using System; using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; using wf; public class MotionAction_Mgr : PartsMgrBase { public static bool IsCaptureOK { get { return GameMain.Instance.CharacterMgr.status.GetFlag("モーションキャプチャ成功") == 1; } private set { GameMain.Instance.CharacterMgr.status.SetFlag("モーションキャプチャ成功", (!value) ? 0 : 1); } } public static MotionAction_Mgr Instance { get; private set; } protected override void Start() { MotionAction_Mgr.Instance = this; base.Start(); int tmpGenericFlag = GameMain.Instance.CMSystem.GetTmpGenericFlag("ダンスOVRカメラタイプ"); if ((!base.IsActive || !GameMain.Instance.VRMode || tmpGenericFlag == 1) && !this.m_IsMotionCheckOnly) { base.IsActive = false; base.gameObject.SetActive(false); return; } if (!this.m_IsMotionCheckOnly) { string text = RhythmAction_Mgr.Instance.MusicCSV_Path + "action_data.nei"; if (!GameUty.FileSystem.IsExistentFile(text)) { NDebug.Assert("表がありません。" + text, false); } using (AFileBase afileBase = GameUty.FileSystem.FileOpen(text)) { using (CsvParser csvParser = new CsvParser()) { bool condition = csvParser.Open(afileBase); NDebug.Assert(condition, text + "\nopen failed."); for (int i = 1; i < csvParser.max_cell_y; i++) { if (csvParser.IsCellToExistData(0, i)) { ActionCase item = new ActionCase(); for (int j = 1; j < csvParser.max_cell_x; j++) { this.ReadActionData(csvParser, j, i, ref item); } this.m_ActionAllCase.Add(item); } } } } this.Initialize(); } } private void Initialize() { MotionAction_Mgr.GuidUIInfo.CurrentActionCount = 0; foreach (MotionAction_Mgr.GuidUIInfo guidUIInfo in this.m_GuidUIList) { guidUIInfo.GuidUI.fillAmount = 0f; guidUIInfo.GuidUI.gameObject.SetActive(false); this.m_AllGuidUIInfo.Add(guidUIInfo.Type, guidUIInfo); } if (!GameMain.Instance.VRMode || GameMain.Instance.OvrMgr.OvrCamera.IsNoHandController || this.m_IsForceMouseCheck) { this.m_CheckHand = UnityEngine.Object.Instantiate(Resources.Load("SceneDance/Rhythm_Action/Prefab/" + this.m_strHandName)); this.m_CheckHand.transform.localScale = this.m_HandSize; Transform realHeadTransform = GameMain.Instance.MainCamera.GetRealHeadTransform(); this.m_CheckHand.transform.parent = ((!GameMain.Instance.VRMode) ? realHeadTransform : GameMain.Instance.OvrMgr.OvrCamera.m_goOvrUiScreen.transform); this.m_CheckHand.transform.localEulerAngles = this.m_HandAngle; this.m_CheckHand.transform.localPosition = this.m_HandRelatePos; } else { OvrMgr.OvrObject.Controller left_controller = GameMain.Instance.OvrMgr.ovr_obj.left_controller; OvrMgr.OvrObject.Controller right_controller = GameMain.Instance.OvrMgr.ovr_obj.right_controller; this.m_ControllerParent = right_controller.hand_trans.parent; if (!this.m_MotionCheckDataVR.ContainsKey(left_controller)) { this.m_MotionCheckDataVR.Add(left_controller, new MotionAction_Mgr.NeedCheckData()); } if (!this.m_MotionCheckDataVR.ContainsKey(right_controller)) { this.m_MotionCheckDataVR.Add(right_controller, new MotionAction_Mgr.NeedCheckData()); } } } private void ReadActionData(CsvParser csv, int cx, int cy, ref ActionCase case_data) { switch (cx) { case 1: { string[] array = csv.GetCellAsString(cx, cy).Split(new char[] { ':' }); case_data.StartTime = float.Parse(array[0]); case_data.EndTime = float.Parse(array[1]); break; } case 2: { string[] array2 = csv.GetCellAsString(cx, cy).Split(new char[] { '.' }); case_data.Trigger = array2[0]; foreach (string s in array2[1].Split(new char[] { ':' })) { case_data.TargetMaidNo.Add(int.Parse(s) - 1); } break; } case 3: foreach (string value in csv.GetCellAsString(cx, cy).Split(new char[] { ':' })) { case_data.Action.Add((ActionCase.ActionType)Enum.Parse(typeof(ActionCase.ActionType), value)); } break; case 4: { string[] array5 = csv.GetCellAsString(cx, cy).Split(new char[] { ':' }); foreach (string text in array5) { string[] array7 = text.Split(new char[] { '.' }); ActionCase.ReactionParam reactionParam = new ActionCase.ReactionParam(); reactionParam.IsFaceBlend = (array7[0].IndexOf("頬") > 0); reactionParam.Name = array7[0]; reactionParam.SetTime = float.Parse(array7[1]); case_data.Reaction.Add(reactionParam); } break; } case 5: { string[] array8 = csv.GetCellAsString(cx, cy).Split(new char[] { ':' }); case_data.Effect = Resources.Load("SceneDance/Rhythm_Action/Prefab/" + array8[0]); case_data.EffectTime = float.Parse(array8[1]); break; } } } private void Update() { int currentActionCount = MotionAction_Mgr.GuidUIInfo.CurrentActionCount; int num = 0; foreach (MotionAction_Mgr.GuidUIInfo guidUIInfo in this.m_AllGuidUIInfo.Values) { if (guidUIInfo.NeedGuid) { float d = 0f; if (currentActionCount > 1) { d = -(float)(currentActionCount - 1) / 2f + (float)num; } guidUIInfo.GuidUI.transform.localPosition = Vector3.right * d * this.m_SetGuidSpace; num++; guidUIInfo.GuidUI.transform.GetChild(0).gameObject.SetActive(num != currentActionCount); } } } private IEnumerator CheckActionCase() { float timer = 0f; for (;;) { yield return null; if (!RhythmAction_Mgr.Instance.IsPause) { timer += RhythmAction_Mgr.Instance.DanceDeltaTime; List list = new List(); foreach (ActionCase actionCase in this.m_ActionAllCase) { if (timer >= actionCase.StartTime && timer < actionCase.EndTime) { if (!TouchAction_Mgr.Instance.IsMaidTouch() && this.IsTriggerOn(actionCase)) { base.StartCoroutine(this.MotionCheck(actionCase, timer)); list.Add(actionCase); } } else if (timer > actionCase.EndTime) { list.Add(actionCase); } } if (list.Count > 0) { foreach (ActionCase item in list) { this.m_ActionAllCase.Remove(item); } if (this.m_ActionAllCase.Count <= 0) { break; } } } } yield break; yield break; } private bool IsTriggerOn(ActionCase action_case) { if (action_case.Trigger == "non") { return true; } if (action_case.Trigger == "foundP") { bool flag = false; foreach (int nMaidNo in action_case.TargetMaidNo) { Maid maid = GameMain.Instance.CharacterMgr.GetMaid(nMaidNo); if (!maid) { return false; } Vector3 position = GameMain.Instance.MainCamera.GetRealHeadTransform().position; Transform obj_tr = maid.body0.GetSlot(1).obj_tr; Vector3 vector = obj_tr.rotation * Vector3.forward; flag = (Vector3.Dot((position - obj_tr.position).normalized, vector.normalized) > Mathf.Cos(0.7853982f)); if (flag) { break; } } return flag; } return false; } private IEnumerator MotionCheck(ActionCase case_data, float start_time) { Func play_voice = delegate { for (int i = 0; i < GameMain.Instance.CharacterMgr.GetMaidCount(); i++) { Maid maid = GameMain.Instance.CharacterMgr.GetMaid(i); if (maid && maid.AudioMan && maid.AudioMan.isPlay()) { return true; } } return false; }; while (play_voice()) { yield return null; } float timer = start_time; bool cursole_visible = false; CursorLockMode cursole_state = CursorLockMode.None; if (this.m_MotionCheckDataVR.Count > 0) { foreach (KeyValuePair keyValuePair in this.m_MotionCheckDataVR) { keyValuePair.Value.FirstPos = keyValuePair.Key.hand_trans.localPosition; keyValuePair.Value.Controller = keyValuePair.Key; keyValuePair.Value.Init(); keyValuePair.Value.MotionEffect.transform.parent = keyValuePair.Value.Controller.hand_trans; } } else { this.m_MotionCheckDataMouse.Init(); this.m_MotionCheckDataMouse.MotionEffect.transform.parent = this.m_CheckHand.transform; if (!GameMain.Instance.VRMode) { this.m_MotionCheckDataMouse.FirstPos = Input.mousePosition; cursole_visible = Cursor.visible; cursole_state = Cursor.lockState; } else { this.m_MotionCheckDataMouse.FirstPos = GameMain.Instance.OvrMgr.SystemUICamera.GetOvrVirtualMouseCurrentSidePos(); this.m_MotionCheckDataMouse.CurrentPos = this.m_MotionCheckDataMouse.FirstPos; } } bool isOK; for (;;) { if (!RhythmAction_Mgr.Instance || !RhythmAction_Mgr.Instance.IsPause) { timer += ((!RhythmAction_Mgr.Instance) ? Time.deltaTime : RhythmAction_Mgr.Instance.DanceDeltaTime); isOK = false; bool isEnd = false; if (!this.m_IsMotionCheckOnly) { isEnd = TouchAction_Mgr.Instance.IsMaidTouch(); } Vector3 pos = Vector3.zero; foreach (ActionCase.ActionType actionType in case_data.Action) { if (isOK || isEnd) { break; } this.m_AllGuidUIInfo[actionType].NeedGuid = true; if (this.m_MotionCheckDataVR.Count > 0) { foreach (MotionAction_Mgr.NeedCheckData needCheckData in this.m_MotionCheckDataVR.Values) { pos = needCheckData.Controller.hand_trans.localPosition; needCheckData.CurrentPos = pos; needCheckData.MotionEffect.transform.localPosition = Vector3.forward * this.m_EffectAdjust; Vector3 vector = needCheckData.LastPos; if (actionType == ActionCase.ActionType.swing || actionType == ActionCase.ActionType.shake) { pos += needCheckData.Controller.hand_trans.localRotation * Vector3.forward * this.m_ControllerAdjust; vector += needCheckData.LastRot * Vector3.forward * this.m_ControllerAdjust; } if (this.ActionJudge(needCheckData, vector, pos, actionType)) { isOK = true; break; } } } else { if (actionType == case_data.Action.First()) { if (!GameMain.Instance.VRMode) { Cursor.lockState = CursorLockMode.Confined; pos = (this.m_MotionCheckDataMouse.CurrentPos = Input.mousePosition); } else { this.m_MotionCheckDataMouse.CurrentPos += (Vector3.right * NInput.GetAxis("Mouse X") + Vector3.up * NInput.GetAxis("Mouse Y")) * this.m_HandMoveSpeed; this.m_MotionCheckDataMouse.CurrentPos.x = Mathf.Clamp(this.m_MotionCheckDataMouse.CurrentPos.x, 0f, (float)UICamera.ScreenWidth); this.m_MotionCheckDataMouse.CurrentPos.y = Mathf.Clamp(this.m_MotionCheckDataMouse.CurrentPos.y, 0f, (float)UICamera.ScreenHeight); pos = this.m_MotionCheckDataMouse.CurrentPos; } } Vector3 lastPos = this.m_MotionCheckDataMouse.LastPos; isOK = this.ActionJudge(this.m_MotionCheckDataMouse, lastPos, pos, actionType); if (actionType == case_data.Action.First()) { Vector3 vector2 = Vector3.zero; if (!GameMain.Instance.VRMode) { Vector3 zero = Vector3.zero; zero.x = (float)Screen.width; zero.y = (float)Screen.height; zero.z = this.m_HandRelatePos.z; Vector3 position = GameMain.Instance.MainCamera.camera.ScreenToWorldPoint(zero); position = GameMain.Instance.MainCamera.GetRealHeadTransform().InverseTransformPoint(position); float min = -position.x + this.m_HandRelatePos.x; float max = position.x + this.m_HandRelatePos.x; float min2 = -position.y + this.m_HandRelatePos.y; float max2 = position.y + this.m_HandRelatePos.y; vector2 = this.m_MotionCheckDataMouse.CurrentPos; vector2.z = this.m_HandRelatePos.z; vector2 = GameMain.Instance.MainCamera.camera.ScreenToWorldPoint(vector2); vector2 = GameMain.Instance.MainCamera.GetRealHeadTransform().InverseTransformPoint(vector2); vector2.x = Mathf.Clamp(vector2.x, min, max); vector2.y = Mathf.Clamp(vector2.y, min2, max2); this.m_CheckHand.transform.localPosition = vector2; } else { float num = 1f - Mathf.Clamp01(pos.x / (float)UICamera.ScreenWidth); float num2 = 1f - Mathf.Clamp01(pos.y / (float)UICamera.ScreenHeight); vector2.x = Mathf.Cos(num * 180f * 0.0174532924f) * this.m_HandMoveWidth; vector2.y = Mathf.Cos(num2 * 180f * 0.0174532924f) * this.m_HandMoveHeight; this.m_CheckHand.transform.localPosition = vector2 + this.m_HandRelatePos; } this.m_MotionCheckDataMouse.MotionEffect.transform.localPosition = Vector3.forward * this.m_EffectAdjust; } } } if (this.m_MotionCheckDataVR.Count > 0) { foreach (MotionAction_Mgr.NeedCheckData needCheckData2 in this.m_MotionCheckDataVR.Values) { needCheckData2.LastRot = needCheckData2.Controller.hand_trans.localRotation; needCheckData2.LastPos = needCheckData2.Controller.hand_trans.localPosition; needCheckData2.LastVec = needCheckData2.NowVec; needCheckData2.EmmitAdjust(this.m_HorizontalColor, this.m_VerticalColor); } } else { this.m_MotionCheckDataMouse.LastPos = this.m_MotionCheckDataMouse.CurrentPos; this.m_MotionCheckDataMouse.LastVec = this.m_MotionCheckDataMouse.NowVec; this.m_MotionCheckDataMouse.EmmitAdjust(this.m_HorizontalColor, this.m_VerticalColor); } if (isOK || isEnd || timer >= case_data.EndTime || this.ForceEnd) { break; } } yield return null; } foreach (ActionCase.ActionType key in case_data.Action) { this.m_AllGuidUIInfo[key].NeedGuid = false; } if (this.m_MotionCheckDataVR.Count > 0) { foreach (KeyValuePair keyValuePair2 in this.m_MotionCheckDataVR) { UnityEngine.Object.Destroy(keyValuePair2.Value.MotionEffect.gameObject); } } else { UnityEngine.Object.Destroy(this.m_CheckHand); } if (!this.m_IsMotionCheckOnly) { if (isOK) { base.StartCoroutine(this.FaceChange(case_data, timer)); base.StartCoroutine(this.EffectCheck(case_data, true)); } } else { if (!GameMain.Instance.VRMode) { Cursor.lockState = cursole_state; Cursor.visible = cursole_visible; } this.m_IsMotionCheckOnly = false; MotionAction_Mgr.IsCaptureOK = isOK; if (isOK) { GameMain.Instance.SoundMgr.PlaySe("SE008.ogg", false); Utility.CreatePrefab(base.transform.parent.gameObject, "SceneDance/Rhythm_Action/Prefab/" + this.m_EffectName, true); yield return new WaitForSeconds(this.m_WaitTime); } NDebug.Assert(!string.IsNullOrEmpty(this.m_CheckEndLabel), "MotionAction_Mgr.cs:判定終了後に飛ぶラベルが設定されてません"); if (!this.ForceEnd) { GameMain.Instance.ScriptMgr.adv_kag.JumpLabel(this.m_CheckEndLabel); GameMain.Instance.ScriptMgr.adv_kag.Exec(); } } yield break; yield break; } private bool ActionJudge(MotionAction_Mgr.NeedCheckData checkdata, Vector3 last_pos, Vector3 pos, ActionCase.ActionType action) { bool result = false; checkdata.IsExistMovement = ((pos - last_pos).magnitude >= this.m_MovementRange); Vector3 vector = Vector3.zero; if (this.m_ControllerParent) { vector = this.m_ControllerParent.InverseTransformPoint(GameMain.Instance.MainCamera.GetRealHeadTransform().position); } switch (action) { case ActionCase.ActionType.wave: if (this.m_MotionCheckDataVR.Count > 0) { if (checkdata.FirstPos.x > this.m_WaveLength) { if (pos.x < 0f) { checkdata.FirstPos.x = pos.x; } } else { if (checkdata.IsExistMovement) { result = (pos.x >= this.m_WaveLength); } this.m_AllGuidUIInfo[action].GuidUI.fillAmount = 1f - (this.m_WaveLength - pos.x) / (this.m_WaveLength + Mathf.Abs(checkdata.FirstPos.x)); } } else if (checkdata.FirstPos.x > (float)UICamera.ScreenWidth * (1f - this.m_MouseWaveRate)) { if (pos.x < (float)UICamera.ScreenWidth * (1f - this.m_MouseWaveRate)) { checkdata.FirstPos.x = pos.x; } } else { if (checkdata.IsExistMovement) { result = (pos.x - checkdata.FirstPos.x >= (float)UICamera.ScreenWidth * this.m_MouseWaveRate); } this.m_AllGuidUIInfo[action].GuidUI.fillAmount = (pos.x - checkdata.FirstPos.x) / ((float)UICamera.ScreenWidth * this.m_MouseWaveRate); } break; case ActionCase.ActionType.up: if (this.m_MotionCheckDataVR.Count > 0) { if (checkdata.FirstPos.y - vector.y >= this.m_UpLength) { if (pos.y - vector.y < -this.m_UpLength) { checkdata.FirstPos.y = pos.y; } } else { if (checkdata.IsExistMovement) { result = (pos.y - vector.y >= this.m_UpLength); } float num = vector.y + this.m_UpLength - checkdata.FirstPos.y; this.m_AllGuidUIInfo[action].GuidUI.fillAmount = 1f - (vector.y + this.m_UpLength - pos.y) / num; } } else if (checkdata.FirstPos.y > (float)UICamera.ScreenHeight * (1f - this.m_MouseUpRate)) { if (pos.y < (float)UICamera.ScreenHeight * (1f - this.m_MouseUpRate)) { checkdata.FirstPos.y = pos.y; } } else { if (checkdata.IsExistMovement) { result = (pos.y - checkdata.FirstPos.y >= (float)UICamera.ScreenHeight * this.m_MouseUpRate); } this.m_AllGuidUIInfo[action].GuidUI.fillAmount = (pos.y - checkdata.FirstPos.y) / ((float)UICamera.ScreenHeight * this.m_MouseUpRate); } break; case ActionCase.ActionType.swing: case ActionCase.ActionType.shake: { checkdata.NowVec = (pos - last_pos).normalized; if (!checkdata.IsExistMovement) { return false; } float num2 = Vector3.Dot(checkdata.NowVec, checkdata.LastVec); if (num2 < 0f) { float num3 = Mathf.Cos(this.m_JudgeLine * 0.0174532924f); bool flag; if (this.m_MotionCheckDataVR.Count > 0) { Vector3 lhs = checkdata.Controller.hand_trans.localRotation * Vector3.right; lhs.Normalize(); if (action == ActionCase.ActionType.swing) { flag = (Mathf.Abs(Vector3.Dot(lhs, checkdata.NowVec)) > num3); } else { flag = (Mathf.Abs(Vector3.Dot(lhs, checkdata.NowVec)) <= num3); } } else if (action == ActionCase.ActionType.swing) { flag = (Mathf.Abs(NInput.GetAxis("Mouse X")) > Mathf.Abs(NInput.GetAxis("Mouse Y"))); } else { flag = (Mathf.Abs(NInput.GetAxis("Mouse X")) <= Mathf.Abs(NInput.GetAxis("Mouse Y"))); } if (flag) { if (action == ActionCase.ActionType.swing) { if (checkdata.ShakeCount[action] >= this.m_SwingCount) { result = true; } } else if (action == ActionCase.ActionType.shake && checkdata.ShakeCount[action] >= this.m_ShakeCount) { result = true; } Dictionary shakeCount; (shakeCount = checkdata.ShakeCount)[action] = shakeCount[action] + 1; } } if (action == ActionCase.ActionType.swing) { this.m_AllGuidUIInfo[action].GuidUI.fillAmount = 1f - (float)checkdata.ShakeCount[action] / (float)this.m_SwingCount; } else if (action == ActionCase.ActionType.shake) { this.m_AllGuidUIInfo[action].GuidUI.fillAmount = 1f - (float)checkdata.ShakeCount[action] / (float)this.m_ShakeCount; } break; } } return result; } private IEnumerator FaceChange(ActionCase case_data, float start_time) { float timer = start_time; List target_maid = new List(); foreach (int nMaidNo in case_data.TargetMaidNo) { if (GameMain.Instance.CharacterMgr.GetMaid(nMaidNo)) { target_maid.Add(GameMain.Instance.CharacterMgr.GetMaid(nMaidNo)); } } bool isTouch; for (;;) { if (!RhythmAction_Mgr.Instance.IsPause) { timer += RhythmAction_Mgr.Instance.DanceDeltaTime; } bool face_allend = true; isTouch = TouchAction_Mgr.Instance.IsMaidTouch(); foreach (ActionCase.ReactionParam reactionParam in case_data.Reaction) { if (isTouch) { break; } if (timer <= reactionParam.SetTime) { face_allend = false; if (reactionParam.IsFaceBlend) { foreach (Maid maid in target_maid) { maid.FaceBlend(reactionParam.Name); RhythmAction_Mgr.Instance.SetMaidFaceBlendStop(maid, true); TouchAction_Mgr.Instance.GetTouchParam(maid).MotionFaceBlendChange = true; } } else { foreach (Maid maid2 in target_maid) { maid2.FaceAnime(reactionParam.Name, 1f, 0); RhythmAction_Mgr.Instance.SetMaidFaceStop(maid2, true); TouchAction_Mgr.Instance.GetTouchParam(maid2).MotionFaceChange = true; } } } else if (reactionParam.IsFaceBlend) { foreach (Maid maid3 in target_maid) { RhythmAction_Mgr.Instance.SetMaidFaceBlendStop(maid3, false); TouchAction_Mgr.Instance.GetTouchParam(maid3).MotionFaceBlendChange = false; } } else { foreach (Maid maid4 in target_maid) { RhythmAction_Mgr.Instance.SetMaidFaceStop(maid4, false); TouchAction_Mgr.Instance.GetTouchParam(maid4).MotionFaceChange = false; } } } if (face_allend || isTouch) { break; } yield return null; } foreach (Maid maid5 in target_maid) { if (!isTouch) { RhythmAction_Mgr.Instance.SetMaidFaceBlendStop(maid5, false); RhythmAction_Mgr.Instance.SetMaidFaceStop(maid5, false); } TouchAction_Mgr.Instance.GetTouchParam(maid5).MotionFaceBlendChange = false; TouchAction_Mgr.Instance.GetTouchParam(maid5).MotionFaceChange = false; } yield break; yield break; } private IEnumerator EffectCheck(ActionCase case_data, bool is_specifytime = true) { float timer = 0f; GameObject effect = UnityEngine.Object.Instantiate(case_data.Effect); effect.transform.parent = RhythmAction_Mgr.Instance.transform; effect.transform.localPosition = Vector3.zero; List effect_part = new List(); IEnumerator enumerator = effect.transform.GetEnumerator(); try { while (enumerator.MoveNext()) { object obj = enumerator.Current; Transform transform = (Transform)obj; if (transform.GetComponent()) { effect_part.Add(transform.GetComponent()); RhythmAction_Mgr.Instance.AddParticleSystem(effect_part.Last()); } } } finally { IDisposable disposable; if ((disposable = (enumerator as IDisposable)) != null) { disposable.Dispose(); } } for (;;) { if (!RhythmAction_Mgr.Instance.IsPause) { if (is_specifytime) { timer += RhythmAction_Mgr.Instance.DanceDeltaTime; } bool flag; if (is_specifytime) { flag = (timer >= case_data.EffectTime); } else { flag = effect_part.All((ParticleSystem particle) => !particle.isPlaying); } bool flag2 = flag; if (flag2) { break; } } yield return null; } UnityEngine.Object.Destroy(effect); foreach (ParticleSystem particle2 in effect_part) { RhythmAction_Mgr.Instance.RemoveParticleSystem(particle2); } yield break; yield break; } public override void StartAction() { base.StartCoroutine(this.CheckActionCase()); } public override void EndAction() { base.StopAllCoroutines(); } public void ResponceInit(KagTagSupport tag_data) { if (tag_data.IsValid("label")) { this.m_CheckEndLabel = tag_data.GetTagProperty("label").AsString(); } if (tag_data.IsValid("forcemouse")) { this.m_IsForceMouseCheck = tag_data.GetTagProperty("forcemouse").AsBool(); } this.Initialize(); ActionCase actionCase = new ActionCase(); this.m_IsMotionCheckOnly = true; if (tag_data.IsValid("action")) { foreach (string value in tag_data.GetTagProperty("action").AsString().Split(new char[] { ':' })) { actionCase.Action.Add((ActionCase.ActionType)Enum.Parse(typeof(ActionCase.ActionType), value)); } } if (tag_data.IsValid("time")) { actionCase.EndTime = tag_data.GetTagProperty("time").AsReal(); } base.StartCoroutine(this.MotionCheck(actionCase, 0f)); } public static void ResponceStart(KagTagSupport tag_data) { GameObject gameObject = Utility.CreatePrefab(null, "SceneDance/Rhythm_Action/Prefab/MCMotionCapture", false); gameObject.GetComponentInChildren().ResponceInit(tag_data); } public static void CaptureFlagRecet() { MotionAction_Mgr.IsCaptureOK = false; } private List m_ActionAllCase = new List(); [SerializeField] [Header("これ以上の動きがなかった場合は無視")] [Range(0f, 1f)] private float m_MovementRange = 0.1f; [SerializeField] [Header("コントローラーの補正値(高いほどswingやshakeを満たしやすくなる)")] [Range(0f, 15f)] private float m_ControllerAdjust = 4f; [SerializeField] [Header("この距離分手を横に動かすとアクション「wave」を満たす")] private float m_WaveLength = 10f; [SerializeField] [Header("この距離分手を上げるとアクション「up」を満たす")] private float m_UpLength = 10f; [SerializeField] [Header("この回数分手を横に振るとアクション「swing」を満たす")] private int m_SwingCount = 20; [SerializeField] [Header("この回数分手を縦に振るとアクション「shake」を満たす")] private int m_ShakeCount = 20; [SerializeField] [Header("縦振りか横振りかの判定基準")] [Range(0f, 90f)] private float m_JudgeLine = 30f; [SerializeField] [Header("アクションガイドUIの設置間隔")] private float m_SetGuidSpace = 384f; private Dictionary m_MotionCheckDataVR = new Dictionary(); private MotionAction_Mgr.NeedCheckData m_MotionCheckDataMouse = new MotionAction_Mgr.NeedCheckData(); private Transform m_ControllerParent; [SerializeField] [Header("各アクション毎のガイドUI")] private List m_GuidUIList; private Dictionary m_AllGuidUIInfo = new Dictionary(); [SerializeField] private string m_strHandName = "Sticklight"; [SerializeField] [Header("マウスでモーション判定する時の手の相対位置")] private Vector3 m_HandRelatePos; [SerializeField] [Header("手の初期角度")] private Vector3 m_HandAngle; [SerializeField] [Header("手のサイズ")] private Vector3 m_HandSize = Vector3.one * 0.5f; private GameObject m_CheckHand; [SerializeField] [Header("手の横移動範囲(VR時)")] private float m_HandMoveWidth = 0.25f; [SerializeField] [Header("手の縦移動範囲(VR時)")] private float m_HandMoveHeight = 0.15f; [SerializeField] [Range(0f, 1f)] [Header("解像度のこの割合分マウスを横に動かすとアクション「wave」を満たす")] private float m_MouseWaveRate = 0.25f; [SerializeField] [Range(0f, 1f)] [Header("解像度のこの割合分マウスを上げるとアクション「up」を満たす")] private float m_MouseUpRate = 0.5f; [SerializeField] [Header("手の移動速度(VR時)")] private float m_HandMoveSpeed = 20f; [SerializeField] [Header("エフェクト位置の補正値")] [Range(0f, 1f)] private float m_EffectAdjust = 0.125f; [SerializeField] private Color m_HorizontalColor = Color.green; [SerializeField] private Color m_VerticalColor = Color.red; [SerializeField] private float m_WaitTime = 2.5f; private bool m_IsMotionCheckOnly; private string m_CheckEndLabel = string.Empty; [SerializeField] private bool m_IsForceMouseCheck; [SerializeField] private string m_EffectName = "love"; [HideInInspector] public bool ForceEnd; private class NeedCheckData { public ParticleSystem MotionEffect { get; private set; } public void Init() { this.ShakeCount.Add(ActionCase.ActionType.shake, 0); this.ShakeCount.Add(ActionCase.ActionType.swing, 0); GameObject gameObject = Resources.Load("SceneDance/Rhythm_Action/Prefab/MotionEffect"); gameObject = UnityEngine.Object.Instantiate(gameObject); this.MotionEffect = gameObject.GetComponent(); if (!GameMain.Instance.VRMode) { ParticleSystem.MainModule mainModule; this.MotionEffect.main.startSizeMultiplier = mainModule.startSizeMultiplier / 2f; } } public void EmmitAdjust(Color horizontal, Color vertical) { Vector3 nowVec = this.NowVec; if (this.IsExistMovement) { nowVec.z = 0f; nowVec.Normalize(); nowVec.x = Mathf.Abs(nowVec.x); nowVec.y = Mathf.Abs(nowVec.y); } else { nowVec.x = (nowVec.y = 0f); } float num = nowVec.x / (nowVec.x + nowVec.y); this.MotionEffect.main.startColor = num * horizontal + (1f - num) * vertical; } public Vector3 LastVec = Vector3.zero; public Vector3 NowVec = Vector3.zero; public Vector3 LastPos = Vector3.zero; public Dictionary ShakeCount = new Dictionary(); public Quaternion LastRot = Quaternion.identity; public Vector3 FirstPos = Vector3.zero; public Vector3 CurrentPos = Vector3.zero; public OvrMgr.OvrObject.Controller Controller; public bool IsExistMovement; } [Serializable] private class GuidUIInfo { public bool NeedGuid { get { return this.m_GuidActive; } set { if (this.m_GuidActive == value) { return; } this.m_GuidActive = value; this.GuidUI.gameObject.SetActive(value); int a = (!this.m_GuidActive) ? (MotionAction_Mgr.GuidUIInfo.CurrentActionCount - 1) : (MotionAction_Mgr.GuidUIInfo.CurrentActionCount + 1); MotionAction_Mgr.GuidUIInfo.CurrentActionCount = Mathf.Max(a, 0); } } public static int CurrentActionCount; public ActionCase.ActionType Type; public UIBasicSprite GuidUI; private bool m_GuidActive; } }