public FlowPressure(int keyId, TimeSpan time, TimeSpan beatInterval) { FlowBeat = RhythmEngineUtility.GetFlowBeat(time, beatInterval); Score = RhythmEngineUtility.GetScore(time, beatInterval); KeyId = keyId; Time = time; IsSliderEnd = false; }
protected override void OnUpdate() { Entity cameraEntity = default; float3 cameraPosition = default; if (m_CameraQuery.CalculateEntityCount() > 0) { cameraEntity = m_CameraQuery.GetSingletonEntity(); var cameraObject = EntityManager.GetComponentObject <UnityEngine.Camera>(cameraEntity); cameraPosition = cameraObject.transform.position; } var player = this.GetFirstSelfGamePlayer(); if (!EntityManager.TryGetComponentData(player, out GameRhythmInputComponent playerCommand)) { Destroy(); return; } var cameraState = this.GetComputedCameraState(); var isWorldSpace = cameraState.StateData.Target != default; if (!EntityManager.HasComponent <UnitDescription>(cameraState.StateData.Target)) { isWorldSpace = false; } var canvasRect = m_Canvas.pixelRect; if (isWorldSpace && cameraEntity != default) { var translation = EntityManager.GetComponentData <Translation>(cameraState.StateData.Target); m_Canvas.renderMode = RenderMode.WorldSpace; m_Canvas.transform.position = new Vector3(translation.Value.x, translation.Value.y + 25 * 0.05f, cameraPosition.z + 10); m_Canvas.transform.localScale = Vector3.one * 0.05f; var rectTransform = m_Canvas.GetComponent <RectTransform>(); rectTransform.sizeDelta = new Vector2(100, 100); canvasRect.width = 90; canvasRect.height = 105; } else { m_Canvas.transform.position = Vector3.zero; m_Canvas.renderMode = RenderMode.ScreenSpaceCamera; m_Canvas.worldCamera = EntityManager.GetComponentObject <UnityEngine.Camera>(cameraEntity); } var pixelRange = new float2(canvasRect.width, canvasRect.height); Entity engine = default; if (cameraState.StateData.Target != default) { engine = PlayerComponentFinder.GetRelativeChild <RhythmEngineDescription>(EntityManager, m_EngineQuery, cameraState.StateData.Target, player); } else { engine = PlayerComponentFinder.FromQueryFindPlayerChild(m_EngineQuery, player); } if (engine == default) { Destroy(); return; } var process = EntityManager.GetComponentData <RhythmEngineLocalState>(engine); var settings = EntityManager.GetComponentData <RhythmEngineSettings>(engine); if (!EntityManager.HasComponent <RhythmEngineIsPlaying>(engine) || RhythmEngineUtility.GetFlowBeat(process.Elapsed, settings.BeatInterval) < 0) { Destroy(); return; } var key = 1; foreach (var ac in playerCommand.Actions) { if (!ac.InterFrame.HasBeenPressed(timeSystem.GetReport(player).Active)) { key++; continue; } var keyRange = new float2(); if (key <= 2) { if (key == 1) { keyRange.x = -0.35f; } else { keyRange.x = 0.35f; } keyRange.x += Random.Range(-0.025f, 0.025f); keyRange.y = Random.Range(-0.1f, 0.1f); } else { if (key == 3) { keyRange.y = -0.375f; } else { keyRange.y = 0.375f; } keyRange.y += Random.Range(-0.025f, 0.025f); keyRange.x = Random.Range(-0.1f, 0.1f); } keyRange += 0.5f; var width = pixelRange.x * 0.5f; var height = pixelRange.y * 0.5f; var keyPos = new float2(math.lerp(-width, width, keyRange.x), math.lerp(-height, height, keyRange.y)); var beGameObject = DrumBackendPools[key].Dequeue(); using (new SetTemporaryInjectionWorld(World)) { beGameObject.name = $"BackendPressure (Key: {key})"; beGameObject.SetActive(true); beGameObject.transform.SetParent(m_Canvas.transform, false); beGameObject.transform.localScale = m_Canvas.renderMode == RenderMode.WorldSpace ? Vector3.one * 0.7f : 0.008f * math.min(width, height) * Vector3.one; beGameObject.transform.localPosition = new Vector3(keyPos.x, keyPos.y, 0); beGameObject.transform.rotation = Quaternion.Euler(0, 0, Random.Range(-12.5f, 12.5f)); } var backend = beGameObject.GetComponent <UIDrumPressureBackend>(); backend.OnReset(); backend.SetTarget(EntityManager); backend.SetPresentationFromPool(DrumPresentationPools[key]); var prevRand = backend.rand; var absRealScore = math.abs(RhythmEngineUtility.GetScore(process.Elapsed, settings.BeatInterval)); backend.play = true; backend.key = key; backend.rand = DrumVariantCount[key]; backend.perfect = absRealScore <= FlowPressure.Perfect; backend.endTime = Time.ElapsedTime + 1; var i = 0; while (prevRand == DrumVariantCount[key] && i < 3) { DrumVariantCount[key] = Random.Range(0, 2); i++; } key++; } Entities.ForEach((UIDrumPressureBackend backend) => { var presentation = backend.Presentation; if (presentation != null) { if (backend.play) { var color = presentation.colors[backend.key - 1]; color.a = 1; foreach (var effectImage in presentation.effectImages) { effectImage.color = color; } presentation.drumImage.sprite = presentation.sprites[backend.key - 1]; backend.play = false; presentation.animator.SetBool(StrHashPerfect, backend.perfect); presentation.animator.SetInteger(StrHashKey, backend.key); presentation.animator.SetFloat(StrHashVariant, backend.rand); presentation.animator.SetTrigger(StrHashPlay); } presentation.animator.Update(Time.DeltaTime); } if (backend.endTime > Time.ElapsedTime) { return; } backend.Return(true, true); }).WithStructuralChanges().Run(); return; }