RhythmAction_Mgr.cs 33 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using I2.Loc;
  5. using UnityEngine;
  6. using wf;
  7. public class RhythmAction_Mgr : MonoBehaviour
  8. {
  9. public static RhythmAction_Mgr.DanceType NowDance
  10. {
  11. get
  12. {
  13. return RhythmAction_Mgr.m_DanceType;
  14. }
  15. }
  16. public static int DanceReward { get; private set; }
  17. public static RhythmAction_Mgr.DanceState NowState { get; private set; }
  18. public static RhythmAction_Mgr Instance
  19. {
  20. get
  21. {
  22. return RhythmAction_Mgr.m_Instance;
  23. }
  24. }
  25. public string MusicCSV_Path
  26. {
  27. get
  28. {
  29. return "csv_rhythm_action/" + this.m_UseMusicName + "/";
  30. }
  31. }
  32. public List<Maid> DanceMaid
  33. {
  34. get
  35. {
  36. return this.m_DanceMain.DanceMaid;
  37. }
  38. }
  39. public Maid UserMaid
  40. {
  41. get
  42. {
  43. return this.m_DanceMain.UserMaid;
  44. }
  45. }
  46. public bool IsTakeEnd
  47. {
  48. get
  49. {
  50. return this.m_DanceMain.m_AnimatorData.takeName == null;
  51. }
  52. }
  53. public float TakeTime
  54. {
  55. get
  56. {
  57. return this.m_DanceMain.m_AnimatorData.GetTakeTime();
  58. }
  59. }
  60. public bool IsPause
  61. {
  62. get
  63. {
  64. return this.m_IsPause;
  65. }
  66. }
  67. public AVProVideoPlayer MovieMgr { get; private set; }
  68. public float DanceDeltaTime { get; private set; }
  69. public Transform OvrCamTrans
  70. {
  71. get
  72. {
  73. return this.m_DanceMain.OvrCamTrans;
  74. }
  75. }
  76. public GameObject UIScreen { get; private set; }
  77. public bool IsReadyNow
  78. {
  79. get
  80. {
  81. return this.m_ReadyPanel;
  82. }
  83. }
  84. public float DanceTimer { get; private set; }
  85. public bool DanceEnd
  86. {
  87. get
  88. {
  89. return this.m_DanceMain.IsDanceEnd;
  90. }
  91. }
  92. public bool ForceDanceEnd
  93. {
  94. get
  95. {
  96. return this.m_DanceMain.IsForceDanceEnd;
  97. }
  98. }
  99. public List<Maid> FactOrderList
  100. {
  101. get
  102. {
  103. return this.m_FactOrderList;
  104. }
  105. }
  106. public bool IsDanceSkip
  107. {
  108. get
  109. {
  110. return this.m_DanceMain.IsDanceSkip;
  111. }
  112. }
  113. public bool IsNewController
  114. {
  115. get
  116. {
  117. return GameMain.Instance.VRMode && GameMain.Instance.OvrMgr.ovr_obj.left_controller.controller.IsControllerTypeNew && GameMain.Instance.OvrMgr.ovr_obj.right_controller.controller.IsControllerTypeNew;
  118. }
  119. }
  120. public float RemainingTime
  121. {
  122. get
  123. {
  124. return Mathf.Max(this.TakeTime - this.DanceTimer, 0f);
  125. }
  126. }
  127. public static int MusicReleaseFlag
  128. {
  129. get
  130. {
  131. return GameMain.Instance.CharacterMgr.status.GetFlag("_楽曲解放");
  132. }
  133. set
  134. {
  135. GameMain.Instance.CharacterMgr.status.SetFlag("_楽曲解放", value);
  136. }
  137. }
  138. public static bool IsVSDance
  139. {
  140. get
  141. {
  142. return RhythmAction_Mgr.NowDance == RhythmAction_Mgr.DanceType.VS || RhythmAction_Mgr.NowDance == RhythmAction_Mgr.DanceType.VS_Skip;
  143. }
  144. }
  145. public static bool IsVSDanceFirst
  146. {
  147. get
  148. {
  149. return RhythmAction_Mgr.IsVSDance && RhythmAction_Mgr.NowState == RhythmAction_Mgr.DanceState.Dance_First;
  150. }
  151. }
  152. public static bool IsRhythmGameMode
  153. {
  154. get
  155. {
  156. bool flag = true;
  157. flag &= (RhythmAction_Mgr.NowDance != RhythmAction_Mgr.DanceType.View && RhythmAction_Mgr.NowDance != RhythmAction_Mgr.DanceType.Touch && RhythmAction_Mgr.NowDance != RhythmAction_Mgr.DanceType.Encore);
  158. return flag & (RhythmAction_Mgr.NowDance != RhythmAction_Mgr.DanceType.VS_Skip && RhythmAction_Mgr.NowDance != RhythmAction_Mgr.DanceType.BenchMark);
  159. }
  160. }
  161. private void Awake()
  162. {
  163. RhythmAction_Mgr.m_Instance = this;
  164. this.m_NowTime = 0f;
  165. this.m_LastTime = 0f;
  166. this.m_DanceMain = GameObject.Find("_DanceMain_").GetComponent<DanceMain>();
  167. if (!base.transform.parent)
  168. {
  169. GameObject gameObject = GameObject.Find("UI Root");
  170. base.transform.SetParent(gameObject.transform, false);
  171. }
  172. GameObject gameObject2 = base.transform.parent.Find("Camera").gameObject;
  173. this.m_RhythmActionCam = UnityEngine.Object.Instantiate<GameObject>(gameObject2, base.transform.parent).GetComponent<Camera>();
  174. this.m_RhythmActionCam.name = "RhythmActionCam";
  175. this.m_NguiCam = gameObject2.GetComponent<Camera>();
  176. if (DanceMain.SelectDanceData != null && !this.m_NguiCam.enabled)
  177. {
  178. this.m_NguiCam.enabled = true;
  179. }
  180. if (!GameMain.Instance.VRMode || !this.IsNewController)
  181. {
  182. this.m_NguiCam.cullingMask = this.m_RhythmAction2DLayer;
  183. this.m_RhythmActionCam.gameObject.SetActive(false);
  184. }
  185. else
  186. {
  187. this.m_OrijinLimit = GameMain.Instance.OvrMgr.OvrCamera.HandLimitMode;
  188. GameMain.Instance.OvrMgr.OvrCamera.HandLimitMode = AVRControllerBehavior.LIMIT_MODE.NO_WARP;
  189. this.m_RhythmActionCam.cullingMask = this.m_RhythmActionLayer;
  190. this.m_LeftPenlight = Utility.CreatePrefab(GameMain.Instance.OvrMgr.GetVRControllerTransform(true).gameObject, "SceneDance/Rhythm_Action/Prefab/StickLight", true);
  191. this.m_LeftPenlight.name = "PenLight(left)";
  192. this.m_RightPenlight = Utility.CreatePrefab(GameMain.Instance.OvrMgr.GetVRControllerTransform(false).gameObject, "SceneDance/Rhythm_Action/Prefab/StickLight", true);
  193. this.m_RightPenlight.name = "PenLight(light)";
  194. Transform transform = this.m_LeftPenlight.transform;
  195. Vector3 vector = Vector3.zero;
  196. this.m_RightPenlight.transform.localEulerAngles = vector;
  197. transform.localEulerAngles = vector;
  198. Transform transform2 = this.m_LeftPenlight.transform;
  199. vector = this.m_PenlightOffset;
  200. this.m_RightPenlight.transform.localPosition = vector;
  201. transform2.localPosition = vector;
  202. Transform transform3 = this.m_LeftPenlight.transform;
  203. vector = this.m_PenlightScale;
  204. this.m_RightPenlight.transform.localScale = vector;
  205. transform3.localScale = vector;
  206. UnityEngine.Object.Destroy(this.m_LeftPenlight.GetComponent<OvrControllerHit>());
  207. UnityEngine.Object.Destroy(this.m_RightPenlight.GetComponent<OvrControllerHit>());
  208. UnityEngine.Object.Destroy(this.m_LeftPenlight.GetComponent<ViveControllerHit>());
  209. UnityEngine.Object.Destroy(this.m_RightPenlight.GetComponent<ViveControllerHit>());
  210. }
  211. if (!DanceMain.KaraokeMode && GameMain.Instance.VRMode)
  212. {
  213. this.m_OvrUI = GameMain.Instance.OvrMgr.OvrCamera.m_goOvrUiScreen.GetComponent<OvrUI>();
  214. GameMain.Instance.OvrMgr.OvrCamera.m_goOvrUiScreen.SetActive(true);
  215. this.UIScreen = this.m_OvrUI.transform.Find("ovr_screen").gameObject;
  216. this.m_FirstScreen = this.UIScreen.transform.localPosition;
  217. if (this.IsNewController)
  218. {
  219. this.m_RhythmActionTex = Resources.Load<RenderTexture>("SceneDance/Rhythm_Action/rtRhythmActionUI");
  220. this.m_RhythmActionCam.targetTexture = this.m_RhythmActionTex;
  221. this.m_ScreenMat = this.UIScreen.transform.Find("default").GetComponent<MeshRenderer>().material;
  222. this.m_ScreenMat.mainTexture = this.m_RhythmActionTex;
  223. this.UIScreen.transform.Find("hit").gameObject.SetActive(false);
  224. }
  225. GameMain.Instance.OvrMgr.OvrCamera.HandDanceMode = (RhythmAction_Mgr.NowDance != RhythmAction_Mgr.DanceType.VS_Skip);
  226. }
  227. this.m_MainCamDepth = GameMain.Instance.MainCamera.GetComponent<DepthOfFieldScatter>();
  228. if (this.m_MainCamDepth)
  229. {
  230. this.m_OrijinDepthEnable = this.m_MainCamDepth.enabled;
  231. this.m_OrijinFocalSize = this.m_MainCamDepth.focalSize;
  232. this.m_MainCamDepth.focalSize = this.m_DanceMain.DepthFocalSize;
  233. this.m_MainCamDepth.enabled = DanceSetting.Settings.IsDepthOfFieldOn;
  234. }
  235. foreach (RhythmAction_Mgr.ChoiceObjpair choiceObjpair in this.m_ChoiceUIList)
  236. {
  237. choiceObjpair.UILocalize = choiceObjpair.EventUI.GetComponent<Localize>();
  238. switch (choiceObjpair.Choice)
  239. {
  240. case RhythmAction_Mgr.PauseChoices.Continue:
  241. this.AddEventMethod(choiceObjpair.EventUI, new EventDelegate.Callback(this.SelectContinue));
  242. break;
  243. case RhythmAction_Mgr.PauseChoices.End:
  244. if (RhythmAction_Mgr.NowDance != RhythmAction_Mgr.DanceType.VS_Skip)
  245. {
  246. this.AddEventMethod(choiceObjpair.EventUI, new EventDelegate.Callback(this.SelectEnd));
  247. }
  248. else
  249. {
  250. choiceObjpair.EventUI.SetActive(false);
  251. }
  252. break;
  253. case RhythmAction_Mgr.PauseChoices.Recet:
  254. if (RhythmAction_Mgr.NowDance == RhythmAction_Mgr.DanceType.Free)
  255. {
  256. this.AddEventMethod(choiceObjpair.EventUI, new EventDelegate.Callback(this.SelectRecet));
  257. }
  258. else
  259. {
  260. choiceObjpair.EventUI.SetActive(false);
  261. choiceObjpair.EventUI.transform.parent.localPosition += Vector3.down * this.m_ChoiceUIDown;
  262. }
  263. break;
  264. case RhythmAction_Mgr.PauseChoices.Skip:
  265. if (RhythmAction_Mgr.NowDance == RhythmAction_Mgr.DanceType.VS_Skip)
  266. {
  267. this.AddEventMethod(choiceObjpair.EventUI, new EventDelegate.Callback(this.SelectSkip));
  268. }
  269. else
  270. {
  271. choiceObjpair.EventUI.SetActive(false);
  272. }
  273. break;
  274. }
  275. }
  276. this.ChoicesUIRecet();
  277. this.m_PausePanel.SetActive(false);
  278. GameObject gameObject3 = GameObject.Find("LiveGimic");
  279. if (gameObject3)
  280. {
  281. this.Search_AllEffect(gameObject3.transform, false);
  282. }
  283. if (RhythmAction_Mgr.NowDance == RhythmAction_Mgr.DanceType.BenchMark)
  284. {
  285. GameMain.Instance.SysShortcut.gameObject.SetActive(false);
  286. }
  287. }
  288. private void Update()
  289. {
  290. if (this.m_LastTime != 0f)
  291. {
  292. this.m_NowTime = Time.realtimeSinceStartup;
  293. }
  294. if (this.m_LeftPenlight && this.m_RightPenlight)
  295. {
  296. this.m_LeftPenlight.SetActive(GameMain.Instance.OvrMgr.ovr_obj.left_controller.controller.HandDanceMode);
  297. this.m_RightPenlight.SetActive(GameMain.Instance.OvrMgr.ovr_obj.right_controller.controller.HandDanceMode);
  298. }
  299. this.DanceDeltaTime = this.m_NowTime - this.m_LastTime;
  300. this.m_LastTime = Time.realtimeSinceStartup;
  301. if (!this.IsPause && this.m_IsStart)
  302. {
  303. this.DanceTimer += this.DanceDeltaTime;
  304. }
  305. if (GameMain.Instance.VRMode && this.m_OvrUI)
  306. {
  307. if (!this.IsNewController && !Note_Mgr.Instance.IsActive)
  308. {
  309. return;
  310. }
  311. Vector3 eulerAngles = this.m_OvrUI.m_goCenter.transform.eulerAngles;
  312. eulerAngles.z = 0f;
  313. this.m_OvrUI.transform.eulerAngles = eulerAngles;
  314. this.UIScreen.transform.localPosition = new Vector3(0f, -this.m_UIDown, this.m_CameraLength);
  315. this.m_RhythmActionCam.transform.localPosition = this.m_NguiCam.transform.localPosition;
  316. }
  317. }
  318. private void OnDestroy()
  319. {
  320. if (this.m_RhythmActionCam)
  321. {
  322. UnityEngine.Object.DestroyImmediate(this.m_RhythmActionCam.gameObject);
  323. }
  324. if (GameMain.Instance.VRMode && !this.IsNewController)
  325. {
  326. this.m_NguiCam.cullingMask = LayerMask.GetMask(new string[]
  327. {
  328. "NGUI"
  329. });
  330. }
  331. if (!DanceMain.KaraokeMode && GameMain.Instance.VRMode && GameMain.Instance.VRFamily != GameMain.VRFamilyType.NON)
  332. {
  333. if (this.IsNewController)
  334. {
  335. GameMain.Instance.OvrMgr.OvrCamera.ShowUI(true);
  336. GameMain.Instance.OvrMgr.OvrCamera.HandLimitMode = this.m_OrijinLimit;
  337. if (GameMain.Instance.OvrMgr.OvrCamera.m_goOvrUiScreen)
  338. {
  339. GameMain.Instance.OvrMgr.OvrCamera.m_goOvrUiScreen.SetActive(false);
  340. }
  341. }
  342. else if (this.m_OvrUI)
  343. {
  344. this.m_OvrUI.enabled = true;
  345. }
  346. GameMain.Instance.OvrMgr.OvrCamera.HandDanceMode = false;
  347. }
  348. if (this.m_MainCamDepth)
  349. {
  350. this.m_MainCamDepth.focalSize = this.m_OrijinFocalSize;
  351. this.m_MainCamDepth.enabled = this.m_OrijinDepthEnable;
  352. }
  353. if (RhythmAction_Mgr.NowDance == RhythmAction_Mgr.DanceType.BenchMark)
  354. {
  355. if (GameMain.Instance && GameMain.Instance.SysShortcut)
  356. {
  357. GameMain.Instance.SysShortcut.gameObject.SetActive(true);
  358. }
  359. BenchSetting.SettingRecet();
  360. }
  361. foreach (Maid maid in this.DanceMaid)
  362. {
  363. if (maid)
  364. {
  365. maid.MabatakiUpdateStop = false;
  366. }
  367. }
  368. if (this.m_LeftPenlight && this.m_RightPenlight)
  369. {
  370. UnityEngine.Object.Destroy(this.m_LeftPenlight);
  371. UnityEngine.Object.Destroy(this.m_RightPenlight);
  372. }
  373. }
  374. private IEnumerator CheckPause()
  375. {
  376. float timer = 0f;
  377. UIPanel ready_panel = (!this.m_ReadyPanel) ? null : this.m_ReadyPanel.GetComponent<UIPanel>();
  378. bool ready_fade = false;
  379. bool ready_display = false;
  380. for (;;)
  381. {
  382. if (RhythmAction_Mgr.NowDance != RhythmAction_Mgr.DanceType.BenchMark)
  383. {
  384. if (this.m_ReadyPanel)
  385. {
  386. if (!ready_display)
  387. {
  388. ready_display = GameMain.Instance.MainCamera.IsFadeProc();
  389. }
  390. else if (!ready_fade)
  391. {
  392. if (!this.IsPause && !this.m_ReadyNotStop)
  393. {
  394. this.SwitchPause(true, true);
  395. }
  396. timer += this.DanceDeltaTime;
  397. if (timer > this.m_ReadyWaitTime)
  398. {
  399. this.SwitchPause(false, true);
  400. ready_fade = true;
  401. timer = 0f;
  402. }
  403. }
  404. else
  405. {
  406. timer += this.DanceDeltaTime;
  407. ready_panel.alpha = 1f - Mathf.Sin(Mathf.Clamp01(timer / this.m_ReadyFadeTime) * 90f * 0.0174532924f);
  408. if (timer > this.m_ReadyFadeTime)
  409. {
  410. ready_fade = false;
  411. ready_display = false;
  412. UnityEngine.Object.Destroy(this.m_ReadyPanel);
  413. timer = 0f;
  414. }
  415. }
  416. }
  417. else if (!GameMain.Instance.MainCamera.IsFadeOut() && Input.GetKeyDown(KeyCode.Return))
  418. {
  419. this.SwitchPause(!this.m_IsPause, false);
  420. }
  421. }
  422. yield return null;
  423. }
  424. yield break;
  425. }
  426. private void DanceStart()
  427. {
  428. this.m_IsStart = true;
  429. if (GameMain.Instance.VRMode)
  430. {
  431. this.m_NguiCam.clearFlags = CameraClearFlags.Color;
  432. this.m_RhythmActionCam.clearFlags = CameraClearFlags.Color;
  433. }
  434. else
  435. {
  436. this.m_NguiCam.clearFlags = CameraClearFlags.Depth;
  437. }
  438. this.m_BlackBG.SetActive(DanceSetting.Settings.IsblackBGon && Note_Mgr.Instance.IsActive);
  439. if (this.m_OvrUI)
  440. {
  441. if (this.IsNewController)
  442. {
  443. GameMain.Instance.OvrMgr.OvrCamera.ShowUI(!Note_Mgr.Instance.IsActive);
  444. this.m_OvrUI.enabled = false;
  445. }
  446. else
  447. {
  448. this.m_OvrUI.enabled = !Note_Mgr.Instance.IsActive;
  449. }
  450. }
  451. if (RhythmAction_Mgr.NowDance == RhythmAction_Mgr.DanceType.BenchMark)
  452. {
  453. GameMain.Instance.SysShortcut.gameObject.SetActive(false);
  454. }
  455. if (!Note_Mgr.Instance.IsActive || RhythmAction_Mgr.NowDance == RhythmAction_Mgr.DanceType.BenchMark)
  456. {
  457. UnityEngine.Object.Destroy(this.m_ReadyPanel);
  458. }
  459. if (DanceMain.KaraokeMode || (RhythmAction_Mgr.IsVSDance && VsDanceDataMgr.Instance.CurrentSetting.isSpecifiedVictoryState))
  460. {
  461. return;
  462. }
  463. foreach (Maid maid in this.DanceMaid)
  464. {
  465. this.SetMaidFaceStop(maid, false);
  466. this.SetMaidFaceBlendStop(maid, false);
  467. this.Search_AllEffect(maid.transform, true);
  468. }
  469. base.StartCoroutine(this.CheckPause());
  470. }
  471. private void ToNextState()
  472. {
  473. if (DanceMain.KaraokeMode || (RhythmAction_Mgr.IsVSDance && VsDanceDataMgr.Instance.CurrentSetting.isSpecifiedVictoryState))
  474. {
  475. return;
  476. }
  477. RhythmAction_Mgr.DanceState nowState = RhythmAction_Mgr.NowState;
  478. if (nowState != RhythmAction_Mgr.DanceState.Dance_First)
  479. {
  480. if (nowState == RhythmAction_Mgr.DanceState.Dance_Second)
  481. {
  482. GameMain.Instance.CharacterMgr.status.SetFlag("バトル回数", 2);
  483. RhythmAction_Mgr.NowState = RhythmAction_Mgr.DanceState.Dance_First;
  484. }
  485. }
  486. else
  487. {
  488. GameMain.Instance.CharacterMgr.status.SetFlag("バトル回数", 1);
  489. if (RhythmAction_Mgr.IsVSDance)
  490. {
  491. RhythmAction_Mgr.NowState = RhythmAction_Mgr.DanceState.Dance_Second;
  492. }
  493. }
  494. }
  495. private void SwitchPause(bool is_pause, bool is_ready = false)
  496. {
  497. this.m_IsPause = is_pause;
  498. this.m_PausePanel.SetActive(this.m_IsPause && !is_ready);
  499. if (this.IsNewController && this.m_PausePanel.activeSelf)
  500. {
  501. GameMain.Instance.OvrMgr.OvrCamera.ShowUI(true);
  502. }
  503. this.ChoicesUIRecet();
  504. if (this.m_IsPause)
  505. {
  506. if (this.MovieMgr)
  507. {
  508. this.MovieMgr.Stop();
  509. }
  510. foreach (ParticleSystem particleSystem in this.m_AllParticleSystem)
  511. {
  512. if (particleSystem && particleSystem.gameObject.activeInHierarchy)
  513. {
  514. particleSystem.Pause();
  515. }
  516. }
  517. foreach (Animator animator in this.m_OtherAnimator)
  518. {
  519. animator.speed = 0f;
  520. }
  521. foreach (AudioSource audioSource in this.m_AudioMgrList)
  522. {
  523. audioSource.Pause();
  524. }
  525. GameMain.Instance.SoundMgr.GetAudioSourceBgm().Pause();
  526. }
  527. else
  528. {
  529. if (this.MovieMgr)
  530. {
  531. this.MovieMgr.Play();
  532. }
  533. foreach (ParticleSystem particleSystem2 in this.m_AllParticleSystem)
  534. {
  535. if (particleSystem2 && particleSystem2.gameObject.activeInHierarchy)
  536. {
  537. particleSystem2.Play();
  538. }
  539. }
  540. foreach (Animator animator2 in this.m_OtherAnimator)
  541. {
  542. animator2.speed = 1f;
  543. }
  544. foreach (AudioSource audioSource2 in this.m_AudioMgrList)
  545. {
  546. audioSource2.UnPause();
  547. }
  548. GameMain.Instance.SoundMgr.GetAudioSourceBgm().UnPause();
  549. }
  550. foreach (EllipsoidParticleEmitter ellipsoidParticleEmitter in this.m_AllParticleEmitter)
  551. {
  552. if (ellipsoidParticleEmitter)
  553. {
  554. ellipsoidParticleEmitter.enabled = !this.m_IsPause;
  555. }
  556. }
  557. for (int i = 0; i < this.DanceMaid.Count; i++)
  558. {
  559. Maid maid = this.DanceMaid[i];
  560. if (GameMain.Instance.VRMode && GameMain.Instance.CMSystem.GetTmpGenericFlag("ダンスOVRカメラタイプ") == 0)
  561. {
  562. RhythmAction_Mgr.PauseBackupLookTarget pauseBackupLookTarget2;
  563. if (this.m_IsPause)
  564. {
  565. RhythmAction_Mgr.PauseBackupLookTarget pauseBackupLookTarget = new RhythmAction_Mgr.PauseBackupLookTarget();
  566. pauseBackupLookTarget.m_backupHeadToCam = maid.body0.boHeadToCam;
  567. pauseBackupLookTarget.m_backupEyeToCam = maid.body0.boEyeToCam;
  568. pauseBackupLookTarget.m_backupEyeSorashi = maid.body0.boEyeSorashi;
  569. pauseBackupLookTarget.m_backupLookTarget = maid.body0.trsLookTarget;
  570. this.m_backupLookTarget[i] = pauseBackupLookTarget;
  571. maid.EyeToCamera(Maid.EyeMoveType.無視する, 0f);
  572. }
  573. else if (this.m_backupLookTarget.TryGetValue(i, out pauseBackupLookTarget2))
  574. {
  575. maid.body0.boHeadToCam = pauseBackupLookTarget2.m_backupHeadToCam;
  576. maid.body0.boEyeToCam = pauseBackupLookTarget2.m_backupEyeToCam;
  577. maid.body0.boEyeSorashi = pauseBackupLookTarget2.m_backupEyeSorashi;
  578. maid.body0.trsLookTarget = pauseBackupLookTarget2.m_backupLookTarget;
  579. }
  580. else
  581. {
  582. maid.EyeToCamera(Maid.EyeMoveType.目だけ向ける, 0f);
  583. }
  584. }
  585. maid.MabatakiUpdateStop = this.m_IsPause;
  586. }
  587. if (!is_ready)
  588. {
  589. GameMain.Instance.SoundMgr.PlaySystem(SoundMgr.SeType.Click);
  590. }
  591. }
  592. private void SelectContinue()
  593. {
  594. this.m_SelectEnd = false;
  595. this.m_SelectRecet = false;
  596. this.m_SelectSkip = false;
  597. this.ChoicesSelect(RhythmAction_Mgr.PauseChoices.Continue, true);
  598. }
  599. private void SelectEnd()
  600. {
  601. this.m_SelectEnd = true;
  602. this.m_SelectRecet = false;
  603. this.m_SelectSkip = false;
  604. this.ChoicesSelect(RhythmAction_Mgr.PauseChoices.End, true);
  605. }
  606. private void SelectRecet()
  607. {
  608. this.m_SelectEnd = true;
  609. this.m_SelectRecet = true;
  610. this.m_SelectSkip = false;
  611. this.ChoicesSelect(RhythmAction_Mgr.PauseChoices.Recet, true);
  612. }
  613. private void SelectSkip()
  614. {
  615. this.m_SelectEnd = false;
  616. this.m_SelectRecet = false;
  617. this.m_SelectSkip = true;
  618. this.ChoicesSelect(RhythmAction_Mgr.PauseChoices.Skip, true);
  619. }
  620. private void ChoicesSelect(RhythmAction_Mgr.PauseChoices select_choice, bool playse = true)
  621. {
  622. if (playse)
  623. {
  624. GameMain.Instance.SoundMgr.PlaySystem(SoundMgr.SeType.Hover);
  625. }
  626. foreach (RhythmAction_Mgr.ChoiceObjpair choiceObjpair in this.m_ChoiceUIList)
  627. {
  628. if (choiceObjpair.Choice == select_choice)
  629. {
  630. Utility.SetLocalizeTerm(choiceObjpair.UILocalize, choiceObjpair.CursorOnImage, true);
  631. }
  632. else
  633. {
  634. Utility.SetLocalizeTerm(choiceObjpair.UILocalize, choiceObjpair.CursorOffImage, true);
  635. }
  636. }
  637. }
  638. private void ChoicesUIRecet()
  639. {
  640. this.m_SelectEnd = false;
  641. this.m_SelectRecet = false;
  642. this.m_SelectSkip = false;
  643. this.ChoicesSelect(RhythmAction_Mgr.PauseChoices.Continue, false);
  644. }
  645. private void Decide_GameEnd()
  646. {
  647. GameMain.Instance.SoundMgr.PlaySystem(SoundMgr.SeType.Click);
  648. this.m_DanceMain.IsForceDanceEnd = this.m_SelectEnd;
  649. this.m_DanceMain.IsDanceSkip = this.m_SelectSkip;
  650. DanceMain.IsDanceRecet = this.m_SelectRecet;
  651. if (!this.m_DanceMain.IsForceDanceEnd && !this.m_SelectSkip)
  652. {
  653. this.SwitchPause(false, false);
  654. }
  655. else
  656. {
  657. foreach (Maid maid in this.DanceMaid)
  658. {
  659. maid.boMabataki = true;
  660. }
  661. }
  662. }
  663. private void AddEventMethod(GameObject ui, EventDelegate.Callback callback)
  664. {
  665. UIEventTrigger component = ui.GetComponent<UIEventTrigger>();
  666. EventDelegate.Add(component.onHoverOver, callback);
  667. EventDelegate.Add(component.onPress, new EventDelegate.Callback(this.Decide_GameEnd));
  668. }
  669. public void Search_AllEffect(Transform parent, bool isIgnoreAnime = false)
  670. {
  671. IEnumerator enumerator = parent.GetEnumerator();
  672. try
  673. {
  674. while (enumerator.MoveNext())
  675. {
  676. object obj = enumerator.Current;
  677. Transform transform = (Transform)obj;
  678. ParticleSystem component = transform.GetComponent<ParticleSystem>();
  679. EllipsoidParticleEmitter component2 = transform.GetComponent<EllipsoidParticleEmitter>();
  680. Animator component3 = transform.GetComponent<Animator>();
  681. AVProVideoPlayer component4 = transform.GetComponent<AVProVideoPlayer>();
  682. if (component)
  683. {
  684. this.m_AllParticleSystem.Add(component);
  685. }
  686. else if (component2)
  687. {
  688. this.m_AllParticleEmitter.Add(component2);
  689. }
  690. else if (component3 && !isIgnoreAnime)
  691. {
  692. this.m_OtherAnimator.Add(component3);
  693. }
  694. else if (component4)
  695. {
  696. this.MovieMgr = component4;
  697. }
  698. this.Search_AllEffect(transform, isIgnoreAnime);
  699. }
  700. }
  701. finally
  702. {
  703. IDisposable disposable;
  704. if ((disposable = (enumerator as IDisposable)) != null)
  705. {
  706. disposable.Dispose();
  707. }
  708. }
  709. }
  710. public void AddMgrParts(PartsMgrBase parts)
  711. {
  712. this.m_MgrPartsList.Add(parts);
  713. }
  714. public T GetMgrParts<T>() where T : PartsMgrBase
  715. {
  716. foreach (PartsMgrBase partsMgrBase in this.m_MgrPartsList)
  717. {
  718. if (partsMgrBase is T)
  719. {
  720. return (T)((object)partsMgrBase);
  721. }
  722. }
  723. 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]);
  724. return (T)((object)null);
  725. }
  726. public void RhythmGame_Start()
  727. {
  728. this.DanceStart();
  729. foreach (PartsMgrBase partsMgrBase in this.m_MgrPartsList)
  730. {
  731. if (partsMgrBase.IsActive)
  732. {
  733. partsMgrBase.StartAction();
  734. }
  735. }
  736. }
  737. public void RhythmGame_End()
  738. {
  739. if (GameMain.Instance.VRMode && this.m_OvrUI)
  740. {
  741. this.m_OvrUI.enabled = true;
  742. }
  743. base.StopAllCoroutines();
  744. foreach (PartsMgrBase partsMgrBase in this.m_MgrPartsList)
  745. {
  746. if (partsMgrBase.IsActive)
  747. {
  748. partsMgrBase.EndAction();
  749. }
  750. }
  751. this.ToNextState();
  752. }
  753. public void Pause()
  754. {
  755. this.SwitchPause(true, false);
  756. }
  757. public void Play()
  758. {
  759. this.SwitchPause(false, false);
  760. }
  761. public void AddParticleSystem(ParticleSystem particle)
  762. {
  763. if (!this.m_AllParticleSystem.Contains(particle))
  764. {
  765. this.m_AllParticleSystem.Add(particle);
  766. }
  767. if (particle.subEmitters.subEmittersCount > 0)
  768. {
  769. for (int i = 0; i < particle.subEmitters.subEmittersCount; i++)
  770. {
  771. this.AddParticleSystem(particle.subEmitters.GetSubEmitterSystem(i));
  772. }
  773. }
  774. }
  775. public void AddParticleSystem(ParticleSystem[] particle)
  776. {
  777. foreach (ParticleSystem particle2 in particle)
  778. {
  779. this.AddParticleSystem(particle2);
  780. }
  781. }
  782. public void RemoveParticleSystem(ParticleSystem particle)
  783. {
  784. if (this.m_AllParticleSystem.Contains(particle))
  785. {
  786. this.m_AllParticleSystem.Remove(particle);
  787. }
  788. if (particle.subEmitters.subEmittersCount > 0)
  789. {
  790. for (int i = 0; i < particle.subEmitters.subEmittersCount; i++)
  791. {
  792. this.RemoveParticleSystem(particle.subEmitters.GetSubEmitterSystem(i));
  793. }
  794. }
  795. }
  796. public void RemoveParticleSystem(ParticleSystem[] particle)
  797. {
  798. foreach (ParticleSystem particle2 in particle)
  799. {
  800. this.RemoveParticleSystem(particle2);
  801. }
  802. }
  803. public void AddAudioMgr(AudioSource[] audio_array)
  804. {
  805. foreach (AudioSource audio in audio_array)
  806. {
  807. this.AddAudioMgr(audio);
  808. }
  809. }
  810. public void AddAudioMgr(AudioSource audio)
  811. {
  812. if (!this.m_AudioMgrList.Contains(audio))
  813. {
  814. this.m_AudioMgrList.Add(audio);
  815. }
  816. }
  817. public void RemoveAudioMgr(AudioSource[] audio_array)
  818. {
  819. foreach (AudioSource audio in audio_array)
  820. {
  821. this.RemoveAudioMgr(audio);
  822. }
  823. }
  824. public void RemoveAudioMgr(AudioSource audio)
  825. {
  826. if (this.m_AudioMgrList.Contains(audio))
  827. {
  828. this.m_AudioMgrList.Remove(audio);
  829. }
  830. }
  831. public bool GetCamMoveStop()
  832. {
  833. return this.TimeLineStopInfo.CamMoveStop;
  834. }
  835. public void SetCamMoveStop(bool set)
  836. {
  837. this.TimeLineStopInfo.CamMoveStop = set;
  838. }
  839. public void SetTimeLineFace(int maid_no, string face)
  840. {
  841. Maid maid = GameMain.Instance.CharacterMgr.GetMaid(maid_no);
  842. if (this.TimeLineStopInfo.TimeLineFace.ContainsKey(maid))
  843. {
  844. this.TimeLineStopInfo.TimeLineFace[maid] = face;
  845. }
  846. else
  847. {
  848. this.TimeLineStopInfo.TimeLineFace.Add(maid, face);
  849. }
  850. }
  851. public void SetTimeLineFaceBlend(int maid_no, string face)
  852. {
  853. Maid maid = GameMain.Instance.CharacterMgr.GetMaid(maid_no);
  854. if (this.TimeLineStopInfo.TimeLineFaceBlend.ContainsKey(maid))
  855. {
  856. this.TimeLineStopInfo.TimeLineFaceBlend[maid] = face;
  857. }
  858. else
  859. {
  860. this.TimeLineStopInfo.TimeLineFaceBlend.Add(maid, face);
  861. }
  862. }
  863. public bool GetMaidFaceStop(int maid_no)
  864. {
  865. Maid maid = GameMain.Instance.CharacterMgr.GetMaid(maid_no);
  866. return this.GetMaidFaceStop(maid);
  867. }
  868. public bool GetMaidFaceStop(Maid maid)
  869. {
  870. return this.TimeLineStopInfo.FaceStop.ContainsKey(maid) && this.TimeLineStopInfo.FaceStop[maid];
  871. }
  872. public bool GetMaidFaceBlendStop(int maid_no)
  873. {
  874. Maid maid = GameMain.Instance.CharacterMgr.GetMaid(maid_no);
  875. return this.GetMaidFaceBlendStop(maid);
  876. }
  877. public bool GetMaidFaceBlendStop(Maid maid)
  878. {
  879. return this.TimeLineStopInfo.FaceBlendStop.ContainsKey(maid) && this.TimeLineStopInfo.FaceBlendStop[maid];
  880. }
  881. public void SetMaidFaceStop(Maid maid, bool set)
  882. {
  883. if (!this.TimeLineStopInfo.FaceStop.ContainsKey(maid) || !this.TimeLineStopInfo.TimeLineFace.ContainsKey(maid))
  884. {
  885. if (!this.TimeLineStopInfo.FaceStop.ContainsKey(maid))
  886. {
  887. this.TimeLineStopInfo.FaceStop.Add(maid, set);
  888. }
  889. return;
  890. }
  891. if (this.TimeLineStopInfo.FaceStop[maid] != set)
  892. {
  893. this.TimeLineStopInfo.FaceStop[maid] = set;
  894. if (!set)
  895. {
  896. maid.FaceAnime(this.TimeLineStopInfo.TimeLineFace[maid], 1f, 0);
  897. }
  898. }
  899. }
  900. public void SetMaidFaceBlendStop(Maid maid, bool set)
  901. {
  902. if (!this.TimeLineStopInfo.FaceBlendStop.ContainsKey(maid) || !this.TimeLineStopInfo.TimeLineFaceBlend.ContainsKey(maid))
  903. {
  904. if (!this.TimeLineStopInfo.FaceBlendStop.ContainsKey(maid))
  905. {
  906. this.TimeLineStopInfo.FaceBlendStop.Add(maid, set);
  907. }
  908. return;
  909. }
  910. if (this.TimeLineStopInfo.FaceBlendStop[maid] != set)
  911. {
  912. this.TimeLineStopInfo.FaceBlendStop[maid] = set;
  913. if (!set)
  914. {
  915. maid.FaceBlend(this.TimeLineStopInfo.TimeLineFaceBlend[maid]);
  916. }
  917. }
  918. }
  919. public void SetDanceReward(int reward)
  920. {
  921. if (RhythmAction_Mgr.NowDance != RhythmAction_Mgr.DanceType.Challenge)
  922. {
  923. return;
  924. }
  925. RhythmAction_Mgr.DanceReward += reward;
  926. }
  927. public void SetFocalSize(float focal_size)
  928. {
  929. if (this.m_MainCamDepth)
  930. {
  931. this.m_MainCamDepth.focalSize = focal_size;
  932. }
  933. }
  934. public IEnumerator DanceTimeCoroutine(float time_rimmit, Action<float> update_call, Action end_call = null)
  935. {
  936. float timer = 0f;
  937. for (;;)
  938. {
  939. if (!this.IsPause)
  940. {
  941. timer += this.DanceDeltaTime;
  942. if (update_call != null)
  943. {
  944. update_call(timer);
  945. }
  946. if (time_rimmit > 0f && timer > time_rimmit)
  947. {
  948. break;
  949. }
  950. }
  951. yield return null;
  952. }
  953. if (end_call != null)
  954. {
  955. end_call();
  956. }
  957. yield break;
  958. yield break;
  959. }
  960. public IEnumerator DanceTimeCoroutine(Action update_call, Func<bool> endcheck_call = null)
  961. {
  962. for (;;)
  963. {
  964. if (!this.IsPause)
  965. {
  966. if (update_call != null)
  967. {
  968. update_call();
  969. }
  970. if (endcheck_call != null && endcheck_call())
  971. {
  972. break;
  973. }
  974. }
  975. yield return null;
  976. }
  977. yield break;
  978. yield break;
  979. }
  980. public void StartTimeCroutine(float time_rimmit, Action<float> update_call, Action end_call = null)
  981. {
  982. base.StartCoroutine(this.DanceTimeCoroutine(time_rimmit, update_call, end_call));
  983. }
  984. public void StartTimeCroutine(Action update_call, Func<bool> endcheck_call = null)
  985. {
  986. base.StartCoroutine(this.DanceTimeCoroutine(update_call, endcheck_call));
  987. }
  988. public void InstanceInit()
  989. {
  990. RhythmAction_Mgr.m_Instance = this;
  991. }
  992. public void KaraokeEnd()
  993. {
  994. if (this.m_RhythmActionCam)
  995. {
  996. UnityEngine.Object.Destroy(this.m_RhythmActionCam.gameObject);
  997. }
  998. UnityEngine.Object.Destroy(base.gameObject);
  999. }
  1000. public static void RewardRecet()
  1001. {
  1002. RhythmAction_Mgr.DanceReward = 0;
  1003. }
  1004. public static void KaraokeRecet()
  1005. {
  1006. RhythmAction_Mgr.NowState = RhythmAction_Mgr.DanceState.Dance_First;
  1007. MotionAction_Mgr.CaptureFlagRecet();
  1008. }
  1009. public static void SetDanceType(RhythmAction_Mgr.DanceType type)
  1010. {
  1011. if (type == RhythmAction_Mgr.DanceType.VrDance)
  1012. {
  1013. return;
  1014. }
  1015. RhythmAction_Mgr.m_DanceType = type;
  1016. if (RhythmAction_Mgr.m_DanceType != RhythmAction_Mgr.DanceType.VS_Skip)
  1017. {
  1018. ShootCutInTex.TextureClear(DanceBattle_Mgr.CharaType.Player);
  1019. }
  1020. RhythmAction_Mgr.NowState = RhythmAction_Mgr.DanceState.Dance_First;
  1021. MotionAction_Mgr.CaptureFlagRecet();
  1022. if (RhythmAction_Mgr.m_DanceType == RhythmAction_Mgr.DanceType.Challenge)
  1023. {
  1024. RhythmAction_Mgr.DoChallengeDance = true;
  1025. RhythmAction_Mgr.RewardRecet();
  1026. }
  1027. }
  1028. public const string RhythmResouce_Path = "SceneDance/Rhythm_Action/";
  1029. public const string DanceSelectResouce_Path = "SceneDanceSelect/Rhythm_Action/";
  1030. public const string RhythmCSVPath = "csv_rhythm_action/";
  1031. public const int BenchMarkID = -100;
  1032. public const string TestResourcePath = "SceneDance/Rhythm_Action/TestResources/";
  1033. public const string ToolResource_path = "SceneDance/Rhythm_Action/Tools/";
  1034. private static RhythmAction_Mgr.DanceType m_DanceType = RhythmAction_Mgr.DanceType.View;
  1035. public static bool DoChallengeDance;
  1036. private static RhythmAction_Mgr m_Instance;
  1037. private List<PartsMgrBase> m_MgrPartsList = new List<PartsMgrBase>();
  1038. [SerializeField]
  1039. private GameObject m_PausePanel;
  1040. [SerializeField]
  1041. [Header("「Ready?」の表示時間")]
  1042. private float m_ReadyWaitTime = 2f;
  1043. [SerializeField]
  1044. [Header("「Ready?」フェードアウト時間")]
  1045. private float m_ReadyFadeTime = 0.5f;
  1046. [SerializeField]
  1047. private GameObject m_ReadyPanel;
  1048. [SerializeField]
  1049. [Header("csvフォルダ名")]
  1050. private string m_UseMusicName;
  1051. private DanceMain m_DanceMain;
  1052. private bool m_IsPause;
  1053. private List<ParticleSystem> m_AllParticleSystem = new List<ParticleSystem>();
  1054. private List<EllipsoidParticleEmitter> m_AllParticleEmitter = new List<EllipsoidParticleEmitter>();
  1055. private List<Animator> m_OtherAnimator = new List<Animator>();
  1056. private List<AudioSource> m_AudioMgrList = new List<AudioSource>();
  1057. private float m_NowTime;
  1058. private float m_LastTime;
  1059. private OvrUI m_OvrUI;
  1060. private Vector3 m_FirstScreen;
  1061. [Header("VR時カメラ設定")]
  1062. [SerializeField]
  1063. [Header("VR時のカメラとの距離")]
  1064. private float m_CameraLength = 1f;
  1065. [SerializeField]
  1066. [Header("VR時はnGUIを少し下げる")]
  1067. private float m_UIDown = 0.5f;
  1068. private RhythmAction_Mgr.TimeLineStop TimeLineStopInfo = new RhythmAction_Mgr.TimeLineStop();
  1069. private bool m_SelectEnd;
  1070. private bool m_SelectRecet;
  1071. private bool m_SelectSkip;
  1072. [SerializeField]
  1073. [Header("フリー以外の時は選択肢UIを少し下に下げる")]
  1074. private float m_ChoiceUIDown = 65f;
  1075. [SerializeField]
  1076. [Header("ポーズ中の各選択肢毎に設定するUI")]
  1077. private List<RhythmAction_Mgr.ChoiceObjpair> m_ChoiceUIList = new List<RhythmAction_Mgr.ChoiceObjpair>();
  1078. private bool m_OrijinDepthEnable;
  1079. private DepthOfFieldScatter m_MainCamDepth;
  1080. private float m_OrijinFocalSize;
  1081. [SerializeField]
  1082. [Header("黒背景")]
  1083. private GameObject m_BlackBG;
  1084. [SerializeField]
  1085. [Header("Readyでもダンスを止めないフラグ")]
  1086. private bool m_ReadyNotStop;
  1087. [SerializeField]
  1088. [Header("音ゲーのレイヤー")]
  1089. private LayerMask m_RhythmActionLayer = -1;
  1090. [SerializeField]
  1091. [Header("音ゲーのレイヤー(2D時)")]
  1092. private LayerMask m_RhythmAction2DLayer = -1;
  1093. private List<Maid> m_FactOrderList = new List<Maid>();
  1094. private bool m_IsOrijinTablet;
  1095. private Camera m_RhythmActionCam;
  1096. private RenderTexture m_RhythmActionTex;
  1097. private Material m_ScreenMat;
  1098. private Camera m_NguiCam;
  1099. private AVRControllerBehavior.LIMIT_MODE m_OrijinLimit;
  1100. private bool m_IsStart;
  1101. [SerializeField]
  1102. [Header("ペンライトのオフセット")]
  1103. private Vector3 m_PenlightOffset = new Vector3(0f, -0.01f, -0.06f);
  1104. [SerializeField]
  1105. [Header("ペンライトのサイズ")]
  1106. private Vector3 m_PenlightScale = new Vector3(1.25f, 1.25f, 2f);
  1107. private GameObject m_LeftPenlight;
  1108. private GameObject m_RightPenlight;
  1109. private Dictionary<int, RhythmAction_Mgr.PauseBackupLookTarget> m_backupLookTarget = new Dictionary<int, RhythmAction_Mgr.PauseBackupLookTarget>();
  1110. public enum DanceType
  1111. {
  1112. Free,
  1113. Challenge,
  1114. VS,
  1115. Encore,
  1116. View,
  1117. BenchMark,
  1118. Touch,
  1119. VS_Skip,
  1120. VrDance
  1121. }
  1122. public enum DanceState
  1123. {
  1124. Dance_First,
  1125. Dance_Second
  1126. }
  1127. private class TimeLineStop
  1128. {
  1129. public bool CamMoveStop;
  1130. public Dictionary<Maid, bool> FaceStop = new Dictionary<Maid, bool>();
  1131. public Dictionary<Maid, bool> FaceBlendStop = new Dictionary<Maid, bool>();
  1132. public Dictionary<Maid, string> TimeLineFace = new Dictionary<Maid, string>();
  1133. public Dictionary<Maid, string> TimeLineFaceBlend = new Dictionary<Maid, string>();
  1134. }
  1135. private enum PauseChoices
  1136. {
  1137. Continue,
  1138. End,
  1139. Recet,
  1140. Skip
  1141. }
  1142. [Serializable]
  1143. private class ChoiceObjpair
  1144. {
  1145. public RhythmAction_Mgr.PauseChoices Choice;
  1146. public GameObject EventUI;
  1147. public string CursorOnImage;
  1148. public string CursorOffImage;
  1149. [HideInInspector]
  1150. public Localize UILocalize;
  1151. }
  1152. private class PauseBackupLookTarget
  1153. {
  1154. public bool m_backupHeadToCam;
  1155. public bool m_backupEyeToCam;
  1156. public bool m_backupEyeSorashi;
  1157. public Transform m_backupLookTarget;
  1158. }
  1159. }