Screen Tiling Bug Fix + Filter Slots (#584)

* fixed weird bug

* slots for filters
This commit is contained in:
Rapandrasmus 2023-11-24 16:46:21 +01:00 committed by GitHub
parent 9b236cfdd0
commit 2a4a5b9f8f
3 changed files with 4 additions and 8 deletions

View file

@ -119,13 +119,13 @@ namespace HeavenStudio.Games.Global
{
if (e.beat > songPosBeat) continue;
var func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]);
int track = (int)e["track"];
int slot = e["slot"];
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(e.beat, e.length));
float intensity = func(1 - e["start"], 1 - e["end"], normalizedBeat);
amplifies[track - 1].LutTexture = amplifyTextures[(int)e["filter"]];
amplifies[track - 1].BlendAmount = intensity;
amplifies[slot - 1].LutTexture = amplifyTextures[(int)e["filter"]];
amplifies[slot - 1].BlendAmount = intensity;
}
}

View file

@ -791,7 +791,7 @@ namespace HeavenStudio
new Param("fadeout", new EntityTypes.Float(0, 100, 0), "Fade Out")*/
// new
new Param("slot", new EntityTypes.Integer(1, 10, 1), "Slot", "Slot 1 is activated first and slot 10 last."),
new Param("start", new EntityTypes.Float(0, 1, 1), "Start Intensity"),
new Param("end", new EntityTypes.Float(0, 1, 1), "End Intensity"),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()

View file

@ -9,14 +9,12 @@ namespace HeavenStudio
public class ScreenTiling : MonoBehaviour
{
private RawImage _image;
private RectTransform _rectTransform;
private List<RiqEntity> _events = new();
private void Awake()
{
_image = GetComponent<RawImage>();
_rectTransform = GetComponent<RectTransform>();
}
private void Start()
@ -48,14 +46,12 @@ namespace HeavenStudio
float newYScroll = func(e["yScrollStart"], e["yScrollEnd"], clampNormal);
_image.uvRect = new Rect(newXScroll, newYScroll, newXTiles, newYTiles);
_rectTransform.localScale = new Vector3(1 / newXTiles, 1 / newYTiles);
}
}
public void ResetUVRect()
{
_image.uvRect = new Rect(0, 0, 1, 1);
_rectTransform.localScale = Vector3.one;
}
}
}