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- 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<GameObject>(Resources.Load<GameObject>("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<GameObject>("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<ActionCase> list = new List<ActionCase>();
- 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<bool> 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<OvrMgr.OvrObject.Controller, MotionAction_Mgr.NeedCheckData> 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<ActionCase.ActionType>())
- {
- 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<ActionCase.ActionType>())
- {
- 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<OvrMgr.OvrObject.Controller, MotionAction_Mgr.NeedCheckData> 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<ActionCase.ActionType, int> 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<Maid> target_maid = new List<Maid>();
- 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<GameObject>(case_data.Effect);
- effect.transform.parent = RhythmAction_Mgr.Instance.transform;
- effect.transform.localPosition = Vector3.zero;
- List<ParticleSystem> effect_part = new List<ParticleSystem>();
- IEnumerator enumerator = effect.transform.GetEnumerator();
- try
- {
- while (enumerator.MoveNext())
- {
- object obj = enumerator.Current;
- Transform transform = (Transform)obj;
- if (transform.GetComponent<ParticleSystem>())
- {
- effect_part.Add(transform.GetComponent<ParticleSystem>());
- RhythmAction_Mgr.Instance.AddParticleSystem(effect_part.Last<ParticleSystem>());
- }
- }
- }
- 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<MotionAction_Mgr>().ResponceInit(tag_data);
- }
- public static void CaptureFlagRecet()
- {
- MotionAction_Mgr.IsCaptureOK = false;
- }
- private List<ActionCase> m_ActionAllCase = new List<ActionCase>();
- [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<OvrMgr.OvrObject.Controller, MotionAction_Mgr.NeedCheckData> m_MotionCheckDataVR = new Dictionary<OvrMgr.OvrObject.Controller, MotionAction_Mgr.NeedCheckData>();
- 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<MotionAction_Mgr.GuidUIInfo> m_GuidUIList;
- private Dictionary<ActionCase.ActionType, MotionAction_Mgr.GuidUIInfo> m_AllGuidUIInfo = new Dictionary<ActionCase.ActionType, MotionAction_Mgr.GuidUIInfo>();
- [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<GameObject>("SceneDance/Rhythm_Action/Prefab/MotionEffect");
- gameObject = UnityEngine.Object.Instantiate<GameObject>(gameObject);
- this.MotionEffect = gameObject.GetComponent<ParticleSystem>();
- 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<ActionCase.ActionType, int> ShakeCount = new Dictionary<ActionCase.ActionType, int>();
- 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;
- }
- }
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