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; if (e.beat > songPosBeat) continue;
var func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]); 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 normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(e.beat, e.length));
float intensity = func(1 - e["start"], 1 - e["end"], normalizedBeat); float intensity = func(1 - e["start"], 1 - e["end"], normalizedBeat);
amplifies[track - 1].LutTexture = amplifyTextures[(int)e["filter"]]; amplifies[slot - 1].LutTexture = amplifyTextures[(int)e["filter"]];
amplifies[track - 1].BlendAmount = intensity; 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 Param("fadeout", new EntityTypes.Float(0, 100, 0), "Fade Out")*/
// new // 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("start", new EntityTypes.Float(0, 1, 1), "Start Intensity"),
new Param("end", new EntityTypes.Float(0, 1, 1), "End Intensity"), new Param("end", new EntityTypes.Float(0, 1, 1), "End Intensity"),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new() new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()

View file

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