RhythmAction_Mgr.cs 33 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310
  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 (DanceMain.SelectDanceData != null && !string.IsNullOrEmpty(DanceMain.SelectDanceData.csvFolderName))
  168. {
  169. this.m_UseMusicName = DanceMain.SelectDanceData.csvFolderName;
  170. }
  171. if (!base.transform.parent)
  172. {
  173. GameObject gameObject = GameObject.Find("UI Root");
  174. base.transform.SetParent(gameObject.transform, false);
  175. }
  176. GameObject gameObject2 = base.transform.parent.Find("Camera").gameObject;
  177. this.m_RhythmActionCam = UnityEngine.Object.Instantiate<GameObject>(gameObject2, base.transform.parent).GetComponent<Camera>();
  178. this.m_RhythmActionCam.name = "RhythmActionCam";
  179. this.m_NguiCam = gameObject2.GetComponent<Camera>();
  180. if (DanceMain.SelectDanceData != null && !this.m_NguiCam.enabled)
  181. {
  182. this.m_NguiCam.enabled = true;
  183. }
  184. if (!GameMain.Instance.VRMode || !this.IsNewController)
  185. {
  186. this.m_NguiCam.cullingMask = this.m_RhythmAction2DLayer;
  187. this.m_RhythmActionCam.gameObject.SetActive(false);
  188. }
  189. else
  190. {
  191. this.m_OrijinLimit = GameMain.Instance.OvrMgr.OvrCamera.HandLimitMode;
  192. GameMain.Instance.OvrMgr.OvrCamera.HandLimitMode = AVRControllerBehavior.LIMIT_MODE.NO_WARP;
  193. this.m_RhythmActionCam.cullingMask = this.m_RhythmActionLayer;
  194. this.m_LeftPenlight = Utility.CreatePrefab(GameMain.Instance.OvrMgr.GetVRControllerTransform(true).gameObject, "SceneDance/Rhythm_Action/Prefab/StickLight", true);
  195. this.m_LeftPenlight.name = "PenLight(left)";
  196. this.m_RightPenlight = Utility.CreatePrefab(GameMain.Instance.OvrMgr.GetVRControllerTransform(false).gameObject, "SceneDance/Rhythm_Action/Prefab/StickLight", true);
  197. this.m_RightPenlight.name = "PenLight(light)";
  198. Transform transform = this.m_LeftPenlight.transform;
  199. Vector3 vector = Vector3.zero;
  200. this.m_RightPenlight.transform.localEulerAngles = vector;
  201. transform.localEulerAngles = vector;
  202. Transform transform2 = this.m_LeftPenlight.transform;
  203. vector = this.m_PenlightOffset;
  204. this.m_RightPenlight.transform.localPosition = vector;
  205. transform2.localPosition = vector;
  206. Transform transform3 = this.m_LeftPenlight.transform;
  207. vector = this.m_PenlightScale;
  208. this.m_RightPenlight.transform.localScale = vector;
  209. transform3.localScale = vector;
  210. UnityEngine.Object.Destroy(this.m_LeftPenlight.GetComponent<OvrControllerHit>());
  211. UnityEngine.Object.Destroy(this.m_RightPenlight.GetComponent<OvrControllerHit>());
  212. UnityEngine.Object.Destroy(this.m_LeftPenlight.GetComponent<ViveControllerHit>());
  213. UnityEngine.Object.Destroy(this.m_RightPenlight.GetComponent<ViveControllerHit>());
  214. }
  215. if (!DanceMain.KaraokeMode && GameMain.Instance.VRMode)
  216. {
  217. this.m_OvrUI = GameMain.Instance.OvrMgr.OvrCamera.m_goOvrUiScreen.GetComponent<OvrUI>();
  218. GameMain.Instance.OvrMgr.OvrCamera.m_goOvrUiScreen.SetActive(true);
  219. this.UIScreen = this.m_OvrUI.transform.Find("ovr_screen").gameObject;
  220. this.m_FirstScreen = this.UIScreen.transform.localPosition;
  221. if (this.IsNewController)
  222. {
  223. this.m_RhythmActionTex = Resources.Load<RenderTexture>("SceneDance/Rhythm_Action/rtRhythmActionUI");
  224. this.m_RhythmActionCam.targetTexture = this.m_RhythmActionTex;
  225. this.m_ScreenMat = this.UIScreen.transform.Find("default").GetComponent<MeshRenderer>().material;
  226. this.m_ScreenMat.mainTexture = this.m_RhythmActionTex;
  227. this.UIScreen.transform.Find("hit").gameObject.SetActive(false);
  228. }
  229. GameMain.Instance.OvrMgr.OvrCamera.HandDanceMode = (RhythmAction_Mgr.NowDance != RhythmAction_Mgr.DanceType.VS_Skip);
  230. }
  231. this.m_MainCamDepth = GameMain.Instance.MainCamera.GetComponent<DepthOfFieldScatter>();
  232. if (this.m_MainCamDepth)
  233. {
  234. this.m_OrijinDepthEnable = this.m_MainCamDepth.enabled;
  235. this.m_OrijinFocalSize = this.m_MainCamDepth.focalSize;
  236. this.m_MainCamDepth.focalSize = this.m_DanceMain.DepthFocalSize;
  237. this.m_MainCamDepth.enabled = DanceSetting.Settings.IsDepthOfFieldOn;
  238. }
  239. foreach (RhythmAction_Mgr.ChoiceObjpair choiceObjpair in this.m_ChoiceUIList)
  240. {
  241. choiceObjpair.UILocalize = choiceObjpair.EventUI.GetComponent<Localize>();
  242. switch (choiceObjpair.Choice)
  243. {
  244. case RhythmAction_Mgr.PauseChoices.Continue:
  245. this.AddEventMethod(choiceObjpair.EventUI, new EventDelegate.Callback(this.SelectContinue));
  246. break;
  247. case RhythmAction_Mgr.PauseChoices.End:
  248. if (RhythmAction_Mgr.NowDance != RhythmAction_Mgr.DanceType.VS_Skip)
  249. {
  250. this.AddEventMethod(choiceObjpair.EventUI, new EventDelegate.Callback(this.SelectEnd));
  251. }
  252. else
  253. {
  254. choiceObjpair.EventUI.SetActive(false);
  255. }
  256. break;
  257. case RhythmAction_Mgr.PauseChoices.Recet:
  258. if (RhythmAction_Mgr.NowDance == RhythmAction_Mgr.DanceType.Free)
  259. {
  260. this.AddEventMethod(choiceObjpair.EventUI, new EventDelegate.Callback(this.SelectRecet));
  261. }
  262. else
  263. {
  264. choiceObjpair.EventUI.SetActive(false);
  265. choiceObjpair.EventUI.transform.parent.localPosition += Vector3.down * this.m_ChoiceUIDown;
  266. }
  267. break;
  268. case RhythmAction_Mgr.PauseChoices.Skip:
  269. if (RhythmAction_Mgr.NowDance == RhythmAction_Mgr.DanceType.VS_Skip)
  270. {
  271. this.AddEventMethod(choiceObjpair.EventUI, new EventDelegate.Callback(this.SelectSkip));
  272. }
  273. else
  274. {
  275. choiceObjpair.EventUI.SetActive(false);
  276. }
  277. break;
  278. }
  279. }
  280. this.ChoicesUIRecet();
  281. this.m_PausePanel.SetActive(false);
  282. GameObject gameObject3 = GameObject.Find("LiveGimic");
  283. if (gameObject3)
  284. {
  285. this.Search_AllEffect(gameObject3.transform, false);
  286. }
  287. if (RhythmAction_Mgr.NowDance == RhythmAction_Mgr.DanceType.BenchMark)
  288. {
  289. GameMain.Instance.SysShortcut.gameObject.SetActive(false);
  290. }
  291. }
  292. private void Update()
  293. {
  294. if (this.m_LastTime != 0f)
  295. {
  296. this.m_NowTime = Time.realtimeSinceStartup;
  297. }
  298. if (this.m_LeftPenlight && this.m_RightPenlight)
  299. {
  300. this.m_LeftPenlight.SetActive(GameMain.Instance.OvrMgr.ovr_obj.left_controller.controller.HandDanceMode);
  301. this.m_RightPenlight.SetActive(GameMain.Instance.OvrMgr.ovr_obj.right_controller.controller.HandDanceMode);
  302. }
  303. this.DanceDeltaTime = this.m_NowTime - this.m_LastTime;
  304. this.m_LastTime = Time.realtimeSinceStartup;
  305. if (!this.IsPause && this.m_IsStart)
  306. {
  307. this.DanceTimer += this.DanceDeltaTime;
  308. }
  309. if (GameMain.Instance.VRMode && this.m_OvrUI)
  310. {
  311. if (!this.IsNewController && !Note_Mgr.Instance.IsActive)
  312. {
  313. return;
  314. }
  315. Vector3 eulerAngles = this.m_OvrUI.m_goCenter.transform.eulerAngles;
  316. eulerAngles.z = 0f;
  317. this.m_OvrUI.transform.eulerAngles = eulerAngles;
  318. this.UIScreen.transform.localPosition = new Vector3(0f, -this.m_UIDown, this.m_CameraLength);
  319. this.m_RhythmActionCam.transform.localPosition = this.m_NguiCam.transform.localPosition;
  320. }
  321. }
  322. private void OnDestroy()
  323. {
  324. if (this.m_RhythmActionCam)
  325. {
  326. UnityEngine.Object.DestroyImmediate(this.m_RhythmActionCam.gameObject);
  327. }
  328. if (GameMain.Instance.VRMode && !this.IsNewController)
  329. {
  330. this.m_NguiCam.cullingMask = LayerMask.GetMask(new string[]
  331. {
  332. "NGUI"
  333. });
  334. }
  335. if (!DanceMain.KaraokeMode && GameMain.Instance.VRMode && GameMain.Instance.VRFamily != GameMain.VRFamilyType.NON)
  336. {
  337. if (this.IsNewController)
  338. {
  339. GameMain.Instance.OvrMgr.OvrCamera.ShowUI(true);
  340. GameMain.Instance.OvrMgr.OvrCamera.HandLimitMode = this.m_OrijinLimit;
  341. if (GameMain.Instance.OvrMgr.OvrCamera.m_goOvrUiScreen)
  342. {
  343. GameMain.Instance.OvrMgr.OvrCamera.m_goOvrUiScreen.SetActive(false);
  344. }
  345. }
  346. else if (this.m_OvrUI)
  347. {
  348. this.m_OvrUI.enabled = true;
  349. }
  350. GameMain.Instance.OvrMgr.OvrCamera.HandDanceMode = false;
  351. }
  352. if (this.m_MainCamDepth)
  353. {
  354. this.m_MainCamDepth.focalSize = this.m_OrijinFocalSize;
  355. this.m_MainCamDepth.enabled = this.m_OrijinDepthEnable;
  356. }
  357. if (RhythmAction_Mgr.NowDance == RhythmAction_Mgr.DanceType.BenchMark)
  358. {
  359. if (GameMain.Instance && GameMain.Instance.SysShortcut)
  360. {
  361. GameMain.Instance.SysShortcut.gameObject.SetActive(true);
  362. }
  363. BenchSetting.SettingRecet();
  364. }
  365. foreach (Maid maid in this.DanceMaid)
  366. {
  367. if (maid)
  368. {
  369. maid.MabatakiUpdateStop = false;
  370. }
  371. }
  372. if (this.m_LeftPenlight && this.m_RightPenlight)
  373. {
  374. UnityEngine.Object.Destroy(this.m_LeftPenlight);
  375. UnityEngine.Object.Destroy(this.m_RightPenlight);
  376. }
  377. }
  378. private IEnumerator CheckPause()
  379. {
  380. float timer = 0f;
  381. UIPanel ready_panel = (!this.m_ReadyPanel) ? null : this.m_ReadyPanel.GetComponent<UIPanel>();
  382. bool ready_fade = false;
  383. bool ready_display = false;
  384. for (;;)
  385. {
  386. if (RhythmAction_Mgr.NowDance != RhythmAction_Mgr.DanceType.BenchMark)
  387. {
  388. if (this.m_ReadyPanel)
  389. {
  390. if (!ready_display)
  391. {
  392. ready_display = GameMain.Instance.MainCamera.IsFadeProc();
  393. }
  394. else if (!ready_fade)
  395. {
  396. if (!this.IsPause && !this.m_ReadyNotStop)
  397. {
  398. this.SwitchPause(true, true);
  399. }
  400. timer += this.DanceDeltaTime;
  401. if (timer > this.m_ReadyWaitTime)
  402. {
  403. this.SwitchPause(false, true);
  404. ready_fade = true;
  405. timer = 0f;
  406. }
  407. }
  408. else
  409. {
  410. timer += this.DanceDeltaTime;
  411. ready_panel.alpha = 1f - Mathf.Sin(Mathf.Clamp01(timer / this.m_ReadyFadeTime) * 90f * 0.0174532924f);
  412. if (timer > this.m_ReadyFadeTime)
  413. {
  414. ready_fade = false;
  415. ready_display = false;
  416. UnityEngine.Object.Destroy(this.m_ReadyPanel);
  417. timer = 0f;
  418. }
  419. }
  420. }
  421. else if (!GameMain.Instance.MainCamera.IsFadeOut() && Input.GetKeyDown(KeyCode.Return))
  422. {
  423. this.SwitchPause(!this.m_IsPause, false);
  424. }
  425. }
  426. yield return null;
  427. }
  428. yield break;
  429. }
  430. private void DanceStart()
  431. {
  432. this.m_IsStart = true;
  433. if (GameMain.Instance.VRMode)
  434. {
  435. this.m_NguiCam.clearFlags = CameraClearFlags.Color;
  436. this.m_RhythmActionCam.clearFlags = CameraClearFlags.Color;
  437. }
  438. else
  439. {
  440. this.m_NguiCam.clearFlags = CameraClearFlags.Depth;
  441. }
  442. this.m_BlackBG.SetActive(DanceSetting.Settings.IsblackBGon && Note_Mgr.Instance.IsActive);
  443. if (this.m_OvrUI)
  444. {
  445. if (this.IsNewController)
  446. {
  447. GameMain.Instance.OvrMgr.OvrCamera.ShowUI(!Note_Mgr.Instance.IsActive);
  448. this.m_OvrUI.enabled = false;
  449. }
  450. else
  451. {
  452. this.m_OvrUI.enabled = !Note_Mgr.Instance.IsActive;
  453. }
  454. }
  455. if (RhythmAction_Mgr.NowDance == RhythmAction_Mgr.DanceType.BenchMark)
  456. {
  457. GameMain.Instance.SysShortcut.gameObject.SetActive(false);
  458. }
  459. if (!Note_Mgr.Instance.IsActive || RhythmAction_Mgr.NowDance == RhythmAction_Mgr.DanceType.BenchMark)
  460. {
  461. UnityEngine.Object.Destroy(this.m_ReadyPanel);
  462. }
  463. if (DanceMain.KaraokeMode || (RhythmAction_Mgr.IsVSDance && VsDanceDataMgr.Instance.CurrentSetting.isSpecifiedVictoryState))
  464. {
  465. return;
  466. }
  467. foreach (Maid maid in this.DanceMaid)
  468. {
  469. this.SetMaidFaceStop(maid, false);
  470. this.SetMaidFaceBlendStop(maid, false);
  471. this.Search_AllEffect(maid.transform, true);
  472. }
  473. base.StartCoroutine(this.CheckPause());
  474. }
  475. private void ToNextState()
  476. {
  477. if (DanceMain.KaraokeMode || (RhythmAction_Mgr.IsVSDance && VsDanceDataMgr.Instance.CurrentSetting.isSpecifiedVictoryState))
  478. {
  479. return;
  480. }
  481. RhythmAction_Mgr.DanceState nowState = RhythmAction_Mgr.NowState;
  482. if (nowState != RhythmAction_Mgr.DanceState.Dance_First)
  483. {
  484. if (nowState == RhythmAction_Mgr.DanceState.Dance_Second)
  485. {
  486. GameMain.Instance.CharacterMgr.status.SetFlag("バトル回数", 2);
  487. RhythmAction_Mgr.NowState = RhythmAction_Mgr.DanceState.Dance_First;
  488. }
  489. }
  490. else
  491. {
  492. GameMain.Instance.CharacterMgr.status.SetFlag("バトル回数", 1);
  493. if (RhythmAction_Mgr.IsVSDance)
  494. {
  495. RhythmAction_Mgr.NowState = RhythmAction_Mgr.DanceState.Dance_Second;
  496. }
  497. }
  498. }
  499. private void SwitchPause(bool is_pause, bool is_ready = false)
  500. {
  501. this.m_IsPause = is_pause;
  502. this.m_PausePanel.SetActive(this.m_IsPause && !is_ready);
  503. if (this.IsNewController && this.m_PausePanel.activeSelf)
  504. {
  505. GameMain.Instance.OvrMgr.OvrCamera.ShowUI(true);
  506. }
  507. this.ChoicesUIRecet();
  508. if (this.m_IsPause)
  509. {
  510. if (this.MovieMgr)
  511. {
  512. this.MovieMgr.Stop();
  513. }
  514. foreach (ParticleSystem particleSystem in this.m_AllParticleSystem)
  515. {
  516. if (particleSystem && particleSystem.gameObject.activeInHierarchy)
  517. {
  518. particleSystem.Pause();
  519. }
  520. }
  521. foreach (Animator animator in this.m_OtherAnimator)
  522. {
  523. animator.speed = 0f;
  524. }
  525. foreach (AudioSource audioSource in this.m_AudioMgrList)
  526. {
  527. audioSource.Pause();
  528. }
  529. GameMain.Instance.SoundMgr.GetAudioSourceBgm().Pause();
  530. }
  531. else
  532. {
  533. if (this.MovieMgr)
  534. {
  535. this.MovieMgr.Play();
  536. }
  537. foreach (ParticleSystem particleSystem2 in this.m_AllParticleSystem)
  538. {
  539. if (particleSystem2 && particleSystem2.gameObject.activeInHierarchy)
  540. {
  541. particleSystem2.Play();
  542. }
  543. }
  544. foreach (Animator animator2 in this.m_OtherAnimator)
  545. {
  546. animator2.speed = 1f;
  547. }
  548. foreach (AudioSource audioSource2 in this.m_AudioMgrList)
  549. {
  550. audioSource2.UnPause();
  551. }
  552. GameMain.Instance.SoundMgr.GetAudioSourceBgm().UnPause();
  553. }
  554. foreach (EllipsoidParticleEmitter ellipsoidParticleEmitter in this.m_AllParticleEmitter)
  555. {
  556. if (ellipsoidParticleEmitter)
  557. {
  558. ellipsoidParticleEmitter.enabled = !this.m_IsPause;
  559. }
  560. }
  561. for (int i = 0; i < this.DanceMaid.Count; i++)
  562. {
  563. Maid maid = this.DanceMaid[i];
  564. if (GameMain.Instance.VRMode && GameMain.Instance.CMSystem.GetTmpGenericFlag("ダンスOVRカメラタイプ") == 0)
  565. {
  566. RhythmAction_Mgr.PauseBackupLookTarget pauseBackupLookTarget2;
  567. if (this.m_IsPause)
  568. {
  569. RhythmAction_Mgr.PauseBackupLookTarget pauseBackupLookTarget = new RhythmAction_Mgr.PauseBackupLookTarget();
  570. pauseBackupLookTarget.m_backupHeadToCam = maid.body0.boHeadToCam;
  571. pauseBackupLookTarget.m_backupEyeToCam = maid.body0.boEyeToCam;
  572. pauseBackupLookTarget.m_backupEyeSorashi = maid.body0.boEyeSorashi;
  573. pauseBackupLookTarget.m_backupLookTarget = maid.body0.trsLookTarget;
  574. this.m_backupLookTarget[i] = pauseBackupLookTarget;
  575. maid.EyeToCamera(Maid.EyeMoveType.無視する, 0f);
  576. }
  577. else if (this.m_backupLookTarget.TryGetValue(i, out pauseBackupLookTarget2))
  578. {
  579. maid.body0.boHeadToCam = pauseBackupLookTarget2.m_backupHeadToCam;
  580. maid.body0.boEyeToCam = pauseBackupLookTarget2.m_backupEyeToCam;
  581. maid.body0.boEyeSorashi = pauseBackupLookTarget2.m_backupEyeSorashi;
  582. maid.body0.trsLookTarget = pauseBackupLookTarget2.m_backupLookTarget;
  583. }
  584. else
  585. {
  586. maid.EyeToCamera(Maid.EyeMoveType.目だけ向ける, 0f);
  587. }
  588. }
  589. maid.MabatakiUpdateStop = this.m_IsPause;
  590. }
  591. if (!is_ready)
  592. {
  593. GameMain.Instance.SoundMgr.PlaySystem(SoundMgr.SeType.Click);
  594. }
  595. }
  596. private void SelectContinue()
  597. {
  598. this.m_SelectEnd = false;
  599. this.m_SelectRecet = false;
  600. this.m_SelectSkip = false;
  601. this.ChoicesSelect(RhythmAction_Mgr.PauseChoices.Continue, true);
  602. }
  603. private void SelectEnd()
  604. {
  605. this.m_SelectEnd = true;
  606. this.m_SelectRecet = false;
  607. this.m_SelectSkip = false;
  608. this.ChoicesSelect(RhythmAction_Mgr.PauseChoices.End, true);
  609. }
  610. private void SelectRecet()
  611. {
  612. this.m_SelectEnd = true;
  613. this.m_SelectRecet = true;
  614. this.m_SelectSkip = false;
  615. this.ChoicesSelect(RhythmAction_Mgr.PauseChoices.Recet, true);
  616. }
  617. private void SelectSkip()
  618. {
  619. this.m_SelectEnd = false;
  620. this.m_SelectRecet = false;
  621. this.m_SelectSkip = true;
  622. this.ChoicesSelect(RhythmAction_Mgr.PauseChoices.Skip, true);
  623. }
  624. private void ChoicesSelect(RhythmAction_Mgr.PauseChoices select_choice, bool playse = true)
  625. {
  626. if (playse)
  627. {
  628. GameMain.Instance.SoundMgr.PlaySystem(SoundMgr.SeType.Hover);
  629. }
  630. foreach (RhythmAction_Mgr.ChoiceObjpair choiceObjpair in this.m_ChoiceUIList)
  631. {
  632. if (choiceObjpair.Choice == select_choice)
  633. {
  634. Utility.SetLocalizeTerm(choiceObjpair.UILocalize, choiceObjpair.CursorOnImage, true);
  635. }
  636. else
  637. {
  638. Utility.SetLocalizeTerm(choiceObjpair.UILocalize, choiceObjpair.CursorOffImage, true);
  639. }
  640. }
  641. }
  642. private void ChoicesUIRecet()
  643. {
  644. this.m_SelectEnd = false;
  645. this.m_SelectRecet = false;
  646. this.m_SelectSkip = false;
  647. this.ChoicesSelect(RhythmAction_Mgr.PauseChoices.Continue, false);
  648. }
  649. private void Decide_GameEnd()
  650. {
  651. GameMain.Instance.SoundMgr.PlaySystem(SoundMgr.SeType.Click);
  652. this.m_DanceMain.IsForceDanceEnd = this.m_SelectEnd;
  653. this.m_DanceMain.IsDanceSkip = this.m_SelectSkip;
  654. DanceMain.IsDanceRecet = this.m_SelectRecet;
  655. if (!this.m_DanceMain.IsForceDanceEnd && !this.m_SelectSkip)
  656. {
  657. this.SwitchPause(false, false);
  658. }
  659. else
  660. {
  661. foreach (Maid maid in this.DanceMaid)
  662. {
  663. maid.boMabataki = true;
  664. }
  665. }
  666. }
  667. private void AddEventMethod(GameObject ui, EventDelegate.Callback callback)
  668. {
  669. UIEventTrigger component = ui.GetComponent<UIEventTrigger>();
  670. EventDelegate.Add(component.onHoverOver, callback);
  671. EventDelegate.Add(component.onPress, new EventDelegate.Callback(this.Decide_GameEnd));
  672. }
  673. public void Search_AllEffect(Transform parent, bool isIgnoreAnime = false)
  674. {
  675. IEnumerator enumerator = parent.GetEnumerator();
  676. try
  677. {
  678. while (enumerator.MoveNext())
  679. {
  680. object obj = enumerator.Current;
  681. Transform transform = (Transform)obj;
  682. ParticleSystem component = transform.GetComponent<ParticleSystem>();
  683. EllipsoidParticleEmitter component2 = transform.GetComponent<EllipsoidParticleEmitter>();
  684. Animator component3 = transform.GetComponent<Animator>();
  685. AVProVideoPlayer component4 = transform.GetComponent<AVProVideoPlayer>();
  686. if (component)
  687. {
  688. this.m_AllParticleSystem.Add(component);
  689. }
  690. else if (component2)
  691. {
  692. this.m_AllParticleEmitter.Add(component2);
  693. }
  694. else if (component3 && !isIgnoreAnime)
  695. {
  696. this.m_OtherAnimator.Add(component3);
  697. }
  698. else if (component4)
  699. {
  700. this.MovieMgr = component4;
  701. }
  702. this.Search_AllEffect(transform, isIgnoreAnime);
  703. }
  704. }
  705. finally
  706. {
  707. IDisposable disposable;
  708. if ((disposable = (enumerator as IDisposable)) != null)
  709. {
  710. disposable.Dispose();
  711. }
  712. }
  713. }
  714. public void AddMgrParts(PartsMgrBase parts)
  715. {
  716. this.m_MgrPartsList.Add(parts);
  717. }
  718. public T GetMgrParts<T>() where T : PartsMgrBase
  719. {
  720. foreach (PartsMgrBase partsMgrBase in this.m_MgrPartsList)
  721. {
  722. if (partsMgrBase is T)
  723. {
  724. return (T)((object)partsMgrBase);
  725. }
  726. }
  727. 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]);
  728. return (T)((object)null);
  729. }
  730. public void RhythmGame_Start()
  731. {
  732. this.DanceStart();
  733. foreach (PartsMgrBase partsMgrBase in this.m_MgrPartsList)
  734. {
  735. if (partsMgrBase.IsActive)
  736. {
  737. partsMgrBase.StartAction();
  738. }
  739. }
  740. }
  741. public void RhythmGame_End()
  742. {
  743. if (GameMain.Instance.VRMode && this.m_OvrUI)
  744. {
  745. this.m_OvrUI.enabled = true;
  746. }
  747. base.StopAllCoroutines();
  748. foreach (PartsMgrBase partsMgrBase in this.m_MgrPartsList)
  749. {
  750. if (partsMgrBase.IsActive)
  751. {
  752. partsMgrBase.EndAction();
  753. }
  754. }
  755. this.ToNextState();
  756. }
  757. public void Pause()
  758. {
  759. this.SwitchPause(true, false);
  760. }
  761. public void Play()
  762. {
  763. this.SwitchPause(false, false);
  764. }
  765. public void AddParticleSystem(ParticleSystem particle)
  766. {
  767. if (!this.m_AllParticleSystem.Contains(particle))
  768. {
  769. this.m_AllParticleSystem.Add(particle);
  770. }
  771. if (particle.subEmitters.subEmittersCount > 0)
  772. {
  773. for (int i = 0; i < particle.subEmitters.subEmittersCount; i++)
  774. {
  775. this.AddParticleSystem(particle.subEmitters.GetSubEmitterSystem(i));
  776. }
  777. }
  778. }
  779. public void AddParticleSystem(ParticleSystem[] particle)
  780. {
  781. foreach (ParticleSystem particle2 in particle)
  782. {
  783. this.AddParticleSystem(particle2);
  784. }
  785. }
  786. public void RemoveParticleSystem(ParticleSystem particle)
  787. {
  788. if (this.m_AllParticleSystem.Contains(particle))
  789. {
  790. this.m_AllParticleSystem.Remove(particle);
  791. }
  792. if (particle.subEmitters.subEmittersCount > 0)
  793. {
  794. for (int i = 0; i < particle.subEmitters.subEmittersCount; i++)
  795. {
  796. this.RemoveParticleSystem(particle.subEmitters.GetSubEmitterSystem(i));
  797. }
  798. }
  799. }
  800. public void RemoveParticleSystem(ParticleSystem[] particle)
  801. {
  802. foreach (ParticleSystem particle2 in particle)
  803. {
  804. this.RemoveParticleSystem(particle2);
  805. }
  806. }
  807. public void AddAudioMgr(AudioSource[] audio_array)
  808. {
  809. foreach (AudioSource audio in audio_array)
  810. {
  811. this.AddAudioMgr(audio);
  812. }
  813. }
  814. public void AddAudioMgr(AudioSource audio)
  815. {
  816. if (!this.m_AudioMgrList.Contains(audio))
  817. {
  818. this.m_AudioMgrList.Add(audio);
  819. }
  820. }
  821. public void RemoveAudioMgr(AudioSource[] audio_array)
  822. {
  823. foreach (AudioSource audio in audio_array)
  824. {
  825. this.RemoveAudioMgr(audio);
  826. }
  827. }
  828. public void RemoveAudioMgr(AudioSource audio)
  829. {
  830. if (this.m_AudioMgrList.Contains(audio))
  831. {
  832. this.m_AudioMgrList.Remove(audio);
  833. }
  834. }
  835. public bool GetCamMoveStop()
  836. {
  837. return this.TimeLineStopInfo.CamMoveStop;
  838. }
  839. public void SetCamMoveStop(bool set)
  840. {
  841. this.TimeLineStopInfo.CamMoveStop = set;
  842. }
  843. public void SetTimeLineFace(int maid_no, string face)
  844. {
  845. Maid maid = GameMain.Instance.CharacterMgr.GetMaid(maid_no);
  846. if (this.TimeLineStopInfo.TimeLineFace.ContainsKey(maid))
  847. {
  848. this.TimeLineStopInfo.TimeLineFace[maid] = face;
  849. }
  850. else
  851. {
  852. this.TimeLineStopInfo.TimeLineFace.Add(maid, face);
  853. }
  854. }
  855. public void SetTimeLineFaceBlend(int maid_no, string face)
  856. {
  857. Maid maid = GameMain.Instance.CharacterMgr.GetMaid(maid_no);
  858. if (this.TimeLineStopInfo.TimeLineFaceBlend.ContainsKey(maid))
  859. {
  860. this.TimeLineStopInfo.TimeLineFaceBlend[maid] = face;
  861. }
  862. else
  863. {
  864. this.TimeLineStopInfo.TimeLineFaceBlend.Add(maid, face);
  865. }
  866. }
  867. public bool GetMaidFaceStop(int maid_no)
  868. {
  869. Maid maid = GameMain.Instance.CharacterMgr.GetMaid(maid_no);
  870. return this.GetMaidFaceStop(maid);
  871. }
  872. public bool GetMaidFaceStop(Maid maid)
  873. {
  874. return this.TimeLineStopInfo.FaceStop.ContainsKey(maid) && this.TimeLineStopInfo.FaceStop[maid];
  875. }
  876. public bool GetMaidFaceBlendStop(int maid_no)
  877. {
  878. Maid maid = GameMain.Instance.CharacterMgr.GetMaid(maid_no);
  879. return this.GetMaidFaceBlendStop(maid);
  880. }
  881. public bool GetMaidFaceBlendStop(Maid maid)
  882. {
  883. return this.TimeLineStopInfo.FaceBlendStop.ContainsKey(maid) && this.TimeLineStopInfo.FaceBlendStop[maid];
  884. }
  885. public void SetMaidFaceStop(Maid maid, bool set)
  886. {
  887. if (!this.TimeLineStopInfo.FaceStop.ContainsKey(maid) || !this.TimeLineStopInfo.TimeLineFace.ContainsKey(maid))
  888. {
  889. if (!this.TimeLineStopInfo.FaceStop.ContainsKey(maid))
  890. {
  891. this.TimeLineStopInfo.FaceStop.Add(maid, set);
  892. }
  893. return;
  894. }
  895. if (this.TimeLineStopInfo.FaceStop[maid] != set)
  896. {
  897. this.TimeLineStopInfo.FaceStop[maid] = set;
  898. if (!set)
  899. {
  900. maid.FaceAnime(this.TimeLineStopInfo.TimeLineFace[maid], 1f, 0);
  901. }
  902. }
  903. }
  904. public void SetMaidFaceBlendStop(Maid maid, bool set)
  905. {
  906. if (!this.TimeLineStopInfo.FaceBlendStop.ContainsKey(maid) || !this.TimeLineStopInfo.TimeLineFaceBlend.ContainsKey(maid))
  907. {
  908. if (!this.TimeLineStopInfo.FaceBlendStop.ContainsKey(maid))
  909. {
  910. this.TimeLineStopInfo.FaceBlendStop.Add(maid, set);
  911. }
  912. return;
  913. }
  914. if (this.TimeLineStopInfo.FaceBlendStop[maid] != set)
  915. {
  916. this.TimeLineStopInfo.FaceBlendStop[maid] = set;
  917. if (!set)
  918. {
  919. maid.FaceBlend(this.TimeLineStopInfo.TimeLineFaceBlend[maid]);
  920. }
  921. }
  922. }
  923. public void SetDanceReward(int reward)
  924. {
  925. if (RhythmAction_Mgr.NowDance != RhythmAction_Mgr.DanceType.Challenge)
  926. {
  927. return;
  928. }
  929. RhythmAction_Mgr.DanceReward += reward;
  930. }
  931. public void SetFocalSize(float focal_size)
  932. {
  933. if (this.m_MainCamDepth)
  934. {
  935. this.m_MainCamDepth.focalSize = focal_size;
  936. }
  937. }
  938. public IEnumerator DanceTimeCoroutine(float time_rimmit, Action<float> update_call, Action end_call = null)
  939. {
  940. float timer = 0f;
  941. for (;;)
  942. {
  943. if (!this.IsPause)
  944. {
  945. timer += this.DanceDeltaTime;
  946. if (update_call != null)
  947. {
  948. update_call(timer);
  949. }
  950. if (time_rimmit > 0f && timer > time_rimmit)
  951. {
  952. break;
  953. }
  954. }
  955. yield return null;
  956. }
  957. if (end_call != null)
  958. {
  959. end_call();
  960. }
  961. yield break;
  962. yield break;
  963. }
  964. public IEnumerator DanceTimeCoroutine(Action update_call, Func<bool> endcheck_call = null)
  965. {
  966. for (;;)
  967. {
  968. if (!this.IsPause)
  969. {
  970. if (update_call != null)
  971. {
  972. update_call();
  973. }
  974. if (endcheck_call != null && endcheck_call())
  975. {
  976. break;
  977. }
  978. }
  979. yield return null;
  980. }
  981. yield break;
  982. yield break;
  983. }
  984. public void StartTimeCroutine(float time_rimmit, Action<float> update_call, Action end_call = null)
  985. {
  986. base.StartCoroutine(this.DanceTimeCoroutine(time_rimmit, update_call, end_call));
  987. }
  988. public void StartTimeCroutine(Action update_call, Func<bool> endcheck_call = null)
  989. {
  990. base.StartCoroutine(this.DanceTimeCoroutine(update_call, endcheck_call));
  991. }
  992. public void InstanceInit()
  993. {
  994. RhythmAction_Mgr.m_Instance = this;
  995. }
  996. public void KaraokeEnd()
  997. {
  998. if (this.m_RhythmActionCam)
  999. {
  1000. UnityEngine.Object.Destroy(this.m_RhythmActionCam.gameObject);
  1001. }
  1002. UnityEngine.Object.Destroy(base.gameObject);
  1003. }
  1004. public static void RewardRecet()
  1005. {
  1006. RhythmAction_Mgr.DanceReward = 0;
  1007. }
  1008. public static void KaraokeRecet()
  1009. {
  1010. RhythmAction_Mgr.NowState = RhythmAction_Mgr.DanceState.Dance_First;
  1011. MotionAction_Mgr.CaptureFlagRecet();
  1012. }
  1013. public static void SetDanceType(RhythmAction_Mgr.DanceType type)
  1014. {
  1015. if (type == RhythmAction_Mgr.DanceType.VrDance)
  1016. {
  1017. return;
  1018. }
  1019. RhythmAction_Mgr.m_DanceType = type;
  1020. if (RhythmAction_Mgr.m_DanceType != RhythmAction_Mgr.DanceType.VS_Skip)
  1021. {
  1022. ShootCutInTex.TextureClear(DanceBattle_Mgr.CharaType.Player);
  1023. }
  1024. RhythmAction_Mgr.NowState = RhythmAction_Mgr.DanceState.Dance_First;
  1025. MotionAction_Mgr.CaptureFlagRecet();
  1026. if (RhythmAction_Mgr.m_DanceType == RhythmAction_Mgr.DanceType.Challenge)
  1027. {
  1028. RhythmAction_Mgr.DoChallengeDance = true;
  1029. RhythmAction_Mgr.RewardRecet();
  1030. }
  1031. }
  1032. public const string RhythmResouce_Path = "SceneDance/Rhythm_Action/";
  1033. public const string DanceSelectResouce_Path = "SceneDanceSelect/Rhythm_Action/";
  1034. public const string RhythmCSVPath = "csv_rhythm_action/";
  1035. public const int BenchMarkID = -100;
  1036. public const string TestResourcePath = "SceneDance/Rhythm_Action/TestResources/";
  1037. public const string ToolResource_path = "SceneDance/Rhythm_Action/Tools/";
  1038. private static RhythmAction_Mgr.DanceType m_DanceType = RhythmAction_Mgr.DanceType.View;
  1039. public static bool DoChallengeDance;
  1040. private static RhythmAction_Mgr m_Instance;
  1041. private List<PartsMgrBase> m_MgrPartsList = new List<PartsMgrBase>();
  1042. [SerializeField]
  1043. private GameObject m_PausePanel;
  1044. [SerializeField]
  1045. [Header("「Ready?」の表示時間")]
  1046. private float m_ReadyWaitTime = 2f;
  1047. [SerializeField]
  1048. [Header("「Ready?」フェードアウト時間")]
  1049. private float m_ReadyFadeTime = 0.5f;
  1050. [SerializeField]
  1051. private GameObject m_ReadyPanel;
  1052. [SerializeField]
  1053. [Header("csvフォルダ名")]
  1054. private string m_UseMusicName;
  1055. private DanceMain m_DanceMain;
  1056. private bool m_IsPause;
  1057. private List<ParticleSystem> m_AllParticleSystem = new List<ParticleSystem>();
  1058. private List<EllipsoidParticleEmitter> m_AllParticleEmitter = new List<EllipsoidParticleEmitter>();
  1059. private List<Animator> m_OtherAnimator = new List<Animator>();
  1060. private List<AudioSource> m_AudioMgrList = new List<AudioSource>();
  1061. private float m_NowTime;
  1062. private float m_LastTime;
  1063. private OvrUI m_OvrUI;
  1064. private Vector3 m_FirstScreen;
  1065. [Header("VR時カメラ設定")]
  1066. [SerializeField]
  1067. [Header("VR時のカメラとの距離")]
  1068. private float m_CameraLength = 1f;
  1069. [SerializeField]
  1070. [Header("VR時はnGUIを少し下げる")]
  1071. private float m_UIDown = 0.5f;
  1072. private RhythmAction_Mgr.TimeLineStop TimeLineStopInfo = new RhythmAction_Mgr.TimeLineStop();
  1073. private bool m_SelectEnd;
  1074. private bool m_SelectRecet;
  1075. private bool m_SelectSkip;
  1076. [SerializeField]
  1077. [Header("フリー以外の時は選択肢UIを少し下に下げる")]
  1078. private float m_ChoiceUIDown = 65f;
  1079. [SerializeField]
  1080. [Header("ポーズ中の各選択肢毎に設定するUI")]
  1081. private List<RhythmAction_Mgr.ChoiceObjpair> m_ChoiceUIList = new List<RhythmAction_Mgr.ChoiceObjpair>();
  1082. private bool m_OrijinDepthEnable;
  1083. private DepthOfFieldScatter m_MainCamDepth;
  1084. private float m_OrijinFocalSize;
  1085. [SerializeField]
  1086. [Header("黒背景")]
  1087. private GameObject m_BlackBG;
  1088. [SerializeField]
  1089. [Header("Readyでもダンスを止めないフラグ")]
  1090. private bool m_ReadyNotStop;
  1091. [SerializeField]
  1092. [Header("音ゲーのレイヤー")]
  1093. private LayerMask m_RhythmActionLayer = -1;
  1094. [SerializeField]
  1095. [Header("音ゲーのレイヤー(2D時)")]
  1096. private LayerMask m_RhythmAction2DLayer = -1;
  1097. private List<Maid> m_FactOrderList = new List<Maid>();
  1098. private bool m_IsOrijinTablet;
  1099. private Camera m_RhythmActionCam;
  1100. private RenderTexture m_RhythmActionTex;
  1101. private Material m_ScreenMat;
  1102. private Camera m_NguiCam;
  1103. private AVRControllerBehavior.LIMIT_MODE m_OrijinLimit;
  1104. private bool m_IsStart;
  1105. [SerializeField]
  1106. [Header("ペンライトのオフセット")]
  1107. private Vector3 m_PenlightOffset = new Vector3(0f, -0.01f, -0.06f);
  1108. [SerializeField]
  1109. [Header("ペンライトのサイズ")]
  1110. private Vector3 m_PenlightScale = new Vector3(1.25f, 1.25f, 2f);
  1111. private GameObject m_LeftPenlight;
  1112. private GameObject m_RightPenlight;
  1113. private Dictionary<int, RhythmAction_Mgr.PauseBackupLookTarget> m_backupLookTarget = new Dictionary<int, RhythmAction_Mgr.PauseBackupLookTarget>();
  1114. public enum DanceType
  1115. {
  1116. Free,
  1117. Challenge,
  1118. VS,
  1119. Encore,
  1120. View,
  1121. BenchMark,
  1122. Touch,
  1123. VS_Skip,
  1124. VrDance
  1125. }
  1126. public enum DanceState
  1127. {
  1128. Dance_First,
  1129. Dance_Second
  1130. }
  1131. private class TimeLineStop
  1132. {
  1133. public bool CamMoveStop;
  1134. public Dictionary<Maid, bool> FaceStop = new Dictionary<Maid, bool>();
  1135. public Dictionary<Maid, bool> FaceBlendStop = new Dictionary<Maid, bool>();
  1136. public Dictionary<Maid, string> TimeLineFace = new Dictionary<Maid, string>();
  1137. public Dictionary<Maid, string> TimeLineFaceBlend = new Dictionary<Maid, string>();
  1138. }
  1139. private enum PauseChoices
  1140. {
  1141. Continue,
  1142. End,
  1143. Recet,
  1144. Skip
  1145. }
  1146. [Serializable]
  1147. private class ChoiceObjpair
  1148. {
  1149. public RhythmAction_Mgr.PauseChoices Choice;
  1150. public GameObject EventUI;
  1151. public string CursorOnImage;
  1152. public string CursorOffImage;
  1153. [HideInInspector]
  1154. public Localize UILocalize;
  1155. }
  1156. private class PauseBackupLookTarget
  1157. {
  1158. public bool m_backupHeadToCam;
  1159. public bool m_backupEyeToCam;
  1160. public bool m_backupEyeSorashi;
  1161. public Transform m_backupLookTarget;
  1162. }
  1163. }