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8
Assets/Scripts/Game/Animations/Camera.meta
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Assets/Scripts/Game/Animations/Camera.meta
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fileFormatVersion: 2
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guid: 486b800798d495647b597ab969133165
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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86
Assets/Scripts/Game/Animations/Camera/CameraFieldOfView.cs
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86
Assets/Scripts/Game/Animations/Camera/CameraFieldOfView.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Ichni.RhythmGame.Beatmap;
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using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public partial class CameraFieldOfView : AnimationBase
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{
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public FlexibleFloat fieldOfView;
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public GameCamera targetGameCamera;
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public static CameraFieldOfView GenerateElement(string elementName, Guid id,
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List<string> tags, bool isFirstGenerated, GameCamera gameCamera, FlexibleFloat fieldOfView)
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{
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CameraFieldOfView camFOV = Instantiate(GameManager.instance.basePrefabs.emptyObject)
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.AddComponent<CameraFieldOfView>();
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camFOV.Initialize(elementName, id, tags, isFirstGenerated, gameCamera);
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camFOV.animatedObject = gameCamera;
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camFOV.targetGameCamera = gameCamera;
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camFOV.fieldOfView = fieldOfView;
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camFOV.animationReturnType = FlexibleReturnType.Before;
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return camFOV;
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}
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public override void SetDefaultSubmodules()
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{
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timeDurationSubmodule = new TimeDurationSubmodule(this);
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}
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protected override void UpdateAnimation(float songTime)
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{
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fieldOfView.UpdateFlexibleFloat(songTime);
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if (fieldOfView.returnType == FlexibleReturnType.MiddleExecuting)
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{
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targetGameCamera.perspectiveAngle = fieldOfView.value;
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targetGameCamera.gameCamera.fieldOfView = fieldOfView.value;
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}
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}
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public override void ApplyTimeOffset(float offset)
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{
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base.ApplyTimeOffset(offset);
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fieldOfView.animations.ForEach(anim => anim.ApplyTimeOffset(offset));
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}
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}
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public partial class CameraFieldOfView
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{
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public override void SaveBM()
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{
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matchedBM = new CameraFieldOfView_BM(elementName, elementGuid, tags, targetGameCamera.matchedBM as GameCamera_BM, fieldOfView.ConvertToBM());
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}
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}
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namespace Beatmap
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{
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public partial class CameraFieldOfView_BM : AnimationBase_BM
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{
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public FlexibleFloat_BM fieldOfView;
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public CameraFieldOfView_BM()
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{
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}
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public CameraFieldOfView_BM(string elementName, Guid elementGuid, List<string> tags,
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GameElement_BM attachedElement, FlexibleFloat_BM fieldOfView)
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: base(elementName, elementGuid, tags, attachedElement)
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{
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this.fieldOfView = fieldOfView;
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}
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public override void ExecuteBM()
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{
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matchedElement = CameraFieldOfView.GenerateElement(elementName, elementGuid, tags, false,
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GetElement(attachedElementGuid) as GameCamera, fieldOfView.ConvertToGameType());
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}
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 8c20f8d0710209c43be21a05b1d89871
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -40,9 +40,16 @@ namespace Ichni.RhythmGame
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positionY.UpdateFlexibleFloat(songTime);
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positionZ.UpdateFlexibleFloat(songTime);
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if ((positionX.returnType is FlexibleReturnType.MiddleExecuting || positionX.isSwitchingReturnType) ||
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(positionY.returnType is FlexibleReturnType.MiddleExecuting || positionY.isSwitchingReturnType) ||
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(positionZ.returnType is FlexibleReturnType.MiddleExecuting || positionZ.isSwitchingReturnType))
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if (positionX.returnType is FlexibleReturnType.MiddleExecuting ||
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positionY.returnType is FlexibleReturnType.MiddleExecuting ||
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positionZ.returnType is FlexibleReturnType.MiddleExecuting)
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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Vector3 currentPosition = new Vector3(positionX.value, positionY.value, positionZ.value);
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targetTransformSubmodule.positionOffset += currentPosition;
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targetTransformSubmodule.positionDirtyMark = true;
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}
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else if (positionX.isSwitchingReturnType || positionY.isSwitchingReturnType || positionZ.isSwitchingReturnType)
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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Vector3 currentPosition = new Vector3(positionX.value, positionY.value, positionZ.value);
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@@ -43,9 +43,16 @@ namespace Ichni.RhythmGame
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scaleY.UpdateFlexibleFloat(songTime);
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scaleZ.UpdateFlexibleFloat(songTime);
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if ((scaleX.returnType is FlexibleReturnType.MiddleExecuting || scaleX.isSwitchingReturnType) ||
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(scaleY.returnType is FlexibleReturnType.MiddleExecuting || scaleY.isSwitchingReturnType) ||
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(scaleZ.returnType is FlexibleReturnType.MiddleExecuting || scaleZ.isSwitchingReturnType))
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if (scaleX.returnType is FlexibleReturnType.MiddleExecuting ||
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scaleY.returnType is FlexibleReturnType.MiddleExecuting ||
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scaleZ.returnType is FlexibleReturnType.MiddleExecuting)
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);
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targetTransformSubmodule.scaleOffset += currentScale;
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targetTransformSubmodule.scaleDirtyMark = true;
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}
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else if (scaleX.isSwitchingReturnType || scaleY.isSwitchingReturnType || scaleZ.isSwitchingReturnType)
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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Vector3 currentScale = new Vector3(scaleX.value, scaleY.value, scaleZ.value);
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@@ -57,7 +64,7 @@ namespace Ichni.RhythmGame
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animationReturnType = FlexibleReturnType.MiddleInterval;
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}
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}
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public override void ApplyTimeOffset(float offset)
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{
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base.ApplyTimeOffset(offset);
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@@ -38,9 +38,16 @@ namespace Ichni.RhythmGame
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eulerAngleY.UpdateFlexibleFloat(songTime);
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eulerAngleZ.UpdateFlexibleFloat(songTime);
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if ((eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting || eulerAngleX.isSwitchingReturnType) ||
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(eulerAngleY.returnType is FlexibleReturnType.MiddleExecuting || eulerAngleY.isSwitchingReturnType) ||
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(eulerAngleZ.returnType is FlexibleReturnType.MiddleExecuting || eulerAngleZ.isSwitchingReturnType))
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if (eulerAngleX.returnType is FlexibleReturnType.MiddleExecuting ||
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eulerAngleY.returnType is FlexibleReturnType.MiddleExecuting ||
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eulerAngleZ.returnType is FlexibleReturnType.MiddleExecuting)
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value);
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targetTransformSubmodule.eulerAnglesOffset += currentEulerAngles;
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targetTransformSubmodule.eulerAnglesDirtyMark = true;
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}
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else if (eulerAngleX.isSwitchingReturnType || eulerAngleY.isSwitchingReturnType || eulerAngleZ.isSwitchingReturnType)
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{
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animationReturnType = FlexibleReturnType.MiddleExecuting;
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Vector3 currentEulerAngles = new Vector3(eulerAngleX.value, eulerAngleY.value, eulerAngleZ.value);
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