Import fixup of old code into new Unity project
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/**
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* Util.cs
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* Various conversion functions.
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*
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* by muskit
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* July 26, 2022
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**/
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using System;
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using Unity.Mathematics;
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using UnityEngine;
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namespace WacK
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{
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public static class Util
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{
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public static float Seg2Rad(float seg)
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{
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return Mathf.Deg2Rad * 6f * seg;
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}
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public static float Rad2Seg(float angle)
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{
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return Mathf.Rad2Deg * angle / 6f;
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}
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public static int InterpInt(int a, int b, float ratio)
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{
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if (a == 0 && b == 0)
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return 0;
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return (int)Math.Round(a + (b - a) * ratio);
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}
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public static float InterpFloat(float a, float b, float ratio)
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{
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if (a == 0 && b == 0)
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return 0;
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return a + (b - a) * ratio;
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}
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// Returns an equivalent destination angle that's closest to the origin.
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public static float NearestAngle(float origin, float destination)
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{
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float result = destination;
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float plus = destination + 2f * Mathf.PI;
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float minus = destination - 2f * Mathf.PI;
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float minusDelta = Mathf.Abs(minus - origin);
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float normDelta = Mathf.Abs(destination - origin);
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float plusDelta = Mathf.Abs(plus - origin);
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if (plusDelta < normDelta)
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result = plus;
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if (minusDelta < normDelta)
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result = minus;
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return result;
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}
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// Return an equivalent minute that's closest to the origin.
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public static float NearestMinute(int origin, int destination)
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{
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int result = destination % 60;
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int plus = destination + 60;
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int minus = destination - 60;
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int minusDelta = Math.Abs(minus - origin);
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int normDelta = Math.Abs(destination - origin);
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int plusDelta = Math.Abs(plus - origin);
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if (plusDelta < normDelta)
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result = plus;
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if (minusDelta < normDelta)
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result = minus;
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return result;
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}
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public static float ScreenPixelToRad(Vector2 pos)
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{
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var resolution = Screen.currentResolution;
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var origin = new Vector2(resolution.width / 2 - 1, resolution.height / 2 - 1);
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return Mathf.Atan2(pos.y - origin.y, pos.x - origin.x);
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}
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public static int TouchPosToSegmentInt(Vector2 pos, Vector2 touchResolution)
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{
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var origin = new Vector2(touchResolution.x / 2 - 1, touchResolution.y / 2 - 1);
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var angle = Mathf.Atan2(pos.y - origin.y, pos.x - origin.x);
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if (angle > 0)
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angle = 2f * Mathf.PI - angle;
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return Mathf.FloorToInt(Mathf.Abs(angle) / 2f * Mathf.PI * 60) % 60;
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}
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public static int ScreenPixelToSegmentInt(Vector2 pos)
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{
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var angle = ScreenPixelToRad(pos);
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if (angle > 0)
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angle = 2f * Mathf.PI - angle;
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return Mathf.FloorToInt(Mathf.Abs(angle) / 2f * Mathf.PI * 60) % 60;
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}
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public static float NoteTime(int measure, int beat, float tempo, int beatsPerMeasure)
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{
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if (tempo == 0) return 0; // avoid divide by 0
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return 60f / tempo * beatsPerMeasure * ((float)measure + (float)beat / 1920f);
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}
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// public static float NotePosition(int measure, int beat, float tempo, int beatsPerMeasure)
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// {
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// if (tempo == 0) return 0; // avoid divide by 0
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// return TimeToPosition(60f / tempo * beatsPerMeasure * ((float)measure + (float)beat / 1920f));
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// }
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// public static float TimeToPosition(float time)
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// {
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// return time * UserSettings.playSpeedMultiplier * UserSettings.SCROLL_MULT;
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// }
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// public static float PositionToTime(float pos)
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// {
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// return pos / UserSettings.playSpeedMultiplier / UserSettings.SCROLL_MULT;
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// }
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// TODO: notes scale to scroll position instead of strikeline
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// (where calibration offsets can be applied)
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// public static Vector3 NoteScale(float zPos, float zOrigin = 0)
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// {
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// var val = zPos - zOrigin;
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// if (val <= Misc.noteDrawDistance)
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// {
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// var ratio = Mathf.Clamp((Misc.noteDrawDistance - val) / Misc.noteDrawDistance, 0, 1);
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// return new Vector3(ratio, ratio, 1);
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// }
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// return Vector3.Zero;
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// }
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public static string DifficultyValueToString(float diffPoint)
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{
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return Mathf.FloorToInt(diffPoint).ToString() + (diffPoint > Mathf.Floor(diffPoint) ? "+" : "");
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}
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}
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}
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