tunnel stuff
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@ -24,10 +24,12 @@ public class AccessibilityOptions : ScriptableObject
|
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[Serializable]
|
[Serializable]
|
||||||
public struct IntensitySetting
|
public struct IntensitySetting
|
||||||
{
|
{
|
||||||
|
public float Value => _value;
|
||||||
|
[SerializeField] [Range(0,1)] private float _value;
|
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|
|
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public Material Tunnel => _tunnel;
|
public Material Tunnel => _tunnel;
|
||||||
[SerializeField] private Material _tunnel;
|
[SerializeField] private Material _tunnel;
|
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}
|
}
|
||||||
|
|
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public IntensitySetting Intensity => this[_mode];
|
public IntensitySetting Intensity => this[_mode];
|
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|
|
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[SerializeField] private IntensitySetting _calm;
|
[SerializeField] private IntensitySetting _calm;
|
||||||
|
|
|
@ -63,22 +63,8 @@ public class AudioVisualizer : ScriptableObject
|
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var l = spectrum.Length;
|
var l = spectrum.Length;
|
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if (l == 0) return;
|
if (l == 0) return;
|
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|
|
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for (int i = 0; i < _fractalAnimations.Length; i++)
|
UpdateAnimations(spectrum, _fractalAnimations, fractal);
|
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{
|
UpdateAnimations(spectrum, _tunnelAnimations, tunnel);
|
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var anim = _fractalAnimations[i];
|
|
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var a = spectrum[anim.channel][anim.sample];
|
|
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|
|
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fractal.material.SetFloat(anim.name, anim.Initial + anim.multiplier * a);
|
|
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}
|
|
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|
|
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for (int i = 0; i < _tunnelAnimations.Length; i++)
|
|
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{
|
|
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var anim = _tunnelAnimations[i];
|
|
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var a = spectrum[anim.channel][anim.sample];
|
|
||||||
|
|
||||||
tunnel.material.SetFloat(anim.name, anim.Initial + anim.multiplier * a);
|
|
||||||
}
|
|
||||||
|
|
||||||
UpdateAnimations(spectrum, _shipAnimations, ship);
|
UpdateAnimations(spectrum, _shipAnimations, ship);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -88,7 +74,8 @@ public class AudioVisualizer : ScriptableObject
|
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{
|
{
|
||||||
var anim = animations[i];
|
var anim = animations[i];
|
||||||
var a = spectrum[anim.channel][anim.sample];
|
var a = spectrum[anim.channel][anim.sample];
|
||||||
renderer.material.SetFloat(anim.name, anim.Initial + anim.multiplier * a);
|
var v = anim.Initial + anim.multiplier * a * _accessibility.Intensity.Value;
|
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|
renderer.material.SetFloat(anim.name, v);
|
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}
|
}
|
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}
|
}
|
||||||
}
|
}
|
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|
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|
@ -6,8 +6,9 @@ public class AudioVisualizerRuntime : MonoBehaviour
|
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{
|
{
|
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[SerializeField] private Renderer _ship;
|
[SerializeField] private Renderer _ship;
|
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[SerializeField] private Renderer _fractal;
|
[SerializeField] private Renderer _fractal;
|
||||||
[SerializeField] private Renderer _tunnel;
|
// [SerializeField] private Renderer _tunnel;
|
||||||
[SerializeField] private AudioVisualizer _system;
|
[SerializeField] private AudioVisualizer _system;
|
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|
[SerializeField] private TunnelController _tunnel;
|
||||||
[SerializeField] private AccessibilityOptions _accessibility;
|
[SerializeField] private AccessibilityOptions _accessibility;
|
||||||
|
|
||||||
// https://qa.fmod.com/t/getting-spectrum-of-master-channel-in-unity/12579/2
|
// https://qa.fmod.com/t/getting-spectrum-of-master-channel-in-unity/12579/2
|
||||||
|
@ -21,7 +22,7 @@ public class AudioVisualizerRuntime : MonoBehaviour
|
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{
|
{
|
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// pick correct materials for accessibility
|
// pick correct materials for accessibility
|
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// _ship.material = _accessibility.Intensity.Ship;
|
// _ship.material = _accessibility.Intensity.Ship;
|
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_tunnel.material = new Material(_accessibility.Intensity.Tunnel);
|
// _tunnel.material = new Material(_accessibility.Intensity.Tunnel);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
|
@ -32,12 +33,11 @@ public class AudioVisualizerRuntime : MonoBehaviour
|
||||||
RuntimeManager.CoreSystem.getMasterChannelGroup(out var channelGroup);
|
RuntimeManager.CoreSystem.getMasterChannelGroup(out var channelGroup);
|
||||||
channelGroup.addDSP(FMOD.CHANNELCONTROL_DSP_INDEX.HEAD, _fft);
|
channelGroup.addDSP(FMOD.CHANNELCONTROL_DSP_INDEX.HEAD, _fft);
|
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|
|
||||||
|
_system.Initialise(_fractal.material, _tunnel.Active.material, _ship.material);
|
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_system.Initialise(_fractal.material, _tunnel.material, _ship.material);
|
|
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}
|
}
|
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|
|
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private void LateUpdate()
|
private void LateUpdate()
|
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{
|
{
|
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_system.UpdateAudio(_fft, _fractal, _tunnel, _ship);
|
_system.UpdateAudio(_fft, _fractal, _tunnel.Active, _ship);
|
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}
|
}
|
||||||
}
|
}
|
|
@ -5,17 +5,19 @@ Shader "custom/tunnel"
|
||||||
// called Base Map.
|
// called Base Map.
|
||||||
Properties
|
Properties
|
||||||
{
|
{
|
||||||
_BackgroundColor("Background Color", Color) = (0,0,0,0)
|
[HDR] _BackgroundColor("Background Color", Color) = (0,0,0,0)
|
||||||
[HDR] _NebulaColor1("Nebula Color 1", Color) = (1,1,1,1)
|
[HDR] _NebulaColor1("Nebula Color 1", Color) = (1,1,1,1)
|
||||||
[HDR] _NebulaColor2("Nebula Color 2", Color) = (1,1,1,1)
|
[HDR] _NebulaColor2("Nebula Color 2", Color) = (1,1,1,1)
|
||||||
[HDR] _FractalColor("Fractal Color", Color) = (1,1,1,1)
|
[HDR] _FractalColor("Fractal Color", Color) = (1,1,1,1)
|
||||||
[HDR] _GroundColor("Ground Color", Color) = (1,1,1,1)
|
[HDR] _GroundColor("Ground Color", Color) = (1,1,1,1)
|
||||||
[HDR] _CoreColor("Core Color", Color) = (1,1,1,1)
|
[HDR] _CoreColor("Core Color", Color) = (1,1,1,1)
|
||||||
[HDR] _BarsColor("Bars Color", Color) = (1,1,1,1)
|
[HDR] _BarsColor("Bars Color", Color) = (1,1,1,1)
|
||||||
|
[HDR] _StarsColor("Stars Color", Color) = (1,1,1,1)
|
||||||
|
[HDR] _CloudColor("Cloud Clolor", Color) = (0,0,0,0)
|
||||||
|
[HDR] _UiColor("UI Clolor", Color) = (1,1,1,1)
|
||||||
|
|
||||||
_SkyWeight("Sky Weight", Float) = 1.0
|
_SkyWeight("Sky Weight", Float) = 1.0
|
||||||
_FractalWeight("Fractal Weight", Range(0.0,1.0)) = 1.0
|
_FractalWeight("Fractal Weight", Range(0.0,1.0)) = 1.0
|
||||||
_NebulaWeight("Nebula Weight", Range(0.0,1.0)) = 1.0
|
|
||||||
_BarsWeight("Bars Weight", Float) = 1.0
|
_BarsWeight("Bars Weight", Float) = 1.0
|
||||||
_StarsWeight("Stars Weight", Range(0.0,1.0)) = 1.0
|
_StarsWeight("Stars Weight", Range(0.0,1.0)) = 1.0
|
||||||
_GroundWeight("Ground Weight", Float) = 1.0
|
_GroundWeight("Ground Weight", Float) = 1.0
|
||||||
|
@ -32,9 +34,11 @@ Shader "custom/tunnel"
|
||||||
|
|
||||||
_CoreRadius("Core Radius", Range(0, 1.0)) = 1.0
|
_CoreRadius("Core Radius", Range(0, 1.0)) = 1.0
|
||||||
_CoreThiccness("Core Thiccness", Range(0,1.0)) = 1.0
|
_CoreThiccness("Core Thiccness", Range(0,1.0)) = 1.0
|
||||||
|
_CoreYOffset("Core Offset", Float) = -4.0
|
||||||
|
|
||||||
_OuterCircleRadius("Outer Circle Radius", Range(0,10)) = 0.5
|
_OuterCircleRadius("Outer Circle Radius", Range(0,10)) = 0.5
|
||||||
_OuterCircleThickness("Outer Circle Thickness", Range(0,1.0)) = 0.1
|
_OuterCircleThickness("Outer Circle Thickness", Range(0,1.0)) = 0.1
|
||||||
|
_Intensity("Intensity", Range(0,1.0)) = 1.0
|
||||||
|
|
||||||
_NebulaMap("Nebula Map", 2D) = "black"
|
_NebulaMap("Nebula Map", 2D) = "black"
|
||||||
_StarMap("Star Map", 2D) = "black"
|
_StarMap("Star Map", 2D) = "black"
|
||||||
|
@ -42,7 +46,6 @@ Shader "custom/tunnel"
|
||||||
|
|
||||||
// _ShakeStrength("Shake Strength", Float) = 0.01
|
// _ShakeStrength("Shake Strength", Float) = 0.01
|
||||||
|
|
||||||
_Intensity("Intensity", Float) = 1.0
|
|
||||||
}
|
}
|
||||||
|
|
||||||
SubShader
|
SubShader
|
||||||
|
@ -80,6 +83,9 @@ Shader "custom/tunnel"
|
||||||
float4 _GroundColor;
|
float4 _GroundColor;
|
||||||
float4 _CoreColor;
|
float4 _CoreColor;
|
||||||
float4 _BarsColor;
|
float4 _BarsColor;
|
||||||
|
float4 _StarsColor;
|
||||||
|
float4 _CloudColor;
|
||||||
|
float4 _UiColor;
|
||||||
|
|
||||||
float _FractalScale = 6.0;
|
float _FractalScale = 6.0;
|
||||||
float _FractalRotateSpeed = 20.0;
|
float _FractalRotateSpeed = 20.0;
|
||||||
|
@ -90,7 +96,6 @@ Shader "custom/tunnel"
|
||||||
|
|
||||||
float _Nebula1Power = 1.0;
|
float _Nebula1Power = 1.0;
|
||||||
float _Nebula2Power = 1.0;
|
float _Nebula2Power = 1.0;
|
||||||
float _NebulaWeight = 1.0;
|
|
||||||
|
|
||||||
float _SkyWeight;
|
float _SkyWeight;
|
||||||
float _BarsWeight;
|
float _BarsWeight;
|
||||||
|
@ -101,6 +106,8 @@ Shader "custom/tunnel"
|
||||||
// circles
|
// circles
|
||||||
float _CoreRadius;
|
float _CoreRadius;
|
||||||
float _CoreThiccness;
|
float _CoreThiccness;
|
||||||
|
float _CoreYOffset;
|
||||||
|
|
||||||
float _OuterCircleRadius;
|
float _OuterCircleRadius;
|
||||||
float _OuterCircleThickness;
|
float _OuterCircleThickness;
|
||||||
|
|
||||||
|
@ -178,7 +185,7 @@ Shader "custom/tunnel"
|
||||||
nebula2 *= _NebulaColor2;
|
nebula2 *= _NebulaColor2;
|
||||||
nebula2 *= max(0,_Nebula2Power*r - n2_cutoff);
|
nebula2 *= max(0,_Nebula2Power*r - n2_cutoff);
|
||||||
|
|
||||||
return (nebula1 + nebula2) * _Intensity * _NebulaWeight;
|
return (nebula1 + nebula2) * _Intensity;
|
||||||
}
|
}
|
||||||
|
|
||||||
float4 stars(float r, float a)
|
float4 stars(float r, float a)
|
||||||
|
@ -225,10 +232,11 @@ Shader "custom/tunnel"
|
||||||
float4 ground(float2 p, float r, float a)
|
float4 ground(float2 p, float r, float a)
|
||||||
{
|
{
|
||||||
float4 nothing = float4(0,0,0,0);
|
float4 nothing = float4(0,0,0,0);
|
||||||
float angle = PI;
|
|
||||||
|
|
||||||
float t = (abs(a/PI)*PI) * -min(p.y, 0);
|
float t = (abs(a/PI)*PI) * -min(p.y, 0);
|
||||||
t = min(r, t);
|
t = min(r, t);
|
||||||
|
|
||||||
|
// float angle = PI;
|
||||||
// t *= -abs(p.y);
|
// t *= -abs(p.y);
|
||||||
// t += ;
|
// t += ;
|
||||||
// t *= (1.0-r*0.5);
|
// t *= (1.0-r*0.5);
|
||||||
|
@ -238,9 +246,9 @@ Shader "custom/tunnel"
|
||||||
return lerp(nothing, _GroundColor, t) * _GroundWeight;
|
return lerp(nothing, _GroundColor, t) * _GroundWeight;
|
||||||
}
|
}
|
||||||
|
|
||||||
float4 blurry_circle(float2 p, float radius, float thickness)
|
float4 blurry_circle(float2 p, float2 c, float radius, float thickness)
|
||||||
{
|
{
|
||||||
float r_p = length(p);
|
float r_p = length(p-c);
|
||||||
// outer circle is white/circle color
|
// outer circle is white/circle color
|
||||||
// inner circle is black and a bit smaller
|
// inner circle is black and a bit smaller
|
||||||
|
|
||||||
|
@ -261,7 +269,7 @@ Shader "custom/tunnel"
|
||||||
return max(color, 0);
|
return max(color, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
float4 filled_circle(float2 p, float r)
|
float4 filled_circle(float2 p, float2 c, float r)
|
||||||
{
|
{
|
||||||
float inside = step(length(p),r);
|
float inside = step(length(p),r);
|
||||||
return lerp(float4(0,0,0,0),float4(1,1,1,1),inside);
|
return lerp(float4(0,0,0,0),float4(1,1,1,1),inside);
|
||||||
|
@ -303,16 +311,16 @@ Shader "custom/tunnel"
|
||||||
fractal2 *= _FractalWeight;
|
fractal2 *= _FractalWeight;
|
||||||
fractal2 *= _Intensity;
|
fractal2 *= _Intensity;
|
||||||
|
|
||||||
float4 color = _BackgroundColor;
|
float4 color = float4(0,0,0,0);
|
||||||
|
|
||||||
// precalc some stuff
|
// precalc some stuff
|
||||||
float f = fractal1 + fractal2;
|
float4 f = fractal1 + fractal2;
|
||||||
// float f = fractal2;
|
// float f = fractal2;
|
||||||
float g = ground(p, r, a);
|
float4 g = ground(p, r, a);
|
||||||
// float g_mask = step(_GroundMaskAngle,g);
|
// float g_mask = step(_GroundMaskAngle,g);
|
||||||
float n = nebula(r, a);
|
float4 n = nebula(r, a);
|
||||||
float s = stars(r, a);
|
float4 s = stars(r, a);
|
||||||
float b = bars(r, p);
|
float4 b = bars(r, p);
|
||||||
|
|
||||||
// fractal
|
// fractal
|
||||||
// color += fractal_both;
|
// color += fractal_both;
|
||||||
|
@ -329,11 +337,12 @@ Shader "custom/tunnel"
|
||||||
// sky
|
// sky
|
||||||
float4 sky = _BackgroundColor;
|
float4 sky = _BackgroundColor;
|
||||||
sky += f * _FractalColor; // fractal
|
sky += f * _FractalColor; // fractal
|
||||||
sky += s; // stars
|
sky += s * _StarsColor; // stars
|
||||||
float4 clouds = n;
|
float4 clouds = n * _CloudColor;
|
||||||
clouds *= (1.0-g); // mask out ground
|
clouds *= (1.0-g); // mask out ground
|
||||||
sky += clouds;
|
sky += clouds;
|
||||||
sky *= (1.0-g); // mask out ground
|
sky *= (1.0-g); // mask out ground
|
||||||
|
color += sky;
|
||||||
|
|
||||||
// sky = max(f,s);
|
// sky = max(f,s);
|
||||||
// stars masked by ground
|
// stars masked by ground
|
||||||
|
@ -341,12 +350,13 @@ Shader "custom/tunnel"
|
||||||
|
|
||||||
|
|
||||||
// ground
|
// ground
|
||||||
float4 ground_color = float4(0,0,0,0);
|
float4 ground_color = g;
|
||||||
// hazy ground base
|
// hazy ground base
|
||||||
ground_color += g;
|
// ground_color += g;
|
||||||
// speedy boye
|
// speedy boye
|
||||||
float4 ground_fast = n * g;
|
float4 ground_fast = n * g;
|
||||||
ground_color += ground_fast;
|
// ground_color = lerp(ground_color, ground_fast, ground_fast);
|
||||||
|
ground_color+= ground_fast;
|
||||||
ground_color *= _GroundColor;
|
ground_color *= _GroundColor;
|
||||||
color = max(color, ground_color);
|
color = max(color, ground_color);
|
||||||
|
|
||||||
|
@ -355,16 +365,14 @@ Shader "custom/tunnel"
|
||||||
bars_color = lerp(bars_color,ground_color,g);
|
bars_color = lerp(bars_color,ground_color,g);
|
||||||
bars_color *= _BarsColor;
|
bars_color *= _BarsColor;
|
||||||
bars_color *= lerp(0, bars_color, _DistanceToNextBeat);
|
bars_color *= lerp(0, bars_color, _DistanceToNextBeat);
|
||||||
bars_color = lerp(bars_color, ground_color, g);
|
bars_color = lerp(bars_color, _GroundColor, g);
|
||||||
|
color = max(bars_color, color);
|
||||||
sky += bars_color * _BarsWeight;
|
|
||||||
sky *= _SkyWeight;
|
|
||||||
color += sky;
|
|
||||||
|
|
||||||
// core
|
// core
|
||||||
float4 core_color = blurry_circle(p, _CoreRadius, _CoreThiccness);
|
float2 core_c = float2(0, _CoreYOffset);
|
||||||
|
float4 core_color = blurry_circle(p, core_c, _CoreRadius, _CoreThiccness);
|
||||||
core_color *= _CoreColor;
|
core_color *= _CoreColor;
|
||||||
color += core_color;
|
color = lerp(color, core_color, core_color);
|
||||||
// color = lerp(color, core_color, step(0.001,core_color));
|
// color = lerp(color, core_color, step(0.001,core_color));
|
||||||
|
|
||||||
// rays
|
// rays
|
||||||
|
@ -383,6 +391,9 @@ Shader "custom/tunnel"
|
||||||
// color = float4(1,1,1,1)*outer_circle;
|
// color = float4(1,1,1,1)*outer_circle;
|
||||||
// bars, nebula, fractal,
|
// bars, nebula, fractal,
|
||||||
// average across all fx
|
// average across all fx
|
||||||
|
|
||||||
|
// score bar
|
||||||
|
color += blurry_circle(p, float2(0,5.25), 4.0, 0.5)*_UiColor;
|
||||||
|
|
||||||
return color;
|
return color;
|
||||||
}
|
}
|
||||||
|
|
|
@ -12,24 +12,65 @@ public class TunnelController : MonoBehaviour
|
||||||
[SerializeField] private SerialFloat _playerXPos;
|
[SerializeField] private SerialFloat _playerXPos;
|
||||||
[SerializeField] private SerialFloat _playerXMove;
|
[SerializeField] private SerialFloat _playerXMove;
|
||||||
|
|
||||||
|
[SerializeField] private AccessibilityOptions _accessibility;
|
||||||
|
[SerializeField] private float _baseCameraShake;
|
||||||
|
[SerializeField] private SerialFloat _distanceToNextBeat;
|
||||||
|
|
||||||
|
[SerializeField] private Renderer _calm;
|
||||||
|
[SerializeField] private Renderer _vibe;
|
||||||
|
[SerializeField] private Renderer _party;
|
||||||
|
public Renderer Active { get; private set; }
|
||||||
|
|
||||||
private float _start = -1;
|
private float _start = -1;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
Shader.SetGlobalFloat("_CameraShake", 0);
|
Shader.SetGlobalFloat("_CameraShake", 0);
|
||||||
|
|
||||||
|
Debug.Log(_accessibility.Mode);
|
||||||
|
switch (_accessibility.Mode)
|
||||||
|
{
|
||||||
|
case AccessibilityMode.Calm:
|
||||||
|
_calm.enabled = true;
|
||||||
|
Active = _calm;
|
||||||
|
|
||||||
|
_vibe.enabled = false;
|
||||||
|
_party.enabled = false;
|
||||||
|
break;
|
||||||
|
case AccessibilityMode.Vibe:
|
||||||
|
_vibe.enabled = true;
|
||||||
|
Active = _vibe;
|
||||||
|
|
||||||
|
_calm.enabled = false;
|
||||||
|
_party.enabled = false;
|
||||||
|
break;
|
||||||
|
case AccessibilityMode.Party:
|
||||||
|
_party.enabled = true;
|
||||||
|
Active = _party;
|
||||||
|
|
||||||
|
_calm.enabled = false;
|
||||||
|
_vibe.enabled = false;
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
throw new ArgumentOutOfRangeException();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void LateUpdate()
|
void LateUpdate()
|
||||||
{
|
{
|
||||||
|
var cameraShakeIntensity = _intensity * _accessibility.Intensity.Value;
|
||||||
|
|
||||||
Shader.SetGlobalFloat("_PlayerXMove", _playerXMove);
|
Shader.SetGlobalFloat("_PlayerXMove", _playerXMove);
|
||||||
Shader.SetGlobalFloat("_PlayerXPos", _playerXPos);
|
Shader.SetGlobalFloat("_PlayerXPos", _playerXPos);
|
||||||
|
Shader.SetGlobalFloat("_CameraShake", _baseCameraShake * _distanceToNextBeat * cameraShakeIntensity);
|
||||||
|
|
||||||
var elapsed = Time.time - _start;
|
var elapsed = Time.time - _start;
|
||||||
if (elapsed > _duration) return;
|
if (elapsed > _duration) return;
|
||||||
|
|
||||||
var normalisedElapsed = elapsed / _duration;
|
var normalisedElapsed = elapsed / _duration;
|
||||||
|
|
||||||
Shader.SetGlobalFloat("_CameraShake", _anim.Evaluate(normalisedElapsed) * _intensity);
|
var shake = Mathf.Max(_anim.Evaluate(normalisedElapsed), _baseCameraShake) * cameraShakeIntensity;
|
||||||
|
Shader.SetGlobalFloat("_CameraShake", shake);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void LoseLifeShake()
|
public void LoseLifeShake()
|
||||||
|
|
Loading…
Reference in New Issue