using System; using System.Collections; using System.Collections.Generic; using I2.Loc; using UnityEngine; using wf; public class RhythmAction_Mgr : MonoBehaviour { public static RhythmAction_Mgr.DanceType NowDance { get { return RhythmAction_Mgr.m_DanceType; } } public static int DanceReward { get; private set; } public static RhythmAction_Mgr.DanceState NowState { get; private set; } public static RhythmAction_Mgr Instance { get { return RhythmAction_Mgr.m_Instance; } } public string MusicCSV_Path { get { return "csv_rhythm_action/" + this.m_UseMusicName + "/"; } } public List DanceMaid { get { return this.m_DanceMain.DanceMaid; } } public Maid UserMaid { get { return this.m_DanceMain.UserMaid; } } public bool IsTakeEnd { get { return this.m_DanceMain.m_AnimatorData.takeName == null; } } public float TakeTime { get { return this.m_DanceMain.m_AnimatorData.GetTakeTime(); } } public bool IsPause { get { return this.m_IsPause; } } public AVProVideoPlayer MovieMgr { get; private set; } public float DanceDeltaTime { get; private set; } public Transform OvrCamTrans { get { return this.m_DanceMain.OvrCamTrans; } } public GameObject UIScreen { get; private set; } public bool IsReadyNow { get { return this.m_ReadyPanel; } } public float DanceTimer { get; private set; } public bool DanceEnd { get { return this.m_DanceMain.IsDanceEnd; } } public bool ForceDanceEnd { get { return this.m_DanceMain.IsForceDanceEnd; } } public List FactOrderList { get { return this.m_FactOrderList; } } public bool IsDanceSkip { get { return this.m_DanceMain.IsDanceSkip; } } public bool IsNewController { get { return GameMain.Instance.VRMode && GameMain.Instance.OvrMgr.ovr_obj.left_controller.controller.IsControllerTypeNew && GameMain.Instance.OvrMgr.ovr_obj.right_controller.controller.IsControllerTypeNew; } } public float RemainingTime { get { return Mathf.Max(this.TakeTime - this.DanceTimer, 0f); } } public static int MusicReleaseFlag { get { return GameMain.Instance.CharacterMgr.status.GetFlag("_楽曲解放"); } set { GameMain.Instance.CharacterMgr.status.SetFlag("_楽曲解放", value); } } public static bool IsVSDance { get { return RhythmAction_Mgr.NowDance == RhythmAction_Mgr.DanceType.VS || RhythmAction_Mgr.NowDance == RhythmAction_Mgr.DanceType.VS_Skip; } } public static bool IsVSDanceFirst { get { return RhythmAction_Mgr.IsVSDance && RhythmAction_Mgr.NowState == RhythmAction_Mgr.DanceState.Dance_First; } } public static bool IsRhythmGameMode { get { bool flag = true; flag &= (RhythmAction_Mgr.NowDance != RhythmAction_Mgr.DanceType.View && RhythmAction_Mgr.NowDance != RhythmAction_Mgr.DanceType.Touch && RhythmAction_Mgr.NowDance != RhythmAction_Mgr.DanceType.Encore); return flag & (RhythmAction_Mgr.NowDance != RhythmAction_Mgr.DanceType.VS_Skip && RhythmAction_Mgr.NowDance != RhythmAction_Mgr.DanceType.BenchMark); } } private void Awake() { RhythmAction_Mgr.m_Instance = this; this.m_NowTime = 0f; this.m_LastTime = 0f; this.m_DanceMain = GameObject.Find("_DanceMain_").GetComponent(); if (DanceMain.SelectDanceData != null && !string.IsNullOrEmpty(DanceMain.SelectDanceData.csvFolderName)) { this.m_UseMusicName = DanceMain.SelectDanceData.csvFolderName; } if (!base.transform.parent) { GameObject gameObject = GameObject.Find("UI Root"); base.transform.SetParent(gameObject.transform, false); } GameObject gameObject2 = base.transform.parent.Find("Camera").gameObject; this.m_RhythmActionCam = UnityEngine.Object.Instantiate(gameObject2, base.transform.parent).GetComponent(); this.m_RhythmActionCam.name = "RhythmActionCam"; this.m_NguiCam = gameObject2.GetComponent(); if (DanceMain.SelectDanceData != null && !this.m_NguiCam.enabled) { this.m_NguiCam.enabled = true; } if (!GameMain.Instance.VRMode || !this.IsNewController) { this.m_NguiCam.cullingMask = this.m_RhythmAction2DLayer; this.m_RhythmActionCam.gameObject.SetActive(false); } else { this.m_OrijinLimit = GameMain.Instance.OvrMgr.OvrCamera.HandLimitMode; GameMain.Instance.OvrMgr.OvrCamera.HandLimitMode = AVRControllerBehavior.LIMIT_MODE.NO_WARP; this.m_RhythmActionCam.cullingMask = this.m_RhythmActionLayer; this.m_LeftPenlight = Utility.CreatePrefab(GameMain.Instance.OvrMgr.GetVRControllerTransform(true).gameObject, "SceneDance/Rhythm_Action/Prefab/StickLight", true); this.m_LeftPenlight.name = "PenLight(left)"; this.m_RightPenlight = Utility.CreatePrefab(GameMain.Instance.OvrMgr.GetVRControllerTransform(false).gameObject, "SceneDance/Rhythm_Action/Prefab/StickLight", true); this.m_RightPenlight.name = "PenLight(light)"; Transform transform = this.m_LeftPenlight.transform; Vector3 vector = Vector3.zero; this.m_RightPenlight.transform.localEulerAngles = vector; transform.localEulerAngles = vector; Transform transform2 = this.m_LeftPenlight.transform; vector = this.m_PenlightOffset; this.m_RightPenlight.transform.localPosition = vector; transform2.localPosition = vector; Transform transform3 = this.m_LeftPenlight.transform; vector = this.m_PenlightScale; this.m_RightPenlight.transform.localScale = vector; transform3.localScale = vector; UnityEngine.Object.Destroy(this.m_LeftPenlight.GetComponent()); UnityEngine.Object.Destroy(this.m_RightPenlight.GetComponent()); UnityEngine.Object.Destroy(this.m_LeftPenlight.GetComponent()); UnityEngine.Object.Destroy(this.m_RightPenlight.GetComponent()); } if (!DanceMain.KaraokeMode && GameMain.Instance.VRMode) { this.m_OvrUI = GameMain.Instance.OvrMgr.OvrCamera.m_goOvrUiScreen.GetComponent(); GameMain.Instance.OvrMgr.OvrCamera.m_goOvrUiScreen.SetActive(true); this.UIScreen = this.m_OvrUI.transform.Find("ovr_screen").gameObject; this.m_FirstScreen = this.UIScreen.transform.localPosition; if (this.IsNewController) { this.m_RhythmActionTex = Resources.Load("SceneDance/Rhythm_Action/rtRhythmActionUI"); this.m_RhythmActionCam.targetTexture = this.m_RhythmActionTex; this.m_ScreenMat = this.UIScreen.transform.Find("default").GetComponent().material; this.m_ScreenMat.mainTexture = this.m_RhythmActionTex; this.UIScreen.transform.Find("hit").gameObject.SetActive(false); } GameMain.Instance.OvrMgr.OvrCamera.HandDanceMode = (RhythmAction_Mgr.NowDance != RhythmAction_Mgr.DanceType.VS_Skip); } this.m_MainCamDepth = GameMain.Instance.MainCamera.GetComponent(); if (this.m_MainCamDepth) { this.m_OrijinDepthEnable = this.m_MainCamDepth.enabled; this.m_OrijinFocalSize = this.m_MainCamDepth.focalSize; this.m_MainCamDepth.focalSize = this.m_DanceMain.DepthFocalSize; this.m_MainCamDepth.enabled = DanceSetting.Settings.IsDepthOfFieldOn; } foreach (RhythmAction_Mgr.ChoiceObjpair choiceObjpair in this.m_ChoiceUIList) { choiceObjpair.UILocalize = choiceObjpair.EventUI.GetComponent(); switch (choiceObjpair.Choice) { case RhythmAction_Mgr.PauseChoices.Continue: this.AddEventMethod(choiceObjpair.EventUI, new EventDelegate.Callback(this.SelectContinue)); break; case RhythmAction_Mgr.PauseChoices.End: if (RhythmAction_Mgr.NowDance != RhythmAction_Mgr.DanceType.VS_Skip) { this.AddEventMethod(choiceObjpair.EventUI, new EventDelegate.Callback(this.SelectEnd)); } else { choiceObjpair.EventUI.SetActive(false); } break; case RhythmAction_Mgr.PauseChoices.Recet: if (RhythmAction_Mgr.NowDance == RhythmAction_Mgr.DanceType.Free) { this.AddEventMethod(choiceObjpair.EventUI, new EventDelegate.Callback(this.SelectRecet)); } else { choiceObjpair.EventUI.SetActive(false); choiceObjpair.EventUI.transform.parent.localPosition += Vector3.down * this.m_ChoiceUIDown; } break; case RhythmAction_Mgr.PauseChoices.Skip: if (RhythmAction_Mgr.NowDance == RhythmAction_Mgr.DanceType.VS_Skip) { this.AddEventMethod(choiceObjpair.EventUI, new EventDelegate.Callback(this.SelectSkip)); } else { choiceObjpair.EventUI.SetActive(false); } break; } } this.ChoicesUIRecet(); this.m_PausePanel.SetActive(false); GameObject gameObject3 = GameObject.Find("LiveGimic"); if (gameObject3) { this.Search_AllEffect(gameObject3.transform, false); } if (RhythmAction_Mgr.NowDance == RhythmAction_Mgr.DanceType.BenchMark) { GameMain.Instance.SysShortcut.gameObject.SetActive(false); } } private void Update() { if (this.m_LastTime != 0f) { this.m_NowTime = Time.realtimeSinceStartup; } if (this.m_LeftPenlight && this.m_RightPenlight) { this.m_LeftPenlight.SetActive(GameMain.Instance.OvrMgr.ovr_obj.left_controller.controller.HandDanceMode); this.m_RightPenlight.SetActive(GameMain.Instance.OvrMgr.ovr_obj.right_controller.controller.HandDanceMode); } this.DanceDeltaTime = this.m_NowTime - this.m_LastTime; this.m_LastTime = Time.realtimeSinceStartup; if (!this.IsPause && this.m_IsStart) { this.DanceTimer += this.DanceDeltaTime; } if (GameMain.Instance.VRMode && this.m_OvrUI) { if (!this.IsNewController && !Note_Mgr.Instance.IsActive) { return; } Vector3 eulerAngles = this.m_OvrUI.m_goCenter.transform.eulerAngles; eulerAngles.z = 0f; this.m_OvrUI.transform.eulerAngles = eulerAngles; this.UIScreen.transform.localPosition = new Vector3(0f, -this.m_UIDown, this.m_CameraLength); this.m_RhythmActionCam.transform.localPosition = this.m_NguiCam.transform.localPosition; } } private void OnDestroy() { if (this.m_RhythmActionCam) { UnityEngine.Object.DestroyImmediate(this.m_RhythmActionCam.gameObject); } if (GameMain.Instance.VRMode && !this.IsNewController) { this.m_NguiCam.cullingMask = LayerMask.GetMask(new string[] { "NGUI" }); } if (!DanceMain.KaraokeMode && GameMain.Instance.VRMode && GameMain.Instance.VRFamily != GameMain.VRFamilyType.NON) { if (this.IsNewController) { GameMain.Instance.OvrMgr.OvrCamera.ShowUI(true); GameMain.Instance.OvrMgr.OvrCamera.HandLimitMode = this.m_OrijinLimit; if (GameMain.Instance.OvrMgr.OvrCamera.m_goOvrUiScreen) { GameMain.Instance.OvrMgr.OvrCamera.m_goOvrUiScreen.SetActive(false); } } else if (this.m_OvrUI) { this.m_OvrUI.enabled = true; } GameMain.Instance.OvrMgr.OvrCamera.HandDanceMode = false; } if (this.m_MainCamDepth) { this.m_MainCamDepth.focalSize = this.m_OrijinFocalSize; this.m_MainCamDepth.enabled = this.m_OrijinDepthEnable; } if (RhythmAction_Mgr.NowDance == RhythmAction_Mgr.DanceType.BenchMark) { if (GameMain.Instance && GameMain.Instance.SysShortcut) { GameMain.Instance.SysShortcut.gameObject.SetActive(true); } BenchSetting.SettingRecet(); } foreach (Maid maid in this.DanceMaid) { if (maid) { maid.MabatakiUpdateStop = false; } } if (this.m_LeftPenlight && this.m_RightPenlight) { UnityEngine.Object.Destroy(this.m_LeftPenlight); UnityEngine.Object.Destroy(this.m_RightPenlight); } } private IEnumerator CheckPause() { float timer = 0f; UIPanel ready_panel = (!this.m_ReadyPanel) ? null : this.m_ReadyPanel.GetComponent(); bool ready_fade = false; bool ready_display = false; for (;;) { if (RhythmAction_Mgr.NowDance != RhythmAction_Mgr.DanceType.BenchMark) { if (this.m_ReadyPanel) { if (!ready_display) { ready_display = GameMain.Instance.MainCamera.IsFadeProc(); } else if (!ready_fade) { if (!this.IsPause && !this.m_ReadyNotStop) { this.SwitchPause(true, true); } timer += this.DanceDeltaTime; if (timer > this.m_ReadyWaitTime) { this.SwitchPause(false, true); ready_fade = true; timer = 0f; } } else { timer += this.DanceDeltaTime; ready_panel.alpha = 1f - Mathf.Sin(Mathf.Clamp01(timer / this.m_ReadyFadeTime) * 90f * 0.0174532924f); if (timer > this.m_ReadyFadeTime) { ready_fade = false; ready_display = false; UnityEngine.Object.Destroy(this.m_ReadyPanel); timer = 0f; } } } else if (!GameMain.Instance.MainCamera.IsFadeOut() && Input.GetKeyDown(KeyCode.Return)) { this.SwitchPause(!this.m_IsPause, false); } } yield return null; } yield break; } private void DanceStart() { this.m_IsStart = true; if (GameMain.Instance.VRMode) { this.m_NguiCam.clearFlags = CameraClearFlags.Color; this.m_RhythmActionCam.clearFlags = CameraClearFlags.Color; } else { this.m_NguiCam.clearFlags = CameraClearFlags.Depth; } this.m_BlackBG.SetActive(DanceSetting.Settings.IsblackBGon && Note_Mgr.Instance.IsActive); if (this.m_OvrUI) { if (this.IsNewController) { GameMain.Instance.OvrMgr.OvrCamera.ShowUI(!Note_Mgr.Instance.IsActive); this.m_OvrUI.enabled = false; } else { this.m_OvrUI.enabled = !Note_Mgr.Instance.IsActive; } } if (RhythmAction_Mgr.NowDance == RhythmAction_Mgr.DanceType.BenchMark) { GameMain.Instance.SysShortcut.gameObject.SetActive(false); } if (!Note_Mgr.Instance.IsActive || RhythmAction_Mgr.NowDance == RhythmAction_Mgr.DanceType.BenchMark) { UnityEngine.Object.Destroy(this.m_ReadyPanel); } if (DanceMain.KaraokeMode || (RhythmAction_Mgr.IsVSDance && VsDanceDataMgr.Instance.CurrentSetting.isSpecifiedVictoryState)) { return; } foreach (Maid maid in this.DanceMaid) { this.SetMaidFaceStop(maid, false); this.SetMaidFaceBlendStop(maid, false); this.Search_AllEffect(maid.transform, true); } base.StartCoroutine(this.CheckPause()); } private void ToNextState() { if (DanceMain.KaraokeMode || (RhythmAction_Mgr.IsVSDance && VsDanceDataMgr.Instance.CurrentSetting.isSpecifiedVictoryState)) { return; } RhythmAction_Mgr.DanceState nowState = RhythmAction_Mgr.NowState; if (nowState != RhythmAction_Mgr.DanceState.Dance_First) { if (nowState == RhythmAction_Mgr.DanceState.Dance_Second) { GameMain.Instance.CharacterMgr.status.SetFlag("バトル回数", 2); RhythmAction_Mgr.NowState = RhythmAction_Mgr.DanceState.Dance_First; } } else { GameMain.Instance.CharacterMgr.status.SetFlag("バトル回数", 1); if (RhythmAction_Mgr.IsVSDance) { RhythmAction_Mgr.NowState = RhythmAction_Mgr.DanceState.Dance_Second; } } } private void SwitchPause(bool is_pause, bool is_ready = false) { this.m_IsPause = is_pause; this.m_PausePanel.SetActive(this.m_IsPause && !is_ready); if (this.IsNewController && this.m_PausePanel.activeSelf) { GameMain.Instance.OvrMgr.OvrCamera.ShowUI(true); } this.ChoicesUIRecet(); if (this.m_IsPause) { if (this.MovieMgr) { this.MovieMgr.Stop(); } foreach (ParticleSystem particleSystem in this.m_AllParticleSystem) { if (particleSystem && particleSystem.gameObject.activeInHierarchy) { particleSystem.Pause(); } } foreach (Animator animator in this.m_OtherAnimator) { animator.speed = 0f; } foreach (AudioSource audioSource in this.m_AudioMgrList) { audioSource.Pause(); } GameMain.Instance.SoundMgr.GetAudioSourceBgm().Pause(); } else { if (this.MovieMgr) { this.MovieMgr.Play(); } foreach (ParticleSystem particleSystem2 in this.m_AllParticleSystem) { if (particleSystem2 && particleSystem2.gameObject.activeInHierarchy) { particleSystem2.Play(); } } foreach (Animator animator2 in this.m_OtherAnimator) { animator2.speed = 1f; } foreach (AudioSource audioSource2 in this.m_AudioMgrList) { audioSource2.UnPause(); } GameMain.Instance.SoundMgr.GetAudioSourceBgm().UnPause(); } foreach (EllipsoidParticleEmitter ellipsoidParticleEmitter in this.m_AllParticleEmitter) { if (ellipsoidParticleEmitter) { ellipsoidParticleEmitter.enabled = !this.m_IsPause; } } for (int i = 0; i < this.DanceMaid.Count; i++) { Maid maid = this.DanceMaid[i]; if (GameMain.Instance.VRMode && GameMain.Instance.CMSystem.GetTmpGenericFlag("ダンスOVRカメラタイプ") == 0) { RhythmAction_Mgr.PauseBackupLookTarget pauseBackupLookTarget2; if (this.m_IsPause) { RhythmAction_Mgr.PauseBackupLookTarget pauseBackupLookTarget = new RhythmAction_Mgr.PauseBackupLookTarget(); pauseBackupLookTarget.m_backupHeadToCam = maid.body0.boHeadToCam; pauseBackupLookTarget.m_backupEyeToCam = maid.body0.boEyeToCam; pauseBackupLookTarget.m_backupEyeSorashi = maid.body0.boEyeSorashi; pauseBackupLookTarget.m_backupLookTarget = maid.body0.trsLookTarget; this.m_backupLookTarget[i] = pauseBackupLookTarget; maid.EyeToCamera(Maid.EyeMoveType.無視する, 0f); } else if (this.m_backupLookTarget.TryGetValue(i, out pauseBackupLookTarget2)) { maid.body0.boHeadToCam = pauseBackupLookTarget2.m_backupHeadToCam; maid.body0.boEyeToCam = pauseBackupLookTarget2.m_backupEyeToCam; maid.body0.boEyeSorashi = pauseBackupLookTarget2.m_backupEyeSorashi; maid.body0.trsLookTarget = pauseBackupLookTarget2.m_backupLookTarget; } else { maid.EyeToCamera(Maid.EyeMoveType.目だけ向ける, 0f); } } maid.MabatakiUpdateStop = this.m_IsPause; } if (!is_ready) { GameMain.Instance.SoundMgr.PlaySystem(SoundMgr.SeType.Click); } } private void SelectContinue() { this.m_SelectEnd = false; this.m_SelectRecet = false; this.m_SelectSkip = false; this.ChoicesSelect(RhythmAction_Mgr.PauseChoices.Continue, true); } private void SelectEnd() { this.m_SelectEnd = true; this.m_SelectRecet = false; this.m_SelectSkip = false; this.ChoicesSelect(RhythmAction_Mgr.PauseChoices.End, true); } private void SelectRecet() { this.m_SelectEnd = true; this.m_SelectRecet = true; this.m_SelectSkip = false; this.ChoicesSelect(RhythmAction_Mgr.PauseChoices.Recet, true); } private void SelectSkip() { this.m_SelectEnd = false; this.m_SelectRecet = false; this.m_SelectSkip = true; this.ChoicesSelect(RhythmAction_Mgr.PauseChoices.Skip, true); } private void ChoicesSelect(RhythmAction_Mgr.PauseChoices select_choice, bool playse = true) { if (playse) { GameMain.Instance.SoundMgr.PlaySystem(SoundMgr.SeType.Hover); } foreach (RhythmAction_Mgr.ChoiceObjpair choiceObjpair in this.m_ChoiceUIList) { if (choiceObjpair.Choice == select_choice) { Utility.SetLocalizeTerm(choiceObjpair.UILocalize, choiceObjpair.CursorOnImage, true); } else { Utility.SetLocalizeTerm(choiceObjpair.UILocalize, choiceObjpair.CursorOffImage, true); } } } private void ChoicesUIRecet() { this.m_SelectEnd = false; this.m_SelectRecet = false; this.m_SelectSkip = false; this.ChoicesSelect(RhythmAction_Mgr.PauseChoices.Continue, false); } private void Decide_GameEnd() { GameMain.Instance.SoundMgr.PlaySystem(SoundMgr.SeType.Click); this.m_DanceMain.IsForceDanceEnd = this.m_SelectEnd; this.m_DanceMain.IsDanceSkip = this.m_SelectSkip; DanceMain.IsDanceRecet = this.m_SelectRecet; if (!this.m_DanceMain.IsForceDanceEnd && !this.m_SelectSkip) { this.SwitchPause(false, false); } else { foreach (Maid maid in this.DanceMaid) { maid.boMabataki = true; } } } private void AddEventMethod(GameObject ui, EventDelegate.Callback callback) { UIEventTrigger component = ui.GetComponent(); EventDelegate.Add(component.onHoverOver, callback); EventDelegate.Add(component.onPress, new EventDelegate.Callback(this.Decide_GameEnd)); } public void Search_AllEffect(Transform parent, bool isIgnoreAnime = false) { IEnumerator enumerator = parent.GetEnumerator(); try { while (enumerator.MoveNext()) { object obj = enumerator.Current; Transform transform = (Transform)obj; ParticleSystem component = transform.GetComponent(); EllipsoidParticleEmitter component2 = transform.GetComponent(); Animator component3 = transform.GetComponent(); AVProVideoPlayer component4 = transform.GetComponent(); if (component) { this.m_AllParticleSystem.Add(component); } else if (component2) { this.m_AllParticleEmitter.Add(component2); } else if (component3 && !isIgnoreAnime) { this.m_OtherAnimator.Add(component3); } else if (component4) { this.MovieMgr = component4; } this.Search_AllEffect(transform, isIgnoreAnime); } } finally { IDisposable disposable; if ((disposable = (enumerator as IDisposable)) != null) { disposable.Dispose(); } } } public void AddMgrParts(PartsMgrBase parts) { this.m_MgrPartsList.Add(parts); } public T GetMgrParts() where T : PartsMgrBase { foreach (PartsMgrBase partsMgrBase in this.m_MgrPartsList) { if (partsMgrBase is T) { return (T)((object)partsMgrBase); } } Debug.LogErrorFormat("指定した管理クラスを取得できませんでした", new object[0]); return (T)((object)null); } public void RhythmGame_Start() { this.DanceStart(); foreach (PartsMgrBase partsMgrBase in this.m_MgrPartsList) { if (partsMgrBase.IsActive) { partsMgrBase.StartAction(); } } } public void RhythmGame_End() { if (GameMain.Instance.VRMode && this.m_OvrUI) { this.m_OvrUI.enabled = true; } base.StopAllCoroutines(); foreach (PartsMgrBase partsMgrBase in this.m_MgrPartsList) { if (partsMgrBase.IsActive) { partsMgrBase.EndAction(); } } this.ToNextState(); } public void Pause() { this.SwitchPause(true, false); } public void Play() { this.SwitchPause(false, false); } public void AddParticleSystem(ParticleSystem particle) { if (!this.m_AllParticleSystem.Contains(particle)) { this.m_AllParticleSystem.Add(particle); } if (particle.subEmitters.subEmittersCount > 0) { for (int i = 0; i < particle.subEmitters.subEmittersCount; i++) { this.AddParticleSystem(particle.subEmitters.GetSubEmitterSystem(i)); } } } public void AddParticleSystem(ParticleSystem[] particle) { foreach (ParticleSystem particle2 in particle) { this.AddParticleSystem(particle2); } } public void RemoveParticleSystem(ParticleSystem particle) { if (this.m_AllParticleSystem.Contains(particle)) { this.m_AllParticleSystem.Remove(particle); } if (particle.subEmitters.subEmittersCount > 0) { for (int i = 0; i < particle.subEmitters.subEmittersCount; i++) { this.RemoveParticleSystem(particle.subEmitters.GetSubEmitterSystem(i)); } } } public void RemoveParticleSystem(ParticleSystem[] particle) { foreach (ParticleSystem particle2 in particle) { this.RemoveParticleSystem(particle2); } } public void AddAudioMgr(AudioSource[] audio_array) { foreach (AudioSource audio in audio_array) { this.AddAudioMgr(audio); } } public void AddAudioMgr(AudioSource audio) { if (!this.m_AudioMgrList.Contains(audio)) { this.m_AudioMgrList.Add(audio); } } public void RemoveAudioMgr(AudioSource[] audio_array) { foreach (AudioSource audio in audio_array) { this.RemoveAudioMgr(audio); } } public void RemoveAudioMgr(AudioSource audio) { if (this.m_AudioMgrList.Contains(audio)) { this.m_AudioMgrList.Remove(audio); } } public bool GetCamMoveStop() { return this.TimeLineStopInfo.CamMoveStop; } public void SetCamMoveStop(bool set) { this.TimeLineStopInfo.CamMoveStop = set; } public void SetTimeLineFace(int maid_no, string face) { Maid maid = GameMain.Instance.CharacterMgr.GetMaid(maid_no); if (this.TimeLineStopInfo.TimeLineFace.ContainsKey(maid)) { this.TimeLineStopInfo.TimeLineFace[maid] = face; } else { this.TimeLineStopInfo.TimeLineFace.Add(maid, face); } } public void SetTimeLineFaceBlend(int maid_no, string face) { Maid maid = GameMain.Instance.CharacterMgr.GetMaid(maid_no); if (this.TimeLineStopInfo.TimeLineFaceBlend.ContainsKey(maid)) { this.TimeLineStopInfo.TimeLineFaceBlend[maid] = face; } else { this.TimeLineStopInfo.TimeLineFaceBlend.Add(maid, face); } } public bool GetMaidFaceStop(int maid_no) { Maid maid = GameMain.Instance.CharacterMgr.GetMaid(maid_no); return this.GetMaidFaceStop(maid); } public bool GetMaidFaceStop(Maid maid) { return this.TimeLineStopInfo.FaceStop.ContainsKey(maid) && this.TimeLineStopInfo.FaceStop[maid]; } public bool GetMaidFaceBlendStop(int maid_no) { Maid maid = GameMain.Instance.CharacterMgr.GetMaid(maid_no); return this.GetMaidFaceBlendStop(maid); } public bool GetMaidFaceBlendStop(Maid maid) { return this.TimeLineStopInfo.FaceBlendStop.ContainsKey(maid) && this.TimeLineStopInfo.FaceBlendStop[maid]; } public void SetMaidFaceStop(Maid maid, bool set) { if (!this.TimeLineStopInfo.FaceStop.ContainsKey(maid) || !this.TimeLineStopInfo.TimeLineFace.ContainsKey(maid)) { if (!this.TimeLineStopInfo.FaceStop.ContainsKey(maid)) { this.TimeLineStopInfo.FaceStop.Add(maid, set); } return; } if (this.TimeLineStopInfo.FaceStop[maid] != set) { this.TimeLineStopInfo.FaceStop[maid] = set; if (!set) { maid.FaceAnime(this.TimeLineStopInfo.TimeLineFace[maid], 1f, 0); } } } public void SetMaidFaceBlendStop(Maid maid, bool set) { if (!this.TimeLineStopInfo.FaceBlendStop.ContainsKey(maid) || !this.TimeLineStopInfo.TimeLineFaceBlend.ContainsKey(maid)) { if (!this.TimeLineStopInfo.FaceBlendStop.ContainsKey(maid)) { this.TimeLineStopInfo.FaceBlendStop.Add(maid, set); } return; } if (this.TimeLineStopInfo.FaceBlendStop[maid] != set) { this.TimeLineStopInfo.FaceBlendStop[maid] = set; if (!set) { maid.FaceBlend(this.TimeLineStopInfo.TimeLineFaceBlend[maid]); } } } public void SetDanceReward(int reward) { if (RhythmAction_Mgr.NowDance != RhythmAction_Mgr.DanceType.Challenge) { return; } RhythmAction_Mgr.DanceReward += reward; } public void SetFocalSize(float focal_size) { if (this.m_MainCamDepth) { this.m_MainCamDepth.focalSize = focal_size; } } public IEnumerator DanceTimeCoroutine(float time_rimmit, Action update_call, Action end_call = null) { float timer = 0f; for (;;) { if (!this.IsPause) { timer += this.DanceDeltaTime; if (update_call != null) { update_call(timer); } if (time_rimmit > 0f && timer > time_rimmit) { break; } } yield return null; } if (end_call != null) { end_call(); } yield break; yield break; } public IEnumerator DanceTimeCoroutine(Action update_call, Func endcheck_call = null) { for (;;) { if (!this.IsPause) { if (update_call != null) { update_call(); } if (endcheck_call != null && endcheck_call()) { break; } } yield return null; } yield break; yield break; } public void StartTimeCroutine(float time_rimmit, Action update_call, Action end_call = null) { base.StartCoroutine(this.DanceTimeCoroutine(time_rimmit, update_call, end_call)); } public void StartTimeCroutine(Action update_call, Func endcheck_call = null) { base.StartCoroutine(this.DanceTimeCoroutine(update_call, endcheck_call)); } public void InstanceInit() { RhythmAction_Mgr.m_Instance = this; } public void KaraokeEnd() { if (this.m_RhythmActionCam) { UnityEngine.Object.Destroy(this.m_RhythmActionCam.gameObject); } UnityEngine.Object.Destroy(base.gameObject); } public static void RewardRecet() { RhythmAction_Mgr.DanceReward = 0; } public static void KaraokeRecet() { RhythmAction_Mgr.NowState = RhythmAction_Mgr.DanceState.Dance_First; MotionAction_Mgr.CaptureFlagRecet(); } public static void SetDanceType(RhythmAction_Mgr.DanceType type) { if (type == RhythmAction_Mgr.DanceType.VrDance) { return; } RhythmAction_Mgr.m_DanceType = type; if (RhythmAction_Mgr.m_DanceType != RhythmAction_Mgr.DanceType.VS_Skip) { ShootCutInTex.TextureClear(DanceBattle_Mgr.CharaType.Player); } RhythmAction_Mgr.NowState = RhythmAction_Mgr.DanceState.Dance_First; MotionAction_Mgr.CaptureFlagRecet(); if (RhythmAction_Mgr.m_DanceType == RhythmAction_Mgr.DanceType.Challenge) { RhythmAction_Mgr.DoChallengeDance = true; RhythmAction_Mgr.RewardRecet(); } } public const string RhythmResouce_Path = "SceneDance/Rhythm_Action/"; public const string DanceSelectResouce_Path = "SceneDanceSelect/Rhythm_Action/"; public const string RhythmCSVPath = "csv_rhythm_action/"; public const int BenchMarkID = -100; public const string TestResourcePath = "SceneDance/Rhythm_Action/TestResources/"; public const string ToolResource_path = "SceneDance/Rhythm_Action/Tools/"; private static RhythmAction_Mgr.DanceType m_DanceType = RhythmAction_Mgr.DanceType.View; public static bool DoChallengeDance; private static RhythmAction_Mgr m_Instance; private List m_MgrPartsList = new List(); [SerializeField] private GameObject m_PausePanel; [SerializeField] [Header("「Ready?」の表示時間")] private float m_ReadyWaitTime = 2f; [SerializeField] [Header("「Ready?」フェードアウト時間")] private float m_ReadyFadeTime = 0.5f; [SerializeField] private GameObject m_ReadyPanel; [SerializeField] [Header("csvフォルダ名")] private string m_UseMusicName; private DanceMain m_DanceMain; private bool m_IsPause; private List m_AllParticleSystem = new List(); private List m_AllParticleEmitter = new List(); private List m_OtherAnimator = new List(); private List m_AudioMgrList = new List(); private float m_NowTime; private float m_LastTime; private OvrUI m_OvrUI; private Vector3 m_FirstScreen; [Header("VR時カメラ設定")] [SerializeField] [Header("VR時のカメラとの距離")] private float m_CameraLength = 1f; [SerializeField] [Header("VR時はnGUIを少し下げる")] private float m_UIDown = 0.5f; private RhythmAction_Mgr.TimeLineStop TimeLineStopInfo = new RhythmAction_Mgr.TimeLineStop(); private bool m_SelectEnd; private bool m_SelectRecet; private bool m_SelectSkip; [SerializeField] [Header("フリー以外の時は選択肢UIを少し下に下げる")] private float m_ChoiceUIDown = 65f; [SerializeField] [Header("ポーズ中の各選択肢毎に設定するUI")] private List m_ChoiceUIList = new List(); private bool m_OrijinDepthEnable; private DepthOfFieldScatter m_MainCamDepth; private float m_OrijinFocalSize; [SerializeField] [Header("黒背景")] private GameObject m_BlackBG; [SerializeField] [Header("Readyでもダンスを止めないフラグ")] private bool m_ReadyNotStop; [SerializeField] [Header("音ゲーのレイヤー")] private LayerMask m_RhythmActionLayer = -1; [SerializeField] [Header("音ゲーのレイヤー(2D時)")] private LayerMask m_RhythmAction2DLayer = -1; private List m_FactOrderList = new List(); private bool m_IsOrijinTablet; private Camera m_RhythmActionCam; private RenderTexture m_RhythmActionTex; private Material m_ScreenMat; private Camera m_NguiCam; private AVRControllerBehavior.LIMIT_MODE m_OrijinLimit; private bool m_IsStart; [SerializeField] [Header("ペンライトのオフセット")] private Vector3 m_PenlightOffset = new Vector3(0f, -0.01f, -0.06f); [SerializeField] [Header("ペンライトのサイズ")] private Vector3 m_PenlightScale = new Vector3(1.25f, 1.25f, 2f); private GameObject m_LeftPenlight; private GameObject m_RightPenlight; private Dictionary m_backupLookTarget = new Dictionary(); public enum DanceType { Free, Challenge, VS, Encore, View, BenchMark, Touch, VS_Skip, VrDance } public enum DanceState { Dance_First, Dance_Second } private class TimeLineStop { public bool CamMoveStop; public Dictionary FaceStop = new Dictionary(); public Dictionary FaceBlendStop = new Dictionary(); public Dictionary TimeLineFace = new Dictionary(); public Dictionary TimeLineFaceBlend = new Dictionary(); } private enum PauseChoices { Continue, End, Recet, Skip } [Serializable] private class ChoiceObjpair { public RhythmAction_Mgr.PauseChoices Choice; public GameObject EventUI; public string CursorOnImage; public string CursorOffImage; [HideInInspector] public Localize UILocalize; } private class PauseBackupLookTarget { public bool m_backupHeadToCam; public bool m_backupEyeToCam; public bool m_backupEyeSorashi; public Transform m_backupLookTarget; } }