[] { "Tangent", "Object", "World" };
public enum TessellationMode { Regular, EdgeLength/*, EdgeLengthCulled*/};
public string[] tessModeStr = new string[] { "Regular", "Edge length based"/*, "Edge length based with frustrum culling"*/};
public enum VertexOffsetMode { Relative, Absolute }
public string[] vertexOffsetModeStr = new string[] { "Relative", "Absolute" };
public enum OutlineMode { FromOrigin, VertexNormals, VertexColors };
public string[] outlineModeStr = new string[] { "From origin", "Vertex normals", "Vertex colors" };
public enum CullMode { BackfaceCulling, FrontfaceCulling, DoubleSided };
public static string[] strCullMode = new string[] { "Back", "Front", "Off" };
public VertexPositioning vertexPositioning = VertexPositioning.LocalSpace;
public NormalQuality normalQuality = NormalQuality.Normalized;
public NormalSpace normalSpace = NormalSpace.Tangent;
public VertexOffsetMode vertexOffsetMode = VertexOffsetMode.Relative;
public bool showPixelSnap = false;
public bool highQualityScreenCoords = true;
public TessellationMode tessellationMode = TessellationMode.Regular;
public OutlineMode outlineMode = OutlineMode.VertexNormals;
public CullMode cullMode = CullMode.BackfaceCulling;
public override string Serialize(){
string s = "";
s += Serialize( "vtps", ( (int)vertexPositioning ).ToString() );
s += Serialize( "hqsc", highQualityScreenCoords.ToString());
s += Serialize( "nrmq", ( (int)normalQuality ).ToString() );
s += Serialize( "nrsp", ( (int)normalSpace ).ToString() );
s += Serialize( "vomd", ( (int)vertexOffsetMode ).ToString() );
s += Serialize( "spxs", showPixelSnap.ToString());
s += Serialize( "tesm", ((int)tessellationMode).ToString());
s += Serialize( "olmd", ( (int)outlineMode ).ToString() );
s += Serialize( "culm", ( (int)cullMode ).ToString() );
return s;
}
public override void Deserialize(string key, string value){
switch( key ) {
case "vtps":
vertexPositioning = (VertexPositioning)int.Parse( value );
break;
case "nrmq":
normalQuality = (NormalQuality)int.Parse( value );
break;
case "nrsp":
normalSpace = (NormalSpace)int.Parse( value );
break;
case "vomd":
vertexOffsetMode = (VertexOffsetMode)int.Parse( value );
break;
case "hqsc":
highQualityScreenCoords = bool.Parse( value );
break;
case "spxs":
showPixelSnap = bool.Parse( value );
break;
case "tesm":
tessellationMode = (TessellationMode)int.Parse( value );
break;
case "olmd":
outlineMode = (OutlineMode)int.Parse( value );
break;
case "culm":
cullMode = (CullMode)int.Parse( value );
break;
}
}
public override float DrawInner(ref Rect r){
float prevYpos = r.y;
r.y = 0;
r.xMin += 20;
r.y += 20;
cullMode = (CullMode)UndoableLabeledEnumPopup( r, "Face Culling", cullMode, "face culling" );
r.y += 20;
GUI.enabled = ps.catLighting.renderPath == SFPSC_Lighting.RenderPath.Forward;
normalQuality = (NormalQuality)UndoableContentScaledToolbar( r, "Normal Quality", (int)normalQuality, strNormalQuality, "normal quality" );
GUI.enabled = true;
r.y += 20;
vertexPositioning = (VertexPositioning)UndoableContentScaledToolbar( r, "Vertex Positioning", (int)vertexPositioning, strVertexPositioning, "vertex positioning" );
r.y += 20;
GUI.enabled = ps.mOut.normal.IsConnectedEnabledAndAvailable();
normalSpace = (NormalSpace)UndoableContentScaledToolbar( r, "Normal Space", (int)normalSpace, strNormalSpace, "normal space" );
GUI.enabled = true;
r.y += 20;
vertexOffsetMode = (VertexOffsetMode)UndoableContentScaledToolbar( r, "Vertex offset mode", (int)vertexOffsetMode, vertexOffsetModeStr, "vertex offset mode" );
r.y += 20;
GUI.enabled = ps.HasTessellation();
tessellationMode = (TessellationMode)UndoableLabeledEnumPopupNamed( r, "Tessellation Mode", tessellationMode, tessModeStr, "tessellation mode" );
GUI.enabled = true;
r.y += 20;
GUI.enabled = ps.HasOutline();
outlineMode = (OutlineMode)UndoableLabeledEnumPopupNamed( r, "Outline Extrude Direction", outlineMode, outlineModeStr, "outline mode" );
GUI.enabled = true;
r.y += 20;
highQualityScreenCoords = UndoableToggle( r, highQualityScreenCoords, "Per-pixel screen coordinates", "per-pixel screen coordinates", null );
r.y += 20;
showPixelSnap = UndoableToggle( r, showPixelSnap, "Show 2D sprite pixel snap option in material", "show pixel snap", null );
r.y += 20;
r.y += prevYpos;
return (int)r.yMax;
}
// TODO: Double sided support
public string GetNormalSign() {
if( cullMode == CullMode.BackfaceCulling )
return "";
if( cullMode == CullMode.FrontfaceCulling )
return "-";
//if( cullMode == CullMode.DoubleSided )
return "";
}
public bool UseCulling() {
return ( cullMode != CullMode.BackfaceCulling );
}
public string GetCullString() {
return "Cull " + strCullMode[(int)cullMode];
}
public bool IsDoubleSided() {
return ( cullMode == CullMode.DoubleSided );
}
}
}
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