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