Merge branch 'main' into SP3-1-Rendering

This commit is contained in:
Brandon Mak 2023-03-10 17:29:24 +08:00
commit 683ce6146a
43 changed files with 6119 additions and 510 deletions

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@ -3071,13 +3071,14 @@
Collider Component: Collider Component:
Colliders: Colliders:
- Is Trigger: false - Is Trigger: false
Collision Tag: 0 Collision Tag: 1
Type: Box Type: Capsule
Half Extents: {x: 0.400000006, y: 0.5, z: 0.300000012} Radius: 0.300000012
Height: 0.300000012
Friction: 0.400000006 Friction: 0.400000006
Bounciness: 0 Bounciness: 0
Density: 1 Density: 1
Position Offset: {x: 0, y: 0.25, z: 0} Position Offset: {x: 0, y: 0.300000012, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0} Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true IsActive: true
Scripts: Scripts:
@ -3107,8 +3108,6 @@
throwItem: false throwItem: false
rayDistance: 0.75 rayDistance: 0.75
rayHeight: 0.100000001 rayHeight: 0.100000001
aimingFOV: 50
defaultFOV: 45
- EID: 3 - EID: 3
Name: HoldingPoint Name: HoldingPoint
IsActive: true IsActive: true
@ -14094,9 +14093,7 @@
IsActive: true IsActive: true
NumberOfChildren: 0 NumberOfChildren: 0
Components: ~ Components: ~
Scripts: Scripts: ~
- Type: SHADE_Scripting.UI.TweenManager
Enabled: true
- EID: 549 - EID: 549
Name: StealFoodCanvas Name: StealFoodCanvas
IsActive: true IsActive: true
@ -14178,7 +14175,7 @@
NumberOfChildren: 0 NumberOfChildren: 0
Components: ~ Components: ~
Scripts: Scripts:
- Type: SHADE_Scripting.UI.TweenManager - Type: TweenManager
Enabled: true Enabled: true
- EID: 554 - EID: 554
Name: CameraPoints Name: CameraPoints

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@ -10,6 +10,7 @@
Color: {x: 1, y: 1, z: 1, w: 1} Color: {x: 1, y: 1, z: 1, w: 1}
Layer: 4294967295 Layer: 4294967295
Strength: 0 Strength: 0
Casting Shadows: false
IsActive: true IsActive: true
Scripts: ~ Scripts: ~
- EID: 1 - EID: 1
@ -152,7 +153,7 @@
NumberOfChildren: 0 NumberOfChildren: 0
Components: ~ Components: ~
Scripts: Scripts:
- Type: SHADE_Scripting.UI.TweenManager - Type: TweenManager
Enabled: true Enabled: true
- EID: 450 - EID: 450
Name: TransitionCanvas Name: TransitionCanvas

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@ -297,6 +297,7 @@
Color: {x: 1, y: 1, z: 1, w: 1} Color: {x: 1, y: 1, z: 1, w: 1}
Layer: 4294967295 Layer: 4294967295
Strength: 0 Strength: 0
Casting Shadows: false
IsActive: true IsActive: true
Scripts: ~ Scripts: ~
- EID: 3 - EID: 3
@ -337,7 +338,7 @@
NumberOfChildren: 0 NumberOfChildren: 0
Components: ~ Components: ~
Scripts: Scripts:
- Type: SHADE_Scripting.UI.TweenManager - Type: TweenManager
Enabled: true Enabled: true
- EID: 13 - EID: 13
Name: How To Play Canvas Name: How To Play Canvas

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@ -10,6 +10,7 @@
Color: {x: 1, y: 1, z: 1, w: 1} Color: {x: 1, y: 1, z: 1, w: 1}
Layer: 4294967295 Layer: 4294967295
Strength: 0 Strength: 0
Casting Shadows: false
IsActive: true IsActive: true
Scripts: ~ Scripts: ~
- EID: 1 - EID: 1
@ -152,7 +153,7 @@
NumberOfChildren: 0 NumberOfChildren: 0
Components: ~ Components: ~
Scripts: Scripts:
- Type: SHADE_Scripting.UI.TweenManager - Type: TweenManager
Enabled: true Enabled: true
- EID: 450 - EID: 450
Name: TransitionCanvas Name: TransitionCanvas

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@ -38,6 +38,7 @@
idleClip: 227450439 idleClip: 227450439
runClip: 229125027 runClip: 229125027
pickUpClip: 219605278 pickUpClip: 219605278
controlAniSys: true
- EID: 1 - EID: 1
Name: Default Name: Default
IsActive: true IsActive: true
@ -80,3 +81,4 @@
idleClip: 0 idleClip: 0
runClip: 0 runClip: 0
pickUpClip: 0 pickUpClip: 0
controlAniSys: false

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@ -13,6 +13,8 @@ namespace SHADE.Test
private AnimationClipAsset runClip; private AnimationClipAsset runClip;
[SerializeField] [SerializeField]
private AnimationClipAsset pickUpClip; private AnimationClipAsset pickUpClip;
[SerializeField]
private bool controlAniSys = false;
#endregion #endregion
#region Components #region Components
@ -34,19 +36,30 @@ namespace SHADE.Test
// Play animations // Play animations
if (Input.GetKeyUp(Input.KeyCode.Equals)) if (Input.GetKeyUp(Input.KeyCode.Equals))
{ {
playFunc(fullClip); if (fullClip)
playFunc(fullClip);
} }
else if (Input.GetKeyUp(Input.KeyCode.Alpha1)) else if (Input.GetKeyUp(Input.KeyCode.Alpha1))
{ {
playFunc(idleClip); if (idleClip)
playFunc(idleClip);
} }
else if (Input.GetKeyUp(Input.KeyCode.Alpha2)) else if (Input.GetKeyUp(Input.KeyCode.Alpha2))
{ {
playFunc(runClip); if (runClip)
playFunc(runClip);
} }
else if (Input.GetKeyUp(Input.KeyCode.Alpha3)) else if (Input.GetKeyUp(Input.KeyCode.Alpha3))
{ {
playFunc(pickUpClip); if (pickUpClip)
playFunc(pickUpClip);
}
// Play and pause
if (controlAniSys && Input.GetKeyUp(Input.KeyCode.Space))
{
AnimationSystem.TimeScale = AnimationSystem.TimeScale > 0.0f ? 0.0f
: AnimationSystem.DefaultTimeScale;
} }
} }
#endregion #endregion

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@ -156,7 +156,7 @@ public partial class LeafSearch : BehaviourTreeNode
//Draw a ray, succeed if ray is unobstructed //Draw a ray, succeed if ray is unobstructed
Vector3 eyePosition = transform.GlobalPosition + eyeOffset; Vector3 eyePosition = transform.GlobalPosition + eyeOffset;
BoxCollider playerCollider = player.GetValueOrDefault().GetComponent<Collider>().GetCollisionShape<BoxCollider>(0); Collider playerCollider = player.GetValueOrDefault().GetComponent<Collider>();
if (playerCollider == null) if (playerCollider == null)
{ {
//Debug.Log("Failure: Player has no collider"); //Debug.Log("Failure: Player has no collider");
@ -167,7 +167,7 @@ public partial class LeafSearch : BehaviourTreeNode
} }
//Ray destination to target the centre of the player's collider instead of transform position //Ray destination to target the centre of the player's collider instead of transform position
//Since transform position is often the raccoon's base and the ray needs to hit somewhere higher to be more reliable //Since transform position is often the raccoon's base and the ray needs to hit somewhere higher to be more reliable
Vector3 rayDestination = plrT.GlobalPosition + plrT.GlobalScale * playerCollider.PositionOffset; Vector3 rayDestination = plrT.GlobalPosition + plrT.GlobalScale * playerCollider.GetCollisionShape(0).PositionOffset;
Ray sightRay = new Ray(eyePosition, rayDestination - eyePosition); Ray sightRay = new Ray(eyePosition, rayDestination - eyePosition);
RaycastHit sightRayHit = Physics.Raycast(sightRay, false, (ushort)65535)[0]; RaycastHit sightRayHit = Physics.Raycast(sightRay, false, (ushort)65535)[0];
//As of November 2022, RaycastHit contains only the FIRST object hit by //As of November 2022, RaycastHit contains only the FIRST object hit by

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@ -86,12 +86,17 @@ public class Item : Script
if (returnBack && !dontReturn) if (returnBack && !dontReturn)
{ {
if (rb)
{
rb.LinearVelocity = Vector3.Zero;
rb.AngularVelocity = Vector3.Zero;
rb.ClearForces();
rb.ClearTorque();
}
if(transform) if(transform)
transform.LocalPosition = firstPostion; transform.LocalPosition = firstPostion;
if (rb)
rb.LinearVelocity = Vector3.Zero;
returnBack = false; returnBack = false;
} }

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@ -3,13 +3,28 @@ using System;
public class PlayerIdleState : BaseState public class PlayerIdleState : BaseState
{ {
public PlayerIdleState(StateMachine stateMachine) : base(stateMachine) private bool holdItem;
public PlayerIdleState(StateMachine stateMachine, bool hi) : base(stateMachine)
{ {
stateName = "Idle State"; stateName = "Idle State";
holdItem = hi;
} }
public override void OnEnter() public override void OnEnter()
{ {
//Debug.Log("WALK ENTER"); //Debug.Log("WALK ENTER");
if (PlayerAnimations.Instance)
{
if (!holdItem)
{
PlayerAnimations.Instance.playerAnimator.Play(PlayerAnimations.Instance.playerIdleClip);
PlayerAnimations.Instance.BagAnimator.Play(PlayerAnimations.Instance.playerIdleClip);
}
else
{
PlayerAnimations.Instance.playerAnimator.Play(PlayerAnimations.Instance.playerCarryIdleClip);
PlayerAnimations.Instance.BagAnimator.Play(PlayerAnimations.Instance.playerCarryIdleClip);
}
}
} }
public override void update() public override void update()
{ {

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@ -1,4 +1,5 @@
using SHADE; using SHADE;
using SHADE_Scripting.Audio;
using System; using System;
public class PlayerRunState : BaseState public class PlayerRunState : BaseState
@ -13,6 +14,11 @@ public class PlayerRunState : BaseState
public override void OnEnter() public override void OnEnter()
{ {
//Debug.Log("WALK ENTER"); //Debug.Log("WALK ENTER");
if (PlayerAnimations.Instance)
{
PlayerAnimations.Instance.playerAnimator.Play(PlayerAnimations.Instance.playerRunClip);
PlayerAnimations.Instance.BagAnimator.Play(PlayerAnimations.Instance.playerRunClip);
}
} }
public override void update() public override void update()
{ {
@ -21,7 +27,7 @@ public class PlayerRunState : BaseState
if (timer > delay) if (timer > delay)
{ {
Audio.PlaySFXOnce2D("event:/Raccoon/raccoon_footsteps"); AudioHandler.audioClipHandlers["footsteps"].Play();
timer = 0; timer = 0;
} }
} }

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@ -1,18 +1,38 @@
using SHADE; using SHADE;
using SHADE_Scripting.Audio;
using System; using System;
public class PlayerWalkState : BaseState public class PlayerWalkState : BaseState
{ {
private float timer; private float timer;
private float delay = 0.5f; private float delay = 0.5f;
public PlayerWalkState(StateMachine stateMachine) : base(stateMachine) private bool holdItem;
public PlayerWalkState(StateMachine stateMachine, bool hi) : base(stateMachine)
{ {
stateName = "Walk State"; stateName = "Walk State";
holdItem = hi;
} }
public override void OnEnter() public override void OnEnter()
{ {
//Debug.Log("WALK ENTER"); //Debug.Log("WALK ENTER");
timer = delay; timer = delay;
if (PlayerAnimations.Instance)
{
if (!holdItem)
{
if(PlayerAnimations.Instance.playerWalkClip)
PlayerAnimations.Instance.playerAnimator.Play(PlayerAnimations.Instance.playerWalkClip);
if(PlayerAnimations.Instance.playerWalkClip)
PlayerAnimations.Instance.BagAnimator.Play(PlayerAnimations.Instance.playerWalkClip);
}
else
{
if(PlayerAnimations.Instance.playerCarryWalkClip)
PlayerAnimations.Instance.playerAnimator.Play(PlayerAnimations.Instance.playerCarryWalkClip);
if(PlayerAnimations.Instance.playerCarryWalkClip)
PlayerAnimations.Instance.BagAnimator.Play(PlayerAnimations.Instance.playerCarryWalkClip);
}
}
} }
public override void update() public override void update()
{ {
@ -21,7 +41,7 @@ public class PlayerWalkState : BaseState
if (timer > delay) if (timer > delay)
{ {
Audio.PlaySFXOnce2D("event:/Raccoon/raccoon_footsteps"); AudioHandler.audioClipHandlers["footsteps"].Play();
timer = 0; timer = 0;
} }
} }

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@ -34,11 +34,6 @@ public class PickAndThrow : Script
[Tooltip("Height of ray")] [Tooltip("Height of ray")]
public float rayHeight = 0.1f; public float rayHeight = 0.1f;
[Tooltip("FOV when you aim")]
public float aimingFOV = 50;
[Tooltip("Default FOV")]
public float defaultFOV = 45;
protected override void awake() protected override void awake()
{ {
pc = GetScript<PlayerController>(); pc = GetScript<PlayerController>();
@ -85,7 +80,7 @@ public class PickAndThrow : Script
pc.camArm.ArmLength = aimingLength; pc.camArm.ArmLength = aimingLength;
prevTargetOffSet = pc.camArm.TargetOffset; prevTargetOffSet = pc.camArm.TargetOffset;
pc.camArm.TargetOffset = cameraArmOffSet; pc.camArm.TargetOffset = cameraArmOffSet;
pc.cam.FOV = aimingFOV; pc.cam.FOV = Settings.cameraFOV + 5;
} }
if (Input.GetMouseButtonUp(Input.MouseCode.LeftButton) && pc.isAiming) if (Input.GetMouseButtonUp(Input.MouseCode.LeftButton) && pc.isAiming)
@ -95,7 +90,7 @@ public class PickAndThrow : Script
itemCollider.GetCollisionShape(0).IsTrigger = false; itemCollider.GetCollisionShape(0).IsTrigger = false;
pc.isAiming = false; pc.isAiming = false;
pc.camArm.TargetOffset = prevTargetOffSet; pc.camArm.TargetOffset = prevTargetOffSet;
pc.cam.FOV = defaultFOV; pc.cam.FOV = Settings.cameraFOV;
if (tpc) if (tpc)
pc.camArm.ArmLength = tpc.armLength; pc.camArm.ArmLength = tpc.armLength;
pc.holdItem = false; pc.holdItem = false;
@ -116,7 +111,7 @@ public class PickAndThrow : Script
if (Input.GetMouseButtonDown(Input.MouseCode.RightButton) && pc.isAiming) if (Input.GetMouseButtonDown(Input.MouseCode.RightButton) && pc.isAiming)
{ {
pc.isAiming = false; pc.isAiming = false;
pc.cam.FOV = defaultFOV; pc.cam.FOV = Settings.cameraFOV;
pc.camArm.TargetOffset = prevTargetOffSet; pc.camArm.TargetOffset = prevTargetOffSet;
if (tpc) if (tpc)
pc.camArm.ArmLength = tpc.armLength; pc.camArm.ArmLength = tpc.armLength;

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@ -0,0 +1,81 @@
using SHADE;
using System;
using System.Collections.Generic;
public class PlayerAnimations : Script
{
#region Raccoon
[SerializeField]
public AnimationClipAsset playerIdleClip; // done
[SerializeField]
public AnimationClipAsset playerWalkClip; // done
[SerializeField]
public AnimationClipAsset playerRunClip; // done
[SerializeField]
public AnimationClipAsset playerPickUpClip;
[SerializeField]
public AnimationClipAsset playerCarryIdleClip; // done
[SerializeField]
public AnimationClipAsset playerCarryWalkClip; // done
[SerializeField]
public AnimationClipAsset playerThrowClip;
[SerializeField]
public AnimationClipAsset playerJumpStartClip;
[SerializeField]
public AnimationClipAsset playerJumpLoopClip;
[SerializeField]
public AnimationClipAsset playerJumpEndClip;
#endregion
#region Animator
public Animator playerAnimator { get; private set; }
public Animator BagAnimator { get; private set; }
public Animator silhoPlayerAnimator { get; private set; }
public Animator silhoBagAnimator { get; private set; }
#endregion
#region silhouette
public GameObject silhouettePlayer;
public GameObject silhouetteBag;
#endregion
public static PlayerAnimations Instance { get; private set; }
protected override void awake()
{
if (Instance != null && Instance != this)
RemoveScript<PlayerAnimations>();
else
Instance = this;
playerAnimator = GetComponent<Animator>();
if (!playerAnimator)
Debug.LogError("Player Animator is MISSING!");
BagAnimator = GetComponentInChildren<Animator>();
if (!BagAnimator)
Debug.LogError("Bag Animator is MISSING!");
if(!silhouettePlayer)
silhoPlayerAnimator = silhouettePlayer.GetComponent<Animator>();
else
Debug.LogError("Silho Player is MISSING!");
if (!silhoPlayerAnimator)
Debug.LogError("Silho Player Animator is MISSING!");
if(!silhouetteBag)
silhoBagAnimator = silhouetteBag.GetComponent<Animator>();
else
Debug.LogError("Silho bag is MISSING!");
if (!silhoBagAnimator)
Debug.LogError("Silho Player Animator is MISSING!");
}
protected override void onDestroy()
{
if (Instance == this)
Instance = null;
}
}

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@ -0,0 +1,3 @@
Name: SC_PlayerAnimations
ID: 159045981
Type: 9

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@ -1,6 +1,7 @@
using SHADE; using SHADE;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using SHADE_Scripting.Audio;
using static Item; using static Item;
public class PlayerController : Script public class PlayerController : Script
@ -32,7 +33,7 @@ public class PlayerController : Script
private float delayTimer = 0.0f; private float delayTimer = 0.0f;
[Tooltip("The current state fo the raccoon")] [Tooltip("The current state fo the raccoon")]
public RaccoonStates currentState = RaccoonStates.IDLE; public RaccoonStates currentState;
//Movement variables============================================================ //Movement variables============================================================
[Tooltip("Max vel for walking")] [Tooltip("Max vel for walking")]
@ -98,17 +99,17 @@ public class PlayerController : Script
//rigidbody check //rigidbody check
rb = GetComponent<RigidBody>(); rb = GetComponent<RigidBody>();
if (!rb) if (!rb)
Debug.LogError("RigidBody is NULL!"); Debug.LogError("RigidBody is MISSING!");
//Transform check //Transform check
tranform = GetComponent<Transform>(); tranform = GetComponent<Transform>();
if(!tranform) if(!tranform)
Debug.LogError("tranform is NULL!"); Debug.LogError("tranform is MISSING!");
stateMachine = AddScript<StateMachine>(); stateMachine = AddScript<StateMachine>();
Dictionary<Type, BaseState> dictionary = new Dictionary<Type, BaseState>(); Dictionary<Type, BaseState> dictionary = new Dictionary<Type, BaseState>();
dictionary.Add(typeof(PlayerIdleState), new PlayerIdleState(stateMachine)); dictionary.Add(typeof(PlayerIdleState), new PlayerIdleState(stateMachine, holdItem));
dictionary.Add(typeof(PlayerWalkState), new PlayerWalkState(stateMachine)); dictionary.Add(typeof(PlayerWalkState), new PlayerWalkState(stateMachine, holdItem));
dictionary.Add(typeof(PlayerRunState), new PlayerRunState(stateMachine)); dictionary.Add(typeof(PlayerRunState), new PlayerRunState(stateMachine));
dictionary.Add(typeof(PlayerJumpState), new PlayerJumpState(stateMachine)); dictionary.Add(typeof(PlayerJumpState), new PlayerJumpState(stateMachine));
dictionary.Add(typeof(PlayerFallState), new PlayerFallState(stateMachine)); dictionary.Add(typeof(PlayerFallState), new PlayerFallState(stateMachine));
@ -131,6 +132,14 @@ public class PlayerController : Script
silhouetteBagRend = silhouetteBag.GetComponent<Renderable>(); silhouetteBagRend = silhouetteBag.GetComponent<Renderable>();
silhouetteBagRend.Material.SetProperty<float>("data.offset", 0.1f); silhouetteBagRend.Material.SetProperty<float>("data.offset", 0.1f);
} }
AudioHandler.audioClipHandlers["footsteps"] = Audio.CreateAudioClip("event:/Raccoon/raccoon_footsteps");
}
protected override void start()
{
currentState = RaccoonStates.IDLE;
stateMachine.SetState(typeof(PlayerIdleState));
} }
protected override void lateUpdate() protected override void lateUpdate()
@ -167,8 +176,8 @@ public class PlayerController : Script
if (!cam) if (!cam)
{ {
cam = GetComponentInChildren<Camera>(); cam = GetComponentInChildren<Camera>();
if(pat) if (pat)
cam.FOV = pat.defaultFOV; cam.FOV = Settings.cameraFOV;
} }
if(!camArm) if(!camArm)
camArm = GetComponentInChildren<CameraArm>(); camArm = GetComponentInChildren<CameraArm>();
@ -417,7 +426,7 @@ public class PlayerController : Script
if (isAiming) if (isAiming)
{ {
isAiming = false; isAiming = false;
cam.FOV = pat.defaultFOV; cam.FOV = Settings.cameraFOV;
camArm.TargetOffset = pat.prevTargetOffSet; camArm.TargetOffset = pat.prevTargetOffSet;
camArm.ArmLength = pat.tpc.armLength; camArm.ArmLength = pat.tpc.armLength;
} }

View File

@ -37,6 +37,7 @@ namespace SHADE_Scripting
protected override void start() protected override void start()
{ {
GetComponent<CameraArm>().ArmLength = armLength; GetComponent<CameraArm>().ArmLength = armLength;
GetComponent<Camera>().FOV = Settings.cameraFOV;
} }
protected override void update() protected override void update()

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@ -2,15 +2,64 @@
using SHADE_Scripting.Audio; using SHADE_Scripting.Audio;
using System; using System;
public class JumpPad : Script public class JumpPad : Script
{ {
private Transform tran;
private Vector3 defaultScale;
public float scaleYMaxSize = 2.0f;
private float scaleXZMaxSize;
public float scaleDuration = 0.25f;
private bool landed = false;
private bool scaleUpDone = false;
[NonSerialized]
private TweenThread scaleYUp;
[NonSerialized]
private TweenThread scaleXZUp;
[NonSerialized]
private TweenThreadVec3 scaleDown;
protected override void awake() protected override void awake()
{ {
AudioHandler.audioClipHandlers["SFXJumpPad"] = Audio.CreateAudioClip("event:/Props/jumppad_boing"); AudioHandler.audioClipHandlers["SFXJumpPad"] = Audio.CreateAudioClip("event:/Props/jumppad_boing");
tran = GameObject.GetComponent<Transform>();
if (!tran)
Debug.LogError("NO TRANSFORM");
defaultScale = tran.LocalScale;
scaleXZMaxSize = scaleYMaxSize * 0.3f;
}
protected override void start()
{
scaleYUp = TweenManager.CreateTweenThread(scaleDuration, tran.LocalScale.y, scaleYMaxSize, EASING_METHOD.EASE_IN_SINE);
scaleXZUp = TweenManager.CreateTweenThread(scaleDuration, tran.LocalScale.y, scaleXZMaxSize, EASING_METHOD.EASE_IN_SINE);
} }
protected override void update() protected override void update()
{ {
if (landed && tran)
{
tran.LocalScale = new Vector3(scaleXZUp.GetValue(), scaleYUp.GetValue(), scaleXZUp.GetValue());
if (scaleYUp.IsCompleted() && scaleXZUp.IsCompleted())
{
landed = false;
scaleUpDone = true;
scaleDown = TweenManager.CreateTweenThreadVec3(scaleDuration, tran.LocalScale, defaultScale, EASING_METHOD.EASE_IN_SINE);
}
}
if (scaleUpDone && !landed)
{
tran.LocalScale = scaleDown.GetValue();
if (scaleDown.IsCompleted())
{
scaleUpDone = false;
}
}
} }
protected override void onCollisionEnter(CollisionInfo info) protected override void onCollisionEnter(CollisionInfo info)
@ -20,7 +69,11 @@ public class JumpPad : Script
Audio.AttachAudioClipToObject(AudioHandler.audioClipHandlers["SFXJumpPad"], GameObject.EntityId); Audio.AttachAudioClipToObject(AudioHandler.audioClipHandlers["SFXJumpPad"], GameObject.EntityId);
AudioHandler.audioClipHandlers["SFXJumpPad"].Play(); AudioHandler.audioClipHandlers["SFXJumpPad"].Play();
info.GameObject.GetScript<PlayerController>().landedOnJumpPad = true; info.GameObject.GetScript<PlayerController>().landedOnJumpPad = true;
landed = true;
scaleYUp.Reset();
scaleXZUp.Reset();
} }
} }
} }

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@ -40,11 +40,6 @@ namespace SHADE_Scripting.UI
if (listOfCamera.Count == 0) if (listOfCamera.Count == 0)
Debug.LogError("EMPTY PREVIEW POINTS"); Debug.LogError("EMPTY PREVIEW POINTS");
moveToEndPoint1 = TweenManager.CreateTweenThreadVec3(duration, listOfCamera[0].GetComponent<Transform>().LocalPosition, endPoint1, EASING_METHOD.EASE_IN_SINE);
moveToEndPoint2 = TweenManager.CreateTweenThreadVec3(duration, listOfCamera[1].GetComponent<Transform>().LocalPosition, endPoint2, EASING_METHOD.EASE_IN_SINE);
moveToEndPoint3 = TweenManager.CreateTweenThreadVec3(duration, listOfCamera[2].GetComponent<Transform>().LocalPosition, endPoint3, EASING_METHOD.EASE_IN_SINE);
} }
protected override void start() protected override void start()
@ -52,6 +47,11 @@ namespace SHADE_Scripting.UI
if (gameplayCanvas) if (gameplayCanvas)
gameplayCanvas.SetActive(false); gameplayCanvas.SetActive(false);
listOfCamera[0].SetMainCamera(); listOfCamera[0].SetMainCamera();
moveToEndPoint1 = TweenManager.CreateTweenThreadVec3(duration, listOfCamera[0].GetComponent<Transform>().LocalPosition, endPoint1, EASING_METHOD.EASE_IN_SINE);
moveToEndPoint2 = TweenManager.CreateTweenThreadVec3(duration, listOfCamera[1].GetComponent<Transform>().LocalPosition, endPoint2, EASING_METHOD.EASE_IN_SINE);
moveToEndPoint3 = TweenManager.CreateTweenThreadVec3(duration, listOfCamera[2].GetComponent<Transform>().LocalPosition, endPoint3, EASING_METHOD.EASE_IN_SINE);
} }
protected override void update() protected override void update()
@ -135,7 +135,7 @@ namespace SHADE_Scripting.UI
{ {
if (reset3) if (reset3)
{ {
moveToEndPoint3 = TweenManager.CreateTweenThreadVec3(duration, listOfCamera[2].GetComponent<Transform>().LocalPosition, endPoint3, EASING_METHOD.EASE_IN_SINE); moveToEndPoint3.Reset();
reset3 = false; reset3 = false;
} }
listOfCamera[2].GetComponent<Transform>().LocalPosition = moveToEndPoint3.GetValue(); listOfCamera[2].GetComponent<Transform>().LocalPosition = moveToEndPoint3.GetValue();

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@ -4,18 +4,14 @@ using System.Linq;
using System.Text; using System.Text;
using System.Threading.Tasks; using System.Threading.Tasks;
namespace SHADE_Scripting static public class Settings
{ {
static public class Settings static public float cameraSensitivity = 100.0f;
{
static public float cameraSensitivity = 100.0f;
static public float cameraFOV = 90.0f; static public float cameraFOV = 45.0f;
static public float masterVolume = 100.0f; static public float masterVolume = 100.0f;
static public float sfxVolume = 100.0f; static public float sfxVolume = 100.0f;
static public float bgmVolume = 100.0f; static public float bgmVolume = 100.0f;
}
} }

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@ -4,9 +4,6 @@ using System.Linq;
using System.Text; using System.Text;
using System.Threading.Tasks; using System.Threading.Tasks;
namespace SHADE_Scripting.UI
{
public enum EASING_METHOD public enum EASING_METHOD
{ {
EASE_IN_SINE, EASE_IN_SINE,
@ -16,84 +13,88 @@ namespace SHADE_Scripting.UI
EASE_INOUT_BOUNCE EASE_INOUT_BOUNCE
} }
public static class EasingHelper public static class EasingHelper
{
public static float EaseHelp(float value, EASING_METHOD method)
{
switch (method)
{ {
case EASING_METHOD.EASE_IN_SINE:
public static float EaseHelp(float value, EASING_METHOD method)
{ {
switch (method) return EaseInSine(value);
{
case EASING_METHOD.EASE_IN_SINE:
{
return EaseInSine(value);
}break;
case EASING_METHOD.EASE_OUT_SINE:
{
return EaseOutSine(value);
}break;
case EASING_METHOD.EASE_OUT_BOUNCE:
{
return EaseOutBounce(value);
}break;
case EASING_METHOD.EASE_IN_BOUNCE:
{
return EaseInBounce(value);
}
break;
case EASING_METHOD.EASE_INOUT_BOUNCE:
{
return EaseInOutBounce(value);
}
break;
default:
return 0.0f;
}
} }
break;
private static float EaseInSine(float value) case EASING_METHOD.EASE_OUT_SINE:
{ {
return EaseOutSine(value);
return (float)(1.0f - Math.Cos((value * Math.PI / 2.0f) ));
} }
break;
private static float EaseOutSine(float value) case EASING_METHOD.EASE_OUT_BOUNCE:
{ {
return (float)(Math.Sin(value * Math.PI / 2.0f) ); return EaseOutBounce(value);
} }
break;
case EASING_METHOD.EASE_IN_BOUNCE:
private static float EaseOutBounce(float value)
{ {
const float n1 = 7.5625f; return EaseInBounce(value);
const float d1 = 2.75f;
if (value < 1.0f / d1)
{
return n1 * value * value;
} else if (value < 2.0f / d1)
{
return n1 * (value -= 2.25f / d1) * value + 0.9375f;
}
else
{
return n1 * (value -= 2.625f / d1) * value + 0.984375f;
}
} }
break;
private static float EaseInBounce(float value) case EASING_METHOD.EASE_INOUT_BOUNCE:
{ {
return 1 - EaseOutBounce(1 - value); return EaseInOutBounce(value);
} }
break;
default:
return 0.0f;
}
}
private static float EaseInSine(float value)
{
return (float)(1.0f - Math.Cos((value * Math.PI / 2.0f)));
}
private static float EaseOutSine(float value)
{
return (float)(Math.Sin(value * Math.PI / 2.0f));
}
private static float EaseInOutBounce(float value) private static float EaseOutBounce(float value)
{ {
return (value < 0.5f) const float n1 = 7.5625f;
?(1.0f - EaseOutBounce(1.0f - 2.0f * value)) / 2.0f const float d1 = 2.75f;
: (1.0f + EaseOutBounce(2.0f * value - 1.0f)) / 2.0f; if (value < 1.0f / d1)
} {
return n1 * value * value;
}
else if (value < 2.0f / d1)
{
return n1 * (value -= 2.25f / d1) * value + 0.9375f;
}
else
{
return n1 * (value -= 2.625f / d1) * value + 0.984375f;
} }
}
private static float EaseInBounce(float value)
{
return 1 - EaseOutBounce(1 - value);
}
private static float EaseInOutBounce(float value)
{
return (value < 0.5f)
? (1.0f - EaseOutBounce(1.0f - 2.0f * value)) / 2.0f
: (1.0f + EaseOutBounce(2.0f * value - 1.0f)) / 2.0f;
}
} }

View File

@ -7,89 +7,93 @@ using System.Threading.Tasks;
namespace SHADE_Scripting.UI namespace SHADE_Scripting.UI
{ {
public class Options:Script public class Options : Script
{
public GameObject masterVolSlider;
public GameObject sfxVolSlider;
public GameObject bgmVolSlider;
public GameObject fovSlider;
public GameObject sensitivitySlider;
protected override void awake()
{ {
public GameObject masterVolSlider; Slider mv = masterVolSlider.GetComponent<Slider>();
public GameObject sfxVolSlider; Slider sfx = sfxVolSlider.GetComponent<Slider>();
public GameObject bgmVolSlider; Slider bgm = bgmVolSlider.GetComponent<Slider>();
public GameObject fovSlider; Slider fov = fovSlider.GetComponent<Slider>();
public GameObject sensitivitySlider; Slider sens = sensitivitySlider.GetComponent<Slider>();
if (mv != null)
{
mv.ScaledValue = Settings.masterVolume;
protected override void awake() }
{ if (sfx != null)
Slider mv = masterVolSlider.GetComponent<Slider>(); {
Slider sfx = sfxVolSlider.GetComponent<Slider>(); sfx.ScaledValue = Settings.sfxVolume;
Slider bgm = bgmVolSlider.GetComponent<Slider>();
Slider fov = fovSlider.GetComponent<Slider>();
Slider sens = sensitivitySlider.GetComponent<Slider>();
}
if (bgm != null)
{
bgm.ScaledValue = Settings.bgmVolume;
}
if (fov != null)
{
fov.ScaledValue = Settings.cameraFOV;
if (mv != null) }
{ if (sens != null)
mv.ScaledValue = Settings.masterVolume; {
sens.ScaledValue = Settings.cameraSensitivity;
} }
if (sfx != null)
{
sfx.ScaledValue = Settings.sfxVolume;
}
if (bgm != null)
{
bgm.ScaledValue = Settings.bgmVolume;
}
if (fov != null)
{
fov.ScaledValue = Settings.cameraFOV;
}
if (sens != null)
{
sens.ScaledValue = Settings.cameraSensitivity;
}
}
protected override void update()
{
Slider mv = masterVolSlider.GetComponent<Slider>();
Slider sfx = sfxVolSlider.GetComponent<Slider>();
Slider bgm = bgmVolSlider.GetComponent<Slider>();
Slider fov = fovSlider.GetComponent<Slider>();
Slider sens = sensitivitySlider.GetComponent<Slider>();
if(mv != null)
{
Settings.masterVolume = mv.ScaledValue;
}
if (sfx != null)
{
Settings.sfxVolume = sfx.ScaledValue;
}
if (bgm != null)
{
Settings.bgmVolume = bgm.ScaledValue;
}
if (fov != null)
{
Settings.cameraFOV = fov.ScaledValue;
}
if (sens != null)
{
Settings.cameraSensitivity = sens.ScaledValue;
}
}
} }
protected override void update()
{
Slider mv = masterVolSlider.GetComponent<Slider>();
Slider sfx = sfxVolSlider.GetComponent<Slider>();
Slider bgm = bgmVolSlider.GetComponent<Slider>();
Slider fov = fovSlider.GetComponent<Slider>();
Slider sens = sensitivitySlider.GetComponent<Slider>();
if (mv != null)
{
Settings.masterVolume = mv.ScaledValue * 0.01f;
SHADE.Audio.SetVCAVolume("vca:/MASTER", Settings.masterVolume);
}
if (sfx != null)
{
Settings.sfxVolume = sfx.ScaledValue;
SHADE.Audio.SetVCAVolume("vca:/SFX", Settings.sfxVolume);
SHADE.Audio.SetVCAVolume("vca:/UI", Settings.sfxVolume);
}
if (bgm != null)
{
Settings.bgmVolume = bgm.ScaledValue;
SHADE.Audio.SetVCAVolume("vca:/MUSIC", Settings.bgmVolume);
}
if (fov != null)
{
Settings.cameraFOV = fov.ScaledValue;
}
if (sens != null)
{
Settings.cameraSensitivity = sens.ScaledValue;
}
}
}
} }

View File

@ -50,6 +50,7 @@ public class PauseMenu : Script
if (canvas) if (canvas)
canvas.SetActive(false); canvas.SetActive(false);
Application.FixDeltaTime = Time.DefaultFixDeltaTime; Application.FixDeltaTime = Time.DefaultFixDeltaTime;
AnimationSystem.TimeScale = AnimationSystem.DefaultTimeScale;
} }
}); });
} }
@ -106,6 +107,7 @@ public class PauseMenu : Script
if (canvas) if (canvas)
canvas.SetActive(true); canvas.SetActive(true);
Application.FixDeltaTime = 0; Application.FixDeltaTime = 0;
AnimationSystem.TimeScale = 0;
} }
} }

View File

@ -53,13 +53,16 @@ namespace SHADE_Scripting.UI
{ {
if (!GameManager.Instance.PreviewLevelDone) if (!GameManager.Instance.PreviewLevelDone)
{ {
rot.Reset(); if (rot != null && scaleX != null && scaleY != null)
scaleX.Reset(); {
scaleY.Reset(); rot.Reset();
scaleX.Reset();
scaleY.Reset();
}
return; return;
} }
if (!popInDone) if (!popInDone && rot != null && scaleX != null && scaleY != null)
{ {
tran.LocalEulerAngles = new Vector3(0.0f, 0.0f, SHADE.Math.DegreesToRadians(rot.GetValue())); tran.LocalEulerAngles = new Vector3(0.0f, 0.0f, SHADE.Math.DegreesToRadians(rot.GetValue()));
tran.LocalScale = new Vector3(scaleX.GetValue(), scaleY.GetValue(), 1); tran.LocalScale = new Vector3(scaleX.GetValue(), scaleY.GetValue(), 1);
@ -71,7 +74,7 @@ namespace SHADE_Scripting.UI
stayDone = true; stayDone = true;
} }
if (rot.IsCompleted() && scaleX.IsCompleted() && scaleY.IsCompleted()) if (rot != null && scaleX != null && scaleY != null && rot.IsCompleted() && scaleX.IsCompleted() && scaleY.IsCompleted())
popInDone = true; popInDone = true;
if (stayDone) if (stayDone)
@ -82,8 +85,11 @@ namespace SHADE_Scripting.UI
scaleOutY = TweenManager.CreateTweenThread(popOutDuration, scaleAmtY, 0, EASING_METHOD.EASE_IN_SINE); scaleOutY = TweenManager.CreateTweenThread(popOutDuration, scaleAmtY, 0, EASING_METHOD.EASE_IN_SINE);
createThreadOnce = false; createThreadOnce = false;
} }
tran.LocalScale = new Vector3(scaleOutX.GetValue(), scaleOutY.GetValue(), 1);
if (scaleOutX.IsCompleted() && scaleOutY.IsCompleted()) if(scaleOutX != null && scaleOutY != null)
tran.LocalScale = new Vector3(scaleOutX.GetValue(), scaleOutY.GetValue(), 1);
if (scaleOutX != null && scaleOutY != null && scaleOutX.IsCompleted() && scaleOutY.IsCompleted())
{ {
GameObject.SetActive(false); GameObject.SetActive(false);
GameManager.Instance.stealFoodPopUpDone = true; GameManager.Instance.stealFoodPopUpDone = true;

View File

@ -4,190 +4,182 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Threading; using System.Threading;
public class TweenThread
namespace SHADE_Scripting.UI
{ {
private float timer = 0.0f;
public float duration = 1.0f;
public EASING_METHOD method;
private float value = 0.0f;
public float startValue = 0.0f;
public float endValue = 1.0f;
public TweenThread(float duration, float startValue, float endValue, EASING_METHOD method)
{
this.duration = duration;
this.method = method;
this.startValue = startValue;
this.endValue = endValue;
}
public void Update(float deltaTime)
{
if (timer >= duration)
return;
timer += deltaTime;
if (timer >= duration)
timer = duration;
value = EasingHelper.EaseHelp(timer / duration, method) * (endValue - startValue) + startValue;
}
public bool IsCompleted()
{
return timer >= duration;
}
public void Reset()
{
timer = 0.0f;
value = startValue;
}
public void Reset(float startValue, float endValue)
{
Reset();
this.startValue = startValue;
this.endValue = endValue;
}
public void ResetInvert()
{
Reset();
float temp = startValue;
startValue = endValue;
endValue = temp;
}
public float GetValue()
{
return value;
}
}
public class TweenThreadVec3
{
private float timer = 0.0f;
public float duration = 1.0f;
public EASING_METHOD method;
private Vector3 value = Vector3.Zero;
public Vector3 startValue = Vector3.Zero;
public Vector3 endValue = Vector3.Zero;
public TweenThreadVec3(float duration, Vector3 startValue, Vector3 endValue, EASING_METHOD method)
{
this.duration = duration;
this.method = method;
this.startValue = startValue;
this.endValue = endValue;
}
public void Update(float deltaTime)
{
if (timer >= duration)
return;
timer += deltaTime;
if (timer >= duration)
timer = duration;
value = (endValue - startValue) * EasingHelper.EaseHelp(timer / duration, method) + startValue;
}
public bool IsCompleted()
{
return timer >= duration;
}
public void Reset()
{
timer = 0.0f;
value = startValue;
}
public void Reset(Vector3 startValue, Vector3 endValue)
{
Reset();
this.startValue = startValue;
this.endValue = endValue;
}
public void ResetInvert()
{
Reset();
Vector3 temp = startValue;
startValue = endValue;
endValue = temp;
}
public Vector3 GetValue()
{
return value;
}
}
public class TweenManager : Script
{
public static TweenManager Instance { get; private set; }
[NonSerialized]
private List<TweenThread> threadList;
[NonSerialized]
private List<TweenThreadVec3> threadVec3List;
protected override void awake()
{
if (Instance != null && Instance != this)
RemoveScript<TweenManager>();
else
Instance = this;
threadList = new List<TweenThread>();
threadVec3List = new List<TweenThreadVec3>();
}
protected override void onDestroy()
{
if (Instance == this)
Instance = null;
}
protected override void update()
{
foreach (TweenThread thread in threadList)
{
thread.Update(Time.DeltaTimeF);
}
foreach (TweenThreadVec3 thread in threadVec3List)
{
thread.Update(Time.DeltaTimeF);
}
}
public static TweenThread CreateTweenThread(float duration, float startValue, float endValue, EASING_METHOD method)
{
if (Instance == null)
return null;
TweenThread thread = new TweenThread(duration, startValue, endValue, method);
Instance.threadList.Add(thread);
thread.Reset();
return thread;
}
public static TweenThreadVec3 CreateTweenThreadVec3(float duration, Vector3 startValue, Vector3 endValue, EASING_METHOD method)
{
if (Instance == null)
return null;
TweenThreadVec3 thread = new TweenThreadVec3(duration, startValue, endValue, method);
Instance.threadVec3List.Add(thread);
thread.Reset();
return thread;
}
public class TweenThread
{
private float timer = 0.0f;
public float duration = 1.0f;
public EASING_METHOD method;
private float value = 0.0f;
public float startValue = 0.0f;
public float endValue = 1.0f;
public TweenThread(float duration, float startValue, float endValue, EASING_METHOD method)
{
this.duration = duration;
this.method = method;
this.startValue = startValue;
this.endValue = endValue;
}
public void Update(float deltaTime)
{
if (timer >= duration)
return;
timer += deltaTime;
if (timer >= duration)
timer = duration;
value = EasingHelper.EaseHelp(timer/duration, method) * (endValue - startValue) + startValue ;
}
public bool IsCompleted()
{
return timer >= duration;
}
public void Reset()
{
timer = 0.0f;
value = startValue;
}
public void Reset(float startValue, float endValue)
{
Reset();
this.startValue = startValue;
this.endValue = endValue;
}
public void ResetInvert()
{
Reset();
float temp = startValue;
startValue = endValue;
endValue = temp;
}
public float GetValue()
{
return value;
}
}
public class TweenThreadVec3
{
private float timer = 0.0f;
public float duration = 1.0f;
public EASING_METHOD method;
private Vector3 value = Vector3.Zero;
public Vector3 startValue = Vector3.Zero;
public Vector3 endValue = Vector3.Zero;
public TweenThreadVec3(float duration, Vector3 startValue, Vector3 endValue, EASING_METHOD method)
{
this.duration = duration;
this.method = method;
this.startValue = startValue;
this.endValue = endValue;
}
public void Update(float deltaTime)
{
if (timer >= duration)
return;
timer += deltaTime;
if (timer >= duration)
timer = duration;
value = (endValue - startValue) * EasingHelper.EaseHelp(timer / duration, method) + startValue;
}
public bool IsCompleted()
{
return timer >= duration;
}
public void Reset()
{
timer = 0.0f;
value = startValue;
}
public void Reset(Vector3 startValue, Vector3 endValue)
{
Reset();
this.startValue = startValue;
this.endValue = endValue;
}
public void ResetInvert()
{
Reset();
Vector3 temp = startValue;
startValue = endValue;
endValue = temp;
}
public Vector3 GetValue()
{
return value;
}
}
public class TweenManager : Script
{
public static TweenManager Instance { get; private set; }
[NonSerialized]
private List<TweenThread> threadList;
[NonSerialized]
private List<TweenThreadVec3> threadVec3List;
protected override void awake()
{
if (Instance != null && Instance != this)
RemoveScript<TweenManager>();
else
Instance = this;
threadList = new List<TweenThread>();
threadVec3List = new List<TweenThreadVec3>();
}
protected override void onDestroy()
{
if (Instance == this)
Instance = null;
}
protected override void update()
{
foreach (TweenThread thread in threadList)
{
thread.Update(Time.DeltaTimeF);
}
foreach (TweenThreadVec3 thread in threadVec3List)
{
thread.Update(Time.DeltaTimeF);
}
}
public static TweenThread CreateTweenThread(float duration, float startValue, float endValue, EASING_METHOD method)
{
if (Instance == null)
return null;
TweenThread thread = new TweenThread(duration, startValue, endValue, method);
Instance.threadList.Add(thread);
thread.Reset();
return thread;
}
public static TweenThreadVec3 CreateTweenThreadVec3(float duration, Vector3 startValue, Vector3 endValue, EASING_METHOD method)
{
if (Instance == null)
return null;
TweenThreadVec3 thread = new TweenThreadVec3(duration, startValue, endValue, method);
Instance.threadVec3List.Add(thread);
thread.Reset();
return thread;
}
}
} }

View File

@ -15,17 +15,14 @@ public abstract class BaseState
} }
public virtual void OnEnter() public virtual void OnEnter()
{ {}
}
public abstract void update(); public abstract void update();
public abstract void fixedUpdate(); public abstract void fixedUpdate();
public virtual void OnExit() public virtual void OnExit()
{ {}
}
public string GetStateName() public string GetStateName()
{ {
@ -37,11 +34,6 @@ public abstract class BaseState
return animationName; return animationName;
} }
public virtual float GetAnimPercent()
{
return 1.0f;
}
public virtual void onCollisionEnter(CollisionInfo info) public virtual void onCollisionEnter(CollisionInfo info)
{ {
} }

View File

@ -32,6 +32,7 @@ namespace SHADE
void SHAnimationSystem::UpdateRoutine::Execute(double dt) noexcept void SHAnimationSystem::UpdateRoutine::Execute(double dt) noexcept
{ {
auto& animators = SHComponentManager::GetDense<SHAnimatorComponent>(); auto& animators = SHComponentManager::GetDense<SHAnimatorComponent>();
dt *= reinterpret_cast<SHAnimationSystem*>(system)->TimeScale;
for (auto& animator : animators) for (auto& animator : animators)
{ {
animator.Update(dt); animator.Update(dt);

View File

@ -42,6 +42,23 @@ namespace SHADE
void Execute(double dt) noexcept override final; void Execute(double dt) noexcept override final;
}; };
/*---------------------------------------------------------------------------------*/
/* Constants */
/*---------------------------------------------------------------------------------*/
/// <summary>
/// Default time scale used by the system.
/// </summary>
static constexpr double DEFAULT_TIME_SCALE = 1.0;
/*---------------------------------------------------------------------------------*/
/* Public Data Members */
/*---------------------------------------------------------------------------------*/
/// <summary>
/// Used by the system to multiply the given delta time to scale the animation
/// speed.
/// </summary>
double TimeScale = DEFAULT_TIME_SCALE;
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Constructors */ /* Constructors */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/

View File

@ -31,6 +31,6 @@ namespace SHADE
struct SH_API SHAnimClipContainerAsset final : SHAssetData struct SH_API SHAnimClipContainerAsset final : SHAssetData
{ {
AssetID animRawDataAssetId; AssetID animRawDataAssetId;
std::vector<SHAnimClipAsset> clips{}; std::vector<SHAnimClipAsset*> clips{};
}; };
} }

View File

@ -66,19 +66,19 @@ namespace SHADE
for (auto const& clip : anim.clips) for (auto const& clip : anim.clips)
{ {
uint32_t charCount {static_cast<uint32_t>(clip.name.size())}; uint32_t charCount {static_cast<uint32_t>(clip->name.size())};
file.write( file.write(
reinterpret_cast<char const*>(&charCount), reinterpret_cast<char const*>(&charCount),
sizeof(uint32_t) sizeof(uint32_t)
); );
file.write( file.write(
clip.name.data(), clip->name.data(),
charCount charCount
); );
file.write( file.write(
reinterpret_cast<char const*>(&clip.firstIndex), reinterpret_cast<char const*>(&clip->firstIndex),
sizeof(uint32_t) * 2 sizeof(uint32_t) * 2
); );
} }
@ -99,28 +99,29 @@ namespace SHADE
reinterpret_cast<char*>(&size), reinterpret_cast<char*>(&size),
sizeof(uint32_t) sizeof(uint32_t)
); );
data->clips.resize(size);
for (auto i{0}; i < size; ++i) for (auto& clip : data->clips)
{ {
auto& clip {data->clips.emplace_back()}; clip = new SHAnimClipAsset;
uint32_t charCount; uint32_t charCount;
file.read( file.read(
reinterpret_cast<char*>(&charCount), reinterpret_cast<char*>(&charCount),
sizeof(uint32_t) sizeof(uint32_t)
); );
clip.name.resize(charCount); clip->name.resize(charCount);
file.read( file.read(
clip.name.data(), clip->name.data(),
charCount charCount
); );
file.read( file.read(
reinterpret_cast<char*>(&clip.firstIndex), reinterpret_cast<char*>(&clip->firstIndex),
sizeof(uint32_t) * 2 sizeof(uint32_t) * 2
); );
clip.animRawDataAssetId = data->animRawDataAssetId; clip->animRawDataAssetId = data->animRawDataAssetId;
} }
result = data; result = data;

View File

@ -314,10 +314,10 @@ namespace SHADE
.parent = parent .parent = parent
}; };
auto& newClip {animContainer->clips.emplace_back()}; auto& newClip {animContainer->clips.emplace_back()};
newClip.name = name; newClip->name = name;
assetCollection.emplace(id, asset); assetCollection.emplace(id, asset);
assetCollection[parent].subAssets.push_back(&assetCollection[id]); assetCollection[parent].subAssets.push_back(&assetCollection[id]);
assetData.emplace(id, &newClip); assetData.emplace(id, newClip);
return id; return id;
} }
@ -639,6 +639,25 @@ namespace SHADE
assetData.emplace(asset.id, data); assetData.emplace(asset.id, data);
} }
switch (asset.type)
{
case AssetType::ANIM_CONTAINER:
{
auto container = reinterpret_cast<SHAnimClipContainerAsset*>(data);
for (auto i{0}; i < asset.subAssets.size(); ++i)
{
assetData.emplace(
asset.subAssets[i]->id,
container->clips[i]
);
}
}
break;
default:
break;
}
return data; return data;
} }
@ -646,7 +665,6 @@ namespace SHADE
{ {
auto const& parent = assetCollection[asset.parent]; auto const& parent = assetCollection[asset.parent];
auto parentData = loaders[static_cast<size_t>(parent.type)]->Load(parent.path); auto parentData = loaders[static_cast<size_t>(parent.type)]->Load(parent.path);
if (parentData == nullptr) if (parentData == nullptr)
{ {
SHLOG_ERROR("[Asset Manager] Unable to load asset into memory: {}\n", parent.path.string()); SHLOG_ERROR("[Asset Manager] Unable to load asset into memory: {}\n", parent.path.string());
@ -676,7 +694,7 @@ namespace SHADE
{ {
assetData.emplace( assetData.emplace(
parent.subAssets[i]->id, parent.subAssets[i]->id,
&parentContainer->clips[i] parentContainer->clips[i]
); );
} }
} }
@ -859,7 +877,7 @@ namespace SHADE
for(auto& clip : data->clips) for(auto& clip : data->clips)
{ {
SHAsset subAsset{ SHAsset subAsset{
.name = clip.name, .name = clip->name,
.id = GenerateAssetID(AssetType::ANIM_CLIP), .id = GenerateAssetID(AssetType::ANIM_CLIP),
.type = AssetType::ANIM_CLIP, .type = AssetType::ANIM_CLIP,
.isSubAsset = true, .isSubAsset = true,
@ -869,7 +887,7 @@ namespace SHADE
assetCollection.emplace(subAsset.id, subAsset); assetCollection.emplace(subAsset.id, subAsset);
assetCollection[newAsset.id].subAssets.push_back(&assetCollection[subAsset.id]); assetCollection[newAsset.id].subAssets.push_back(&assetCollection[subAsset.id]);
assetData.emplace(subAsset.id, &clip); assetData.emplace(subAsset.id, clip);
} }
SHAssetMetaHandler::WriteMetaData(assetCollection[newAsset.id]); SHAssetMetaHandler::WriteMetaData(assetCollection[newAsset.id]);

View File

@ -280,7 +280,7 @@ namespace SHADE
if (arm->lookAtCameraOrigin) if (arm->lookAtCameraOrigin)
CameraLookAt(camera, camera.position + arm->GetTargetOffset()); CameraLookAt(camera, camera.position + tOffset);
} }

View File

@ -158,8 +158,11 @@ namespace SHADE
if (SHEditorUI::CollapsingHeader("Existing Animation Clips")) if (SHEditorUI::CollapsingHeader("Existing Animation Clips"))
{ {
ImGui::Indent(); ImGui::Indent();
int i = 0;
for (auto animClip : childAnimClips) for (auto animClip : childAnimClips)
{ {
ImGui::PushID(i++);
bool changed = false; bool changed = false;
std::optional<std::string> animClipName = SHResourceManager::GetAssetName<SHAnimationClip>(animClip); std::optional<std::string> animClipName = SHResourceManager::GetAssetName<SHAnimationClip>(animClip);
@ -191,12 +194,14 @@ namespace SHADE
auto assetId = SHResourceManager::GetAssetID(animClip); auto assetId = SHResourceManager::GetAssetID(animClip);
if (assetId.has_value()) if (assetId.has_value())
{ {
auto animAsset = SHAssetManager::GetData<SHAnimClipAsset>(assetId.value()); auto const animAsset = SHAssetManager::GetData<SHAnimClipAsset>(assetId.value());
animAsset->firstIndex = firstIndex; animAsset->firstIndex = firstIndex;
animAsset->lastIndex = endIndex; animAsset->lastIndex = endIndex;
SHAssetManager::SaveAsset(assetId.value()); SHAssetManager::SaveAsset(containerAsset->id);
} }
} }
ImGui::PopID();
} }
// Extra separator if there is more than one // Extra separator if there is more than one

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@ -113,14 +113,15 @@ namespace SHADE
SHEditorWindowManager::CreateEditorWindow<SHAssetBrowser>(); SHEditorWindowManager::CreateEditorWindow<SHAssetBrowser>();
SHEditorWindowManager::CreateEditorWindow<SHMaterialInspector>(); SHEditorWindowManager::CreateEditorWindow<SHMaterialInspector>();
SHEditorWindowManager::CreateEditorWindow<SHColliderTagPanel>(); SHEditorWindowManager::CreateEditorWindow<SHColliderTagPanel>();
SHEditorWindowManager::CreateEditorWindow<SHHierarchyPanel>();
SHEditorWindowManager::CreateEditorWindow<SHInputBindingsPanel>(); SHEditorWindowManager::CreateEditorWindow<SHInputBindingsPanel>();
SHEditorWindowManager::CreateEditorWindow<SHEditorInspector>();
SHEditorWindowManager::CreateEditorWindow<SHEditorViewport>();
SHEditorWindowManager::CreateEditorWindow<SHAnimationControllerEditor>(); SHEditorWindowManager::CreateEditorWindow<SHAnimationControllerEditor>();
SHEditorWindowManager::CreateEditorWindow<SHRawAnimInspector>(); SHEditorWindowManager::CreateEditorWindow<SHRawAnimInspector>();
SHEditorWindowManager::CreateEditorWindow<SHHierarchyPanel>();
SHEditorWindowManager::CreateEditorWindow<SHEditorViewport>();
SHEditorWindowManager::CreateEditorWindow<SHEditorInspector>();
//Add popup windows //Add popup windows
SHEditorWindowManager::CreatePopupWindow<SHSceneSavePrompt>(); SHEditorWindowManager::CreatePopupWindow<SHSceneSavePrompt>();

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@ -29,6 +29,17 @@ namespace SHADE
/// </summary> /// </summary>
public value struct AnimationClipAsset public value struct AnimationClipAsset
{ {
public:
/*-----------------------------------------------------------------------------*/
/* Operator Overloads */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Implicit conversion operator to enable checking if a AnimationClip is valid.
/// </summary>
/// <param name="gameObj">Asset to check.</param>
/// <returns>True if the Asset is valid.</returns>
static operator bool(AnimationClipAsset asset);
internal: internal:
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* Properties */ /* Properties */
@ -57,16 +68,6 @@ namespace SHADE
/// <param name="AnimationClipId">AssetID to the AnimationClip asset.</param> /// <param name="AnimationClipId">AssetID to the AnimationClip asset.</param>
AnimationClipAsset(AssetID AnimationClipId); AnimationClipAsset(AssetID AnimationClipId);
/*-----------------------------------------------------------------------------*/
/* Operator Overloads */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Implicit conversion operator to enable checking if a AnimationClip is valid.
/// </summary>
/// <param name="gameObj">Asset to check.</param>
/// <returns>True if the Asset is valid.</returns>
static operator bool(AnimationClipAsset asset);
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* Conversion Operators */ /* Conversion Operators */
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/

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@ -28,7 +28,18 @@ namespace SHADE
/// </summary> /// </summary>
public value struct AnimationControllerAsset public value struct AnimationControllerAsset
{ {
internal: public:
/*-----------------------------------------------------------------------------*/
/* Operator Overloads */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Implicit conversion operator to enable checking if a AnimationController is valid.
/// </summary>
/// <param name="gameObj">Asset to check.</param>
/// <returns>True if the Asset is valid.</returns>
static operator bool(AnimationControllerAsset asset);
internal:
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* Properties */ /* Properties */
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
@ -56,16 +67,6 @@ namespace SHADE
/// <param name="AnimationControllerId">AssetID to the AnimationController asset.</param> /// <param name="AnimationControllerId">AssetID to the AnimationController asset.</param>
AnimationControllerAsset(AssetID AnimationControllerId); AnimationControllerAsset(AssetID AnimationControllerId);
/*-----------------------------------------------------------------------------*/
/* Operator Overloads */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Implicit conversion operator to enable checking if a AnimationController is valid.
/// </summary>
/// <param name="gameObj">Asset to check.</param>
/// <returns>True if the Asset is valid.</returns>
static operator bool(AnimationControllerAsset asset);
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* Conversion Operators */ /* Conversion Operators */
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/

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@ -28,6 +28,17 @@ namespace SHADE
/// </summary> /// </summary>
public value struct AnimationRigAsset public value struct AnimationRigAsset
{ {
public:
/*-----------------------------------------------------------------------------*/
/* Operator Overloads */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Implicit conversion operator to enable checking if a AnimationRig is valid.
/// </summary>
/// <param name="gameObj">Asset to check.</param>
/// <returns>True if the Asset is valid.</returns>
static operator bool(AnimationRigAsset asset);
internal: internal:
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* Properties */ /* Properties */
@ -56,16 +67,6 @@ namespace SHADE
/// <param name="AnimationRigId">AssetID to the AnimationRig asset.</param> /// <param name="AnimationRigId">AssetID to the AnimationRig asset.</param>
AnimationRigAsset(AssetID AnimationRigId); AnimationRigAsset(AssetID AnimationRigId);
/*-----------------------------------------------------------------------------*/
/* Operator Overloads */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Implicit conversion operator to enable checking if a AnimationRig is valid.
/// </summary>
/// <param name="gameObj">Asset to check.</param>
/// <returns>True if the Asset is valid.</returns>
static operator bool(AnimationRigAsset asset);
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* Conversion Operators */ /* Conversion Operators */
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/

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@ -28,6 +28,17 @@ namespace SHADE
/// </summary> /// </summary>
public value struct FontAsset public value struct FontAsset
{ {
public:
/*-----------------------------------------------------------------------------*/
/* Operator Overloads */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Implicit conversion operator to enable checking if a Font is valid.
/// </summary>
/// <param name="gameObj">Asset to check.</param>
/// <returns>True if the Asset is valid.</returns>
static operator bool(FontAsset asset);
internal: internal:
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* Properties */ /* Properties */
@ -56,16 +67,6 @@ namespace SHADE
/// <param name="fontId">AssetID to the font asset.</param> /// <param name="fontId">AssetID to the font asset.</param>
FontAsset(AssetID fontId); FontAsset(AssetID fontId);
/*-----------------------------------------------------------------------------*/
/* Operator Overloads */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Implicit conversion operator to enable checking if a Font is valid.
/// </summary>
/// <param name="gameObj">Asset to check.</param>
/// <returns>True if the Asset is valid.</returns>
static operator bool(FontAsset asset);
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* Conversion Operators */ /* Conversion Operators */
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/

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@ -28,6 +28,17 @@ namespace SHADE
/// </summary> /// </summary>
public value struct MaterialAsset public value struct MaterialAsset
{ {
public:
/*-----------------------------------------------------------------------------*/
/* Operator Overloads */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Implicit conversion operator to enable checking if a Material is valid.
/// </summary>
/// <param name="gameObj">Asset to check.</param>
/// <returns>True if the Asset is valid.</returns>
static operator bool(MaterialAsset asset);
internal: internal:
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* Properties */ /* Properties */
@ -56,16 +67,6 @@ namespace SHADE
/// <param name="MaterialId">AssetID to the Material asset.</param> /// <param name="MaterialId">AssetID to the Material asset.</param>
MaterialAsset(AssetID MaterialId); MaterialAsset(AssetID MaterialId);
/*-----------------------------------------------------------------------------*/
/* Operator Overloads */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Implicit conversion operator to enable checking if a Material is valid.
/// </summary>
/// <param name="gameObj">Asset to check.</param>
/// <returns>True if the Asset is valid.</returns>
static operator bool(MaterialAsset asset);
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* Conversion Operators */ /* Conversion Operators */
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/

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@ -28,7 +28,18 @@ namespace SHADE
/// </summary> /// </summary>
public value struct MeshAsset public value struct MeshAsset
{ {
internal: public:
/*-----------------------------------------------------------------------------*/
/* Operator Overloads */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Implicit conversion operator to enable checking if a Mesh is valid.
/// </summary>
/// <param name="gameObj">Asset to check.</param>
/// <returns>True if the Asset is valid.</returns>
static operator bool(MeshAsset asset);
internal:
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* Properties */ /* Properties */
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
@ -56,16 +67,6 @@ namespace SHADE
/// <param name="meshId">AssetID to the Mesh asset.</param> /// <param name="meshId">AssetID to the Mesh asset.</param>
MeshAsset(AssetID meshId); MeshAsset(AssetID meshId);
/*-----------------------------------------------------------------------------*/
/* Operator Overloads */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Implicit conversion operator to enable checking if a Mesh is valid.
/// </summary>
/// <param name="gameObj">Asset to check.</param>
/// <returns>True if the Asset is valid.</returns>
static operator bool(MeshAsset asset);
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* Conversion Operators */ /* Conversion Operators */
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/

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@ -0,0 +1,37 @@
/************************************************************************************//*!
\file AnimationSystem.cxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Mar 10, 2023
\brief Contains the definition of the functions of the managed AnimationSystem
static class.
Note: This file is written in C++17/CLI.
Copyright (C) 2023 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
// Precompiled Headers
#include "SHpch.h"
// Primary Header
#include "AnimationSystem.hxx"
// External Dependencies
#include "ECS_Base/Managers/SHSystemManager.h"
namespace SHADE
{
/*---------------------------------------------------------------------------------*/
/* Properties */
/*---------------------------------------------------------------------------------*/
double AnimationSystem::TimeScale::get()
{
auto sys = SHSystemManager::GetSystem<SHAnimationSystem>();
return sys->TimeScale;
}
void AnimationSystem::TimeScale::set(double value)
{
auto sys = SHSystemManager::GetSystem<SHAnimationSystem>();
sys->TimeScale = value;
}
}

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@ -0,0 +1,47 @@
/************************************************************************************//*!
\file AnimationSystem.hxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Mar 10, 2023
\brief Contains the definition of the managed AnimationSystem static class.
Note: This file is written in C++17/CLI.
Copyright (C) 2023 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
#pragma once
#include "Animation/SHAnimationSystem.h"
namespace SHADE
{
/// <summary>
/// Static class for interfacing with the animation system.
/// </summary>
public ref class AnimationSystem abstract sealed
{
public:
/*-----------------------------------------------------------------------------*/
/* Constants */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Default time scale used by the system.
/// </summary>
literal double DefaultTimeScale = SHAnimationSystem::DEFAULT_TIME_SCALE;
/*-----------------------------------------------------------------------------*/
/* Properties */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Used by the system to multiply the given delta time to scale the animation
/// speed.
/// </summary>
static property double TimeScale
{
double get();
void set(double value);
}
};
}