mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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Background Color Change Parity (#530)
* coin toss to see saw * all done * more stuffs
This commit is contained in:
parent
d8712e5f01
commit
348a53b29b
13 changed files with 655 additions and 318 deletions
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@ -203,6 +203,27 @@ namespace HeavenStudio.Games
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UpdateColors();
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}
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private void PersistColors(double beat)
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{
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var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("builtToScaleDS", new string[] { "color" }).FindAll(x => x.beat < beat);
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if (allEventsBeforeBeat.Count > 0)
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{
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allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat));
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var lastEvent = allEventsBeforeBeat[^1];
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UpdateMappingColors(lastEvent["object"], lastEvent["shooter"], lastEvent["bg"]);
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}
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}
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public override void OnGameSwitch(double beat)
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{
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PersistColors(beat);
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}
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public override void OnPlay(double beat)
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{
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PersistColors(beat);
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}
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private void UpdateColors()
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{
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objectMaterial.SetColor("_Color", currentObjectColor);
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@ -1,5 +1,3 @@
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using DG.Tweening;
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using NaughtyBezierCurves;
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using HeavenStudio.Util;
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using System;
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using System.Collections.Generic;
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@ -24,53 +22,33 @@ namespace HeavenStudio.Games.Loaders
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new Param("toggle", false, "Audience Reaction", "Enable Audience Reaction"),
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}
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},
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new GameAction("set background color", "Set Background Color")
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new GameAction("fade background color", "Background Color")
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{
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function = delegate { var e = eventCaller.currentEntity; CoinToss.instance.ChangeBackgroundColor(e["colorA"], 0f); CoinToss.instance.ChangeBackgroundColor(e["colorB"], 0f, true); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("colorA", CoinToss.defaultBgColor, "Background Color", "The background color to change to"),
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new Param("colorB", CoinToss.defaultFgColor, "Foreground Color", "The foreground color to change to")
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}
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},
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new GameAction("fade background color", "Fade Background Color")
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{
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function = delegate { var e = eventCaller.currentEntity; CoinToss.instance.FadeBackgroundColor(e["colorA"], e["colorB"], e.length); CoinToss.instance.FadeBackgroundColor(e["colorC"], e["colorD"], e.length, true); },
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function = delegate { var e = eventCaller.currentEntity;
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CoinToss.instance.BackgroundColor(e.beat, e.length, e["colorStart"], e["colorEnd"], e["colorStartF"], e["colorEndF"], e["ease"]); },
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resizable = true,
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("colorA", Color.white, "BG Start Color", "The starting color in the fade"),
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new Param("colorB", CoinToss.defaultBgColor, "BG End Color", "The ending color in the fade"),
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new Param("colorC", Color.white, "FG Start Color", "The starting color in the fade"),
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new Param("colorD", CoinToss.defaultFgColor, "FG End Color", "The ending color in the fade")
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new Param("colorStart", CoinToss.defaultBgColor, "BG Start Color", "The starting color in the fade"),
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new Param("colorEnd", CoinToss.defaultBgColor, "BG End Color", "The ending color in the fade"),
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new Param("colorStartF", CoinToss.defaultBgColor, "FG Start Color", "The starting color in the fade"),
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new Param("colorEndF", CoinToss.defaultBgColor, "FG End Color", "The ending color in the fade"),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
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}
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},
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//left in for backwards-compatibility, but cannot be placed
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new GameAction("set foreground color", "")
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new GameAction("set background color", "Set Background Color")
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{
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function = delegate { var e = eventCaller.currentEntity; CoinToss.instance.ChangeBackgroundColor(e["colorA"], 0f, true); },
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defaultLength = 0.5f,
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parameters = new List<Param>
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{
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new Param("colorA", CoinToss.defaultFgColor, "Foreground Color", "The foreground color to change to")
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},
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hidden = true
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},
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new GameAction("fade foreground color", "")
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{
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function = delegate { var e = eventCaller.currentEntity; CoinToss.instance.FadeBackgroundColor(e["colorA"], e["colorB"], e.length, true); },
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resizable = true,
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function = delegate { var e = eventCaller.currentEntity; CoinToss.instance.BackgroundColor(e.beat, e.length, e["colorA"], e["colorA"], e["colorB"], e["colorB"], (int)Util.EasingFunction.Ease.Instant); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("colorA", Color.white, "Start Color", "The starting color in the fade"),
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new Param("colorB", CoinToss.defaultFgColor, "End Color", "The ending color in the fade")
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},
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hidden = true
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new Param("colorA", CoinToss.defaultBgColor, "Background Color", "The background color to change to"),
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new Param("colorB", CoinToss.defaultFgColor, "Foreground Color", "The foreground color to change to")
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},
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hidden = true
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},
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},
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new List<string>() {"ntr", "aim"},
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@ -119,9 +97,6 @@ namespace HeavenStudio.Games
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public SpriteRenderer fg;
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public SpriteRenderer bg;
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Tween bgColorTween;
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Tween fgColorTween;
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[Header("Animators")]
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public Animator handAnimator;
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@ -143,16 +118,17 @@ namespace HeavenStudio.Games
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isThrowing = false;
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coin = null;
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colorStart = defaultBgColor;
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colorEnd = defaultBgColor;
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colorStartF = defaultBgColor;
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colorEndF = defaultBgColor;
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BackgroundColorUpdate();
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}
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private void Update()
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{
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//nothing
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}
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private void LateUpdate()
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{
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//nothing
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BackgroundColorUpdate();
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}
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public void TossCoin(double beat, int type, bool audienceReacting)
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@ -230,37 +206,65 @@ namespace HeavenStudio.Games
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coin.CanHit(false);
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}
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public void ChangeBackgroundColor(Color color, float beats, bool isFg = false)
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private double colorStartBeat = -1;
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private float colorLength = 0f;
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private Color colorStart; //obviously put to the default color of the game
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private Color colorEnd;
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private Color colorStartF; //obviously put to the default color of the game
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private Color colorEndF;
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private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
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//call this in update
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private void BackgroundColorUpdate()
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{
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var seconds = Conductor.instance.secPerBeat * beats;
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float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
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if(!isFg)
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{
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if (bgColorTween != null)
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bgColorTween.Kill(true);
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} else
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{
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if (fgColorTween != null)
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fgColorTween.Kill(true);
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}
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var func = Util.EasingFunction.GetEasingFunction(colorEase);
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if (seconds == 0)
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float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
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float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
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float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
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bg.color = new Color(newR, newG, newB);
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float newRF = func(colorStartF.r, colorEndF.r, normalizedBeat);
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float newGF = func(colorStartF.g, colorEndF.g, normalizedBeat);
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float newBF = func(colorStartF.b, colorEndF.b, normalizedBeat);
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fg.color = new Color(newRF, newGF, newBF);
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}
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public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, Color colorStartSetF, Color colorEndSetF, int ease)
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{
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colorStartBeat = beat;
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colorLength = length;
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colorStart = colorStartSet;
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colorEnd = colorEndSet;
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colorStartF = colorStartSetF;
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colorEndF = colorEndSetF;
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colorEase = (Util.EasingFunction.Ease)ease;
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}
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//call this in OnPlay(double beat) and OnGameSwitch(double beat)
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private void PersistColor(double beat)
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{
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var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("coinToss", new string[] { "fade background color" }).FindAll(x => x.beat < beat);
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if (allEventsBeforeBeat.Count > 0)
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{
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if(!isFg) bg.color = color;
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if (isFg) fg.color = color;
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}
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else
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{
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if(!isFg) bgColorTween = bg.DOColor(color, seconds);
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if(isFg) fgColorTween = fg.DOColor(color, seconds);
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allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
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var lastEvent = allEventsBeforeBeat[^1];
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BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["colorStart"], lastEvent["colorEnd"], lastEvent["colorStartF"], lastEvent["colorEndF"], lastEvent["ease"]);
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}
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}
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public void FadeBackgroundColor(Color start, Color end, float beats, bool isFg = false)
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public override void OnPlay(double beat)
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{
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ChangeBackgroundColor(start, 0f, isFg);
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ChangeBackgroundColor(end, beats, isFg);
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PersistColor(beat);
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}
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public override void OnGameSwitch(double beat)
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{
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PersistColor(beat);
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}
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}
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}
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new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the movement have?")
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}
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},
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new GameAction("set background color", "Set Background Color")
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new GameAction("set background color", "Background Color")
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{
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function = delegate {var e = eventCaller.currentEntity; DrummingPractice.instance.SetBackgroundColor(e["colorA"], e["colorB"], e["colorC"]); },
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defaultLength = 0.5f,
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function = delegate {var e = eventCaller.currentEntity;
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DrummingPractice.instance.BackgroundColor(e.beat, e.length, e["colorAStart"], e["colorA"], e["colorBStart"], e["colorB"], e["colorC"], e["ease"]); },
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defaultLength = 4f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("colorA", new Color(43/255f, 207/255f, 51/255f), "Color A", "The top-most color of the background gradient"),
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new Param("colorB", new Color(1, 1, 1), "Color B", "The bottom-most color of the background gradient"),
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new Param("colorC", new Color(1, 247/255f, 0), "Streak Color", "The color of streaks that appear on a successful hit")
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new Param("colorAStart", new Color(43/255f, 207/255f, 51/255f), "Color A Start", "The top-most color of the background gradient"),
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new Param("colorA", new Color(43/255f, 207/255f, 51/255f), "Color A End", "The top-most color of the background gradient"),
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new Param("colorBStart", new Color(1, 1, 1), "Color B Start", "The bottom-most color of the background gradient"),
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new Param("colorB", new Color(1, 1, 1), "Color B End", "The bottom-most color of the background gradient"),
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new Param("colorC", new Color(1, 247/255f, 0), "Streak Color", "The color of streaks that appear on a successful hit"),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
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}
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}
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},
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@ -133,6 +138,7 @@ namespace HeavenStudio.Games
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{
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EventCaller.instance.CallEvent(changeMii, true);
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}
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PersistColor(beat);
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}
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private void Update()
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@ -162,6 +168,8 @@ namespace HeavenStudio.Games
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Color col = streak.color;
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streak.color = new Color(col.r, col.g, col.b, Mathf.Lerp(col.a, 0, 3.5f * Time.deltaTime));
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}
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BackgroundColorUpdate();
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}
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public void NPCDrummersEnterOrExit(double beat, float length, bool exit, int ease)
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@ -271,16 +279,67 @@ namespace HeavenStudio.Games
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SetFaces(0);
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}
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public void SetBackgroundColor(Color col1, Color col2, Color col3)
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private double colorStartBeat = -1;
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private float colorLength = 0f;
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private Color colorStart = new Color(43 / 255f, 207 / 255f, 51 / 255f); //obviously put to the default color of the game
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private Color colorEnd = new Color(43 / 255f, 207 / 255f, 51 / 255f);
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private Color colorStartB = Color.white; //obviously put to the default color of the game
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private Color colorEndB = Color.white;
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private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
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//call this in update
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private void BackgroundColorUpdate()
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{
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backgroundGradient.color = col1;
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background.color = col2;
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foreach(SpriteRenderer streak in streaks)
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float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
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var func = Util.EasingFunction.GetEasingFunction(colorEase);
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float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
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float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
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float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
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backgroundGradient.color = new Color(newR, newG, newB);
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float newRB = func(colorStartB.r, colorEndB.r, normalizedBeat);
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float newGB = func(colorStartB.g, colorEndB.g, normalizedBeat);
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float newBB = func(colorStartB.b, colorEndB.b, normalizedBeat);
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background.color = new Color(newRB, newGB, newBB);
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}
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public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, Color colorStartSetB, Color colorEndSetB, Color setStreak, int ease)
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{
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colorStartBeat = beat;
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colorLength = length;
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colorStart = colorStartSet;
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colorEnd = colorEndSet;
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colorStartB = colorStartSetB;
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colorEndB = colorEndSetB;
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colorEase = (Util.EasingFunction.Ease)ease;
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foreach (SpriteRenderer streak in streaks)
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{
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streak.color = new Color(col3.r, col3.g, col3.b, streak.color.a);
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streak.color = new Color(setStreak.r, setStreak.g, setStreak.b, streak.color.a);
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}
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}
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//call this in OnPlay(double beat) and OnGameSwitch(double beat)
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private void PersistColor(double beat)
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{
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var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("drummingPractice", new string[] { "set background color" }).FindAll(x => x.beat < beat);
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if (allEventsBeforeBeat.Count > 0)
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{
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allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
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var lastEvent = allEventsBeforeBeat[^1];
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BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["colorAStart"], lastEvent["colorA"], lastEvent["colorBStart"], lastEvent["colorB"], lastEvent["colorC"], lastEvent["ease"]);
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}
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}
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public override void OnPlay(double beat)
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{
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PersistColor(beat);
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}
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public void Streak()
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{
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foreach (SpriteRenderer streak in streaks)
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@ -4,8 +4,6 @@ using UnityEngine;
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using HeavenStudio.Util;
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using DG.Tweening;
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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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@ -39,23 +37,23 @@ namespace HeavenStudio.Games.Loaders
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},
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new GameAction("color", "Background Color")
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{
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function = delegate { var e = eventCaller.currentEntity; ForkLifter.instance.FadeBackgroundColor(e["start"], e["end"], e.length, e["instant"]); },
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function = delegate { var e = eventCaller.currentEntity; ForkLifter.instance.BackgroundColor(e.beat, e.length, e["start"], e["end"], e["ease"]); },
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parameters = new List<Param>()
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{
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new Param("start", Color.white, "Start Color", "The color to start fading from."),
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new Param("end", Color.white, "End Color", "The color to end the fade."),
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new Param("instant", false, "Instant", "If checked, the background color will instantly change to the start color.")
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
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},
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resizable = true
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},
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new GameAction("colorGrad", "Gradient Color")
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{
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function = delegate { var e = eventCaller.currentEntity; ForkLifter.instance.FadeGradientColor(e["start"], e["end"], e.length, e["instant"]); },
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function = delegate { var e = eventCaller.currentEntity; ForkLifter.instance.BackgroundColorGrad(e.beat, e.length, e["start"], e["end"], e["ease"]); },
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parameters = new List<Param>()
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{
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new Param("start", Color.white, "Start Color", "The color to start fading from."),
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new Param("end", Color.white, "End Color", "The color to end the fade."),
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new Param("instant", false, "Instant", "If checked, the gradient color will instantly change to the start color.")
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
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},
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resizable = true
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},
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@ -134,11 +132,6 @@ namespace HeavenStudio.Games
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[SerializeField] SpriteRenderer viewerCircle;
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[SerializeField] SpriteRenderer playerShadow;
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[SerializeField] SpriteRenderer handShadow;
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Tween bgColorTween;
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Tween bgGradientColorTween;
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Tween viewerCircleColorTween;
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Tween playerShadowColorTween;
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Tween handShadowColorTween;
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public Sprite[] peaSprites;
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public Sprite[] peaHitSprites;
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@ -148,10 +141,16 @@ namespace HeavenStudio.Games
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instance = this;
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}
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private void Update()
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{
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BackgroundColorUpdate();
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}
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public override void OnGameSwitch(double beat)
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{
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base.OnGameSwitch(beat);
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ForkLifterHand.CheckNextFlick();
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PersistColor(beat);
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}
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@ -180,61 +179,86 @@ namespace HeavenStudio.Games
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fo.SetActive(true);
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}
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public void ChangeBackgroundColor(Color color, float beats)
|
||||
private double colorStartBeat = -1;
|
||||
private float colorLength = 0f;
|
||||
private Color colorStart = Color.white; //obviously put to the default color of the game
|
||||
private Color colorEnd = Color.white;
|
||||
private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
|
||||
|
||||
private double colorStartBeatGrad = -1;
|
||||
private float colorLengthGrad = 0f;
|
||||
private Color colorStartGrad = Color.white; //obviously put to the default color of the game
|
||||
private Color colorEndGrad = Color.white;
|
||||
private Util.EasingFunction.Ease colorEaseGrad; //putting Util in case this game is using jukebox
|
||||
|
||||
//call this in update
|
||||
private void BackgroundColorUpdate()
|
||||
{
|
||||
var seconds = Conductor.instance.secPerBeat * beats;
|
||||
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
|
||||
|
||||
if (bgColorTween != null)
|
||||
bgColorTween.Kill(true);
|
||||
if (viewerCircleColorTween != null)
|
||||
viewerCircleColorTween.Kill(true);
|
||||
if (handShadowColorTween != null) handShadowColorTween.Kill(true);
|
||||
var func = Util.EasingFunction.GetEasingFunction(colorEase);
|
||||
|
||||
if (seconds == 0)
|
||||
float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
|
||||
float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
|
||||
float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
|
||||
|
||||
bg.color = new Color(newR, newG, newB);
|
||||
viewerCircle.color = new Color(newR, newG, newB);
|
||||
handShadow.color = new Color(newR, newG, newB);
|
||||
|
||||
float normalizedBeatGrad = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeatGrad, colorLengthGrad));
|
||||
|
||||
var funcGrad = Util.EasingFunction.GetEasingFunction(colorEaseGrad);
|
||||
|
||||
float newRGrad = func(colorStartGrad.r, colorEndGrad.r, normalizedBeatGrad);
|
||||
float newGGrad = func(colorStartGrad.g, colorEndGrad.g, normalizedBeatGrad);
|
||||
float newBGrad = func(colorStartGrad.b, colorEndGrad.b, normalizedBeatGrad);
|
||||
|
||||
bgGradient.color = new Color(newRGrad, newGGrad, newBGrad);
|
||||
playerShadow.color = new Color(newRGrad, newGGrad, newBGrad);
|
||||
}
|
||||
|
||||
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, int ease)
|
||||
{
|
||||
colorStartBeat = beat;
|
||||
colorLength = length;
|
||||
colorStart = colorStartSet;
|
||||
colorEnd = colorEndSet;
|
||||
colorEase = (Util.EasingFunction.Ease)ease;
|
||||
}
|
||||
|
||||
public void BackgroundColorGrad(double beat, float length, Color colorStartSet, Color colorEndSet, int ease)
|
||||
{
|
||||
colorStartBeatGrad = beat;
|
||||
colorLengthGrad = length;
|
||||
colorStartGrad = colorStartSet;
|
||||
colorEndGrad = colorEndSet;
|
||||
colorEaseGrad = (Util.EasingFunction.Ease)ease;
|
||||
}
|
||||
|
||||
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
||||
private void PersistColor(double beat)
|
||||
{
|
||||
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("forkLifter", new string[] { "color" }).FindAll(x => x.beat < beat);
|
||||
if (allEventsBeforeBeat.Count > 0)
|
||||
{
|
||||
bg.color = color;
|
||||
viewerCircle.color = color;
|
||||
handShadow.color = color;
|
||||
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
||||
var lastEvent = allEventsBeforeBeat[^1];
|
||||
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["start"], lastEvent["end"], lastEvent["ease"]);
|
||||
}
|
||||
else
|
||||
|
||||
var allEventsBeforeBeatGrad = EventCaller.GetAllInGameManagerList("forkLifter", new string[] { "colorGrad" }).FindAll(x => x.beat < beat);
|
||||
if (allEventsBeforeBeatGrad.Count > 0)
|
||||
{
|
||||
bgColorTween = bg.DOColor(color, seconds);
|
||||
handShadowColorTween = handShadow.DOColor(color, seconds);
|
||||
viewerCircleColorTween = viewerCircle.DOColor(color, seconds);
|
||||
allEventsBeforeBeatGrad.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
||||
var lastEventGrad = allEventsBeforeBeatGrad[^1];
|
||||
BackgroundColorGrad(lastEventGrad.beat, lastEventGrad.length, lastEventGrad["start"], lastEventGrad["end"], lastEventGrad["ease"]);
|
||||
}
|
||||
}
|
||||
|
||||
public void FadeBackgroundColor(Color start, Color end, float beats, bool instant)
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
ChangeBackgroundColor(start, 0f);
|
||||
if (!instant) ChangeBackgroundColor(end, beats);
|
||||
}
|
||||
|
||||
public void ChangeGradientColor(Color color, float beats)
|
||||
{
|
||||
var seconds = Conductor.instance.secPerBeat * beats;
|
||||
|
||||
if (bgGradientColorTween != null)
|
||||
bgGradientColorTween.Kill(true);
|
||||
if (playerShadowColorTween != null) playerShadowColorTween.Kill(true);
|
||||
|
||||
if (seconds == 0)
|
||||
{
|
||||
bgGradient.color = color;
|
||||
playerShadow.color = color;
|
||||
}
|
||||
else
|
||||
{
|
||||
bgGradientColorTween = bgGradient.DOColor(color, seconds);
|
||||
playerShadowColorTween = playerShadow.DOColor(color, seconds);
|
||||
}
|
||||
}
|
||||
|
||||
public void FadeGradientColor(Color start, Color end, float beats, bool instant)
|
||||
{
|
||||
ChangeGradientColor(start, 0f);
|
||||
if (!instant) ChangeGradientColor(end, beats);
|
||||
PersistColor(beat);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -62,12 +62,18 @@ namespace HeavenStudio.Games.Loaders
|
|||
|
||||
new GameAction("bgcolor", "Background Color")
|
||||
{
|
||||
function = delegate {Kitties.instance.BackgroundColor(eventCaller.currentEntity["color"]); },
|
||||
defaultLength = .5f,
|
||||
|
||||
function = delegate
|
||||
{
|
||||
var e = eventCaller.currentEntity;
|
||||
Kitties.instance.BackgroundColor(e.beat, e.length, e["colorStart"], e["colorEnd"], e["ease"]);
|
||||
},
|
||||
defaultLength = 4,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("color", Kitties.defaultBGColor, "Change BG Color", "Changes background color"),
|
||||
new Param("colorStart", Color.white, "Start Color"),
|
||||
new Param("colorEnd", Color.white, "End Color"),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
|
||||
}
|
||||
}
|
||||
},
|
||||
|
@ -94,18 +100,6 @@ namespace HeavenStudio.Games
|
|||
public Vector3[] positions;
|
||||
public float[] rotationAngles;
|
||||
|
||||
private static Color _defaultBGColor;
|
||||
public static Color defaultBGColor
|
||||
{
|
||||
get
|
||||
{
|
||||
ColorUtility.TryParseHtmlString("#FFFFFF", out _defaultBGColor);
|
||||
return _defaultBGColor;
|
||||
}
|
||||
}
|
||||
|
||||
public Color currentBGColor;
|
||||
|
||||
public enum SpawnType
|
||||
{
|
||||
Straight,
|
||||
|
@ -124,7 +118,7 @@ namespace HeavenStudio.Games
|
|||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
BackgroundColorUpdate();
|
||||
}
|
||||
|
||||
public void Clap(bool isMice, bool isInverse, bool keepSpawned, double beat, int type)
|
||||
|
@ -449,10 +443,55 @@ namespace HeavenStudio.Games
|
|||
player.canClap = true;
|
||||
}
|
||||
|
||||
public void BackgroundColor(Color color)
|
||||
private double colorStartBeat = -1;
|
||||
private float colorLength = 0f;
|
||||
private Color colorStart = Color.white; //obviously put to the default color of the game
|
||||
private Color colorEnd = Color.white;
|
||||
private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
|
||||
|
||||
//call this in update
|
||||
private void BackgroundColorUpdate()
|
||||
{
|
||||
background.color = color;
|
||||
currentBGColor = background.color;
|
||||
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
|
||||
|
||||
var func = Util.EasingFunction.GetEasingFunction(colorEase);
|
||||
|
||||
float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
|
||||
float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
|
||||
float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
|
||||
|
||||
background.color = new Color(newR, newG, newB);
|
||||
}
|
||||
|
||||
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, int ease)
|
||||
{
|
||||
colorStartBeat = beat;
|
||||
colorLength = length;
|
||||
colorStart = colorStartSet;
|
||||
colorEnd = colorEndSet;
|
||||
colorEase = (Util.EasingFunction.Ease)ease;
|
||||
}
|
||||
|
||||
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
||||
private void PersistColor(double beat)
|
||||
{
|
||||
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("kitties", new string[] { "bgcolor" }).FindAll(x => x.beat < beat);
|
||||
if (allEventsBeforeBeat.Count > 0)
|
||||
{
|
||||
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
||||
var lastEvent = allEventsBeforeBeat[^1];
|
||||
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["colorStart"], lastEvent["colorEnd"], lastEvent["ease"]);
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
PersistColor(beat);
|
||||
}
|
||||
|
||||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
PersistColor(beat);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -231,6 +231,17 @@ namespace HeavenStudio.Games
|
|||
bachEvents = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "bach" });
|
||||
}
|
||||
|
||||
private void PersistColors(double beat)
|
||||
{
|
||||
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "" }).FindAll(x => x.beat < beat);
|
||||
if (allEventsBeforeBeat.Count > 0)
|
||||
{
|
||||
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat));
|
||||
var lastEvent = allEventsBeforeBeat[^1];
|
||||
SetBackgroundColours(lastEvent["colorA"], lastEvent["colorB"], lastEvent["objColA"], lastEvent["objColB"], lastEvent["objColC"]);
|
||||
}
|
||||
}
|
||||
|
||||
private bool BachOnBeat(double beat)
|
||||
{
|
||||
return bachEvents.Find(x => beat >= x.beat && beat < x.beat + x.length) != null;
|
||||
|
@ -238,11 +249,13 @@ namespace HeavenStudio.Games
|
|||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
QueueSwitchBGs(beat);
|
||||
PersistColors(beat);
|
||||
}
|
||||
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
QueueSwitchBGs(beat);
|
||||
PersistColors(beat);
|
||||
}
|
||||
|
||||
private void QueueSwitchBGs(double beat)
|
||||
|
|
|
@ -1,7 +1,6 @@
|
|||
using HeavenStudio.Util;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using DG.Tweening;
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
// using GhostlyGuy's Balls;
|
||||
|
@ -122,12 +121,12 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
OctopusMachine.instance.ChangeColor(e["color1"], e["color2"], e["octoColor"], e["squeezedColor"], e.length, e["bgInstant"]);
|
||||
OctopusMachine.instance.BackgroundColor(e.beat, e.length, e["color1"], e["color2"], e["octoColor"], e["squeezedColor"], e["ease"]);
|
||||
},
|
||||
parameters = new List<Param>() {
|
||||
new Param("color1", new Color(1f, 0.87f, 0.24f), "Background Start Color", "Set the beginning background color"),
|
||||
new Param("color2", new Color(1f, 0.87f, 0.24f), "Background End Color", "Set the end background color"),
|
||||
new Param("bgInstant", false, "Instant Background?", "Set the end background color instantly"),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease"),
|
||||
new Param("octoColor", new Color(0.97f, 0.235f, 0.54f), "Octopodes Color", "Set the octopodes' colors"),
|
||||
new Param("squeezedColor", new Color(1f, 0f, 0f), "Squeezed Color", "Set the octopodes' colors when they're squeezed"),
|
||||
},
|
||||
|
@ -184,7 +183,6 @@ namespace HeavenStudio.Games
|
|||
[Header("Variables")]
|
||||
public bool hasMissed;
|
||||
public int bopStatus = 0;
|
||||
Tween bgColorTween;
|
||||
int bopIterate = 0;
|
||||
bool intervalStarted;
|
||||
bool autoAction;
|
||||
|
@ -218,7 +216,6 @@ namespace HeavenStudio.Games
|
|||
|
||||
private void Start()
|
||||
{
|
||||
bg.color = backgroundColor;
|
||||
foreach (var octo in octopodes) octo.AnimationColor(0);
|
||||
bopStatus = 0;
|
||||
}
|
||||
|
@ -239,6 +236,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
private void Update()
|
||||
{
|
||||
BackgroundColorUpdate();
|
||||
if (queuePrepare) {
|
||||
foreach (var octo in octopodes) octo.queuePrepare = true;
|
||||
if (Text.text is "Wrong! Try Again!" or "Good!") Text.text = "";
|
||||
|
@ -328,27 +326,60 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
public void FadeBackgroundColor(Color color, float beats)
|
||||
private double colorStartBeat = -1;
|
||||
private float colorLength = 0f;
|
||||
private Color colorStart = new Color(1, 0.87f, 0.24f); //obviously put to the default color of the game
|
||||
private Color colorEnd = new Color(1, 0.87f, 0.24f);
|
||||
private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
|
||||
|
||||
//call this in update
|
||||
private void BackgroundColorUpdate()
|
||||
{
|
||||
var seconds = Conductor.instance.secPerBeat * beats;
|
||||
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
|
||||
|
||||
if (bgColorTween != null)
|
||||
bgColorTween.Kill(true);
|
||||
var func = Util.EasingFunction.GetEasingFunction(colorEase);
|
||||
|
||||
if (seconds == 0) bg.color = color;
|
||||
else bgColorTween = bg.DOColor(color, seconds);
|
||||
float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
|
||||
float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
|
||||
float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
|
||||
|
||||
bg.color = new Color(newR, newG, newB);
|
||||
}
|
||||
|
||||
public void ChangeColor(Color bgStart, Color bgEnd, Color octoColor, Color octoSqueezedColor, float beats, bool bgInstant)
|
||||
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, Color octoColor, Color octoSqueezeColor, int ease)
|
||||
{
|
||||
FadeBackgroundColor(bgStart, 0f);
|
||||
if (!bgInstant) FadeBackgroundColor(bgEnd, beats);
|
||||
backgroundColor = bgEnd;
|
||||
colorStartBeat = beat;
|
||||
colorLength = length;
|
||||
colorStart = colorStartSet;
|
||||
colorEnd = colorEndSet;
|
||||
colorEase = (Util.EasingFunction.Ease)ease;
|
||||
octopodesColor = octoColor;
|
||||
octopodesSqueezedColor = octoSqueezedColor;
|
||||
octopodesSqueezedColor = octoSqueezeColor;
|
||||
foreach (var octo in octopodes) octo.AnimationColor(octo.isSqueezed ? 1 : 0);
|
||||
}
|
||||
|
||||
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
||||
private void PersistColor(double beat)
|
||||
{
|
||||
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("octopusMachine", new string[] { "changeColor" }).FindAll(x => x.beat < beat);
|
||||
if (allEventsBeforeBeat.Count > 0)
|
||||
{
|
||||
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
||||
var lastEvent = allEventsBeforeBeat[^1];
|
||||
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["color1"], lastEvent["color2"], lastEvent["octoColor"], lastEvent["squeezedColor"], lastEvent["ease"]);
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
PersistColor(beat);
|
||||
}
|
||||
|
||||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
PersistColor(beat);
|
||||
}
|
||||
|
||||
public void OctopusModifiers(double beat, float oct1x, float oct2x, float oct3x, float oct1y, float oct2y, float oct3y, bool oct1, bool oct2, bool oct3)
|
||||
{
|
||||
octopodes[0].OctopusModifiers(oct1x, oct1y, oct1);
|
||||
|
|
|
@ -4,7 +4,6 @@ using UnityEngine;
|
|||
using System;
|
||||
using Starpelly;
|
||||
using DG.Tweening;
|
||||
|
||||
using HeavenStudio.Util;
|
||||
|
||||
namespace HeavenStudio.Games.Loaders
|
||||
|
@ -65,26 +64,19 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("type", RhythmTweezers.NoPeekSignType.Full, "Sign Type", "Which sign will be used?")
|
||||
}
|
||||
},
|
||||
new GameAction("fade background color", "Background Fade")
|
||||
new GameAction("fade background color", "Background Color")
|
||||
{
|
||||
function = delegate
|
||||
{
|
||||
var e = eventCaller.currentEntity;
|
||||
if (e["instant"])
|
||||
{
|
||||
RhythmTweezers.instance.ChangeBackgroundColor(e["colorA"], 0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
RhythmTweezers.instance.FadeBackgroundColor(e["colorA"], e["colorB"], e.length);
|
||||
}
|
||||
var e = eventCaller.currentEntity;
|
||||
RhythmTweezers.instance.BackgroundColor(e.beat, e.length, e["colorA"], e["colorB"], e["ease"]);
|
||||
},
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("colorA", Color.white, "Start Color", "The starting color in the fade"),
|
||||
new Param("colorB", RhythmTweezers.defaultBgColor, "End Color", "The ending color in the fade"),
|
||||
new Param("instant", false, "Instant", "Instantly change color to start color?")
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
|
||||
}
|
||||
},
|
||||
new GameAction("altSmile", "Use Alt Smile")
|
||||
|
@ -108,16 +100,6 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
hidden = true,
|
||||
},
|
||||
new GameAction("set background color", "Background Colour")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; RhythmTweezers.instance.ChangeBackgroundColor(e["colorA"], 0f); },
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("colorA", RhythmTweezers.defaultBgColor, "Background Color", "The background color to change to")
|
||||
},
|
||||
hidden = true
|
||||
},
|
||||
},
|
||||
new List<string>() {"agb", "repeat"},
|
||||
"agbhair", "en",
|
||||
|
@ -179,9 +161,7 @@ namespace HeavenStudio.Games
|
|||
public Sprite onionSprite;
|
||||
public Sprite potatoSprite;
|
||||
|
||||
Tween transitionTween;
|
||||
bool transitioning = false;
|
||||
Tween bgColorTween;
|
||||
|
||||
private static Color _defaultOnionColor;
|
||||
public static Color defaultOnionColor
|
||||
|
@ -231,6 +211,8 @@ namespace HeavenStudio.Games
|
|||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
colorStart = defaultBgColor;
|
||||
colorEnd = defaultBgColor;
|
||||
if (crHandlerInstance != null && crHandlerInstance.queuedEvents.Count > 0)
|
||||
{
|
||||
foreach (var crEvent in crHandlerInstance.queuedEvents)
|
||||
|
@ -262,6 +244,7 @@ namespace HeavenStudio.Games
|
|||
public override void OnPlay(double beat)
|
||||
{
|
||||
crHandlerInstance = null;
|
||||
PersistColor(beat);
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
|
@ -474,6 +457,8 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
Tween transitionTween;
|
||||
|
||||
const float vegDupeOffset = 16.7f;
|
||||
public void NextVegetable(double beat, int type, Color onionColor, Color potatoColor)
|
||||
{
|
||||
|
@ -517,27 +502,45 @@ namespace HeavenStudio.Games
|
|||
VegetableDupe.color = newColor;
|
||||
}
|
||||
|
||||
public void ChangeBackgroundColor(Color color, float beats)
|
||||
private double colorStartBeat = -1;
|
||||
private float colorLength = 0f;
|
||||
private Color colorStart = Color.white; //obviously put to the default color of the game
|
||||
private Color colorEnd = Color.white;
|
||||
private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
|
||||
|
||||
//call this in update
|
||||
private void BackgroundColorUpdate()
|
||||
{
|
||||
var seconds = Conductor.instance.secPerBeat * beats;
|
||||
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
|
||||
|
||||
if (bgColorTween != null)
|
||||
bgColorTween.Kill(true);
|
||||
var func = Util.EasingFunction.GetEasingFunction(colorEase);
|
||||
|
||||
if (seconds == 0)
|
||||
{
|
||||
bg.color = color;
|
||||
}
|
||||
else
|
||||
{
|
||||
bgColorTween = bg.DOColor(color, seconds);
|
||||
}
|
||||
float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
|
||||
float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
|
||||
float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
|
||||
|
||||
bg.color = new Color(newR, newG, newB);
|
||||
}
|
||||
|
||||
public void FadeBackgroundColor(Color start, Color end, float beats)
|
||||
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, int ease)
|
||||
{
|
||||
ChangeBackgroundColor(start, 0f);
|
||||
ChangeBackgroundColor(end, beats);
|
||||
colorStartBeat = beat;
|
||||
colorLength = length;
|
||||
colorStart = colorStartSet;
|
||||
colorEnd = colorEndSet;
|
||||
colorEase = (Util.EasingFunction.Ease)ease;
|
||||
}
|
||||
|
||||
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
||||
private void PersistColor(double beat)
|
||||
{
|
||||
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("rhythmTweezers", new string[] { "fade background color" }).FindAll(x => x.beat < beat);
|
||||
if (allEventsBeforeBeat.Count > 0)
|
||||
{
|
||||
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
||||
var lastEvent = allEventsBeforeBeat[^1];
|
||||
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["colorA"], lastEvent["colorB"], lastEvent["ease"]);
|
||||
}
|
||||
}
|
||||
|
||||
public static void PreNoPeeking(double beat, float length, int type)
|
||||
|
@ -585,6 +588,8 @@ namespace HeavenStudio.Games
|
|||
queuedPeeks.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
BackgroundColorUpdate();
|
||||
}
|
||||
|
||||
public override void OnGameSwitch(double beat)
|
||||
|
@ -600,6 +605,7 @@ namespace HeavenStudio.Games
|
|||
queuedIntervals.Clear();
|
||||
}
|
||||
}
|
||||
PersistColor(beat);
|
||||
}
|
||||
|
||||
private void ResetVegetable()
|
||||
|
|
|
@ -171,8 +171,8 @@ namespace HeavenStudio.Games
|
|||
[NonSerialized] public bool sawShouldBop;
|
||||
[NonSerialized] public bool seeShouldBop;
|
||||
GameEvent bop = new GameEvent();
|
||||
double bgColorStartBeat;
|
||||
float bgColorLength;
|
||||
double bgColorStartBeat = -1;
|
||||
float bgColorLength = 0;
|
||||
Util.EasingFunction.Ease lastEase;
|
||||
Color colorFrom;
|
||||
Color colorTo;
|
||||
|
@ -195,13 +195,39 @@ namespace HeavenStudio.Games
|
|||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
if (allJumpEvents.Count > 0) return;
|
||||
GrabJumpEvents(Conductor.instance.songPositionInBeatsAsDouble);
|
||||
colorFrom = defaultBGColor;
|
||||
colorTo = defaultBGColor;
|
||||
colorFrom2 = defaultBGColorBottom;
|
||||
colorTo2 = defaultBGColorBottom;
|
||||
}
|
||||
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
GrabJumpEvents(beat);
|
||||
PersistColor(beat);
|
||||
PersistColors(beat);
|
||||
}
|
||||
|
||||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
GrabJumpEvents(beat);
|
||||
PersistColor(beat);
|
||||
PersistColors(beat);
|
||||
}
|
||||
|
||||
private void PersistColors(double beat)
|
||||
{
|
||||
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("seeSaw", new string[] { "recolor" }).FindAll(x => x.beat < beat);
|
||||
if (allEventsBeforeBeat.Count > 0)
|
||||
{
|
||||
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat));
|
||||
var e = allEventsBeforeBeat[^1];
|
||||
ChangeMappingColor(e["fill"], e["outline"]);
|
||||
}
|
||||
else
|
||||
{
|
||||
ChangeMappingColor(Color.white, defaultOtherColor);
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
|
@ -271,25 +297,38 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
private void PersistColor(double beat)
|
||||
{
|
||||
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("seeSaw", new string[] { "changeBgColor" }).FindAll(x => x.beat < beat);
|
||||
if (allEventsBeforeBeat.Count > 0)
|
||||
{
|
||||
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
||||
var lastEvent = allEventsBeforeBeat[^1];
|
||||
ChangeColor(lastEvent.beat, lastEvent.length, lastEvent["colorFrom"], lastEvent["colorTo"], lastEvent["colorFrom2"], lastEvent["colorTo2"], lastEvent["ease"]);
|
||||
}
|
||||
}
|
||||
|
||||
private void BackgroundColorUpdate(Conductor cond)
|
||||
{
|
||||
float normalizedBeat = Mathf.Clamp01(cond.GetPositionFromBeat(bgColorStartBeat, bgColorLength));
|
||||
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(lastEase);
|
||||
float newColorR = func(colorFrom.r, colorTo.r, normalizedBeat);
|
||||
float newColorG = func(colorFrom.g, colorTo.g, normalizedBeat);
|
||||
float newColorB = func(colorFrom.b, colorTo.b, normalizedBeat);
|
||||
bgHigh.color = new Color(newColorR, newColorG, newColorB);
|
||||
gradient.color = new Color(newColorR, newColorG, newColorB);
|
||||
newColorR = func(colorFrom2.r, colorTo2.r, normalizedBeat);
|
||||
newColorG = func(colorFrom2.g, colorTo2.g, normalizedBeat);
|
||||
newColorB = func(colorFrom2.b, colorTo2.b, normalizedBeat);
|
||||
bgLow.color = new Color(newColorR, newColorG, newColorB);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
if (cond.isPlaying && !cond.isPaused)
|
||||
{
|
||||
float normalizedBeat = cond.GetPositionFromBeat(bgColorStartBeat, bgColorLength);
|
||||
if (normalizedBeat > 0 && normalizedBeat <= 1)
|
||||
{
|
||||
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(lastEase);
|
||||
float newColorR = func(colorFrom.r, colorTo.r, normalizedBeat);
|
||||
float newColorG = func(colorFrom.g, colorTo.g, normalizedBeat);
|
||||
float newColorB = func(colorFrom.b, colorTo.b, normalizedBeat);
|
||||
bgHigh.color = new Color(newColorR, newColorG, newColorB);
|
||||
gradient.color = new Color(newColorR, newColorG, newColorB);
|
||||
newColorR = func(colorFrom2.r, colorTo2.r, normalizedBeat);
|
||||
newColorG = func(colorFrom2.g, colorTo2.g, normalizedBeat);
|
||||
newColorB = func(colorFrom2.b, colorTo2.b, normalizedBeat);
|
||||
bgLow.color = new Color(newColorR, newColorG, newColorB);
|
||||
}
|
||||
BackgroundColorUpdate(cond);
|
||||
if (allJumpEvents.Count > 0 && !(see.dead || saw.dead))
|
||||
{
|
||||
if (currentJumpIndex < allJumpEvents.Count && currentJumpIndex >= 0)
|
||||
|
|
|
@ -2,7 +2,6 @@ using HeavenStudio.Util;
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using DG.Tweening;
|
||||
using HeavenStudio.Common;
|
||||
|
||||
namespace HeavenStudio.Games.Loaders
|
||||
|
@ -58,14 +57,14 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
new GameAction("changeBG", "Change Background Color")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; SpaceDance.instance.FadeBackgroundColor(e["start"], e["end"], e.length, e["toggle"]); },
|
||||
function = delegate {var e = eventCaller.currentEntity; SpaceDance.instance.BackgroundColor(e.beat, e.length, e["start"], e["end"], e["ease"]); },
|
||||
defaultLength = 1f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("start", SpaceDance.defaultBGColor, "Start Color", "The start color for the fade or the color that will be switched to if -instant- is ticked on."),
|
||||
new Param("end", SpaceDance.defaultBGColor, "End Color", "The end color for the fade."),
|
||||
new Param("toggle", false, "Instant", "Should the background instantly change color?")
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
|
||||
}
|
||||
},
|
||||
new GameAction("bop", "Bop")
|
||||
|
@ -135,7 +134,6 @@ namespace HeavenStudio.Games
|
|||
Talk = 1,
|
||||
Sniff = 2
|
||||
}
|
||||
Tween bgColorTween;
|
||||
[SerializeField] SpriteRenderer bg;
|
||||
[SerializeField] Animator shootingStarAnim;
|
||||
public Animator DancerP;
|
||||
|
@ -170,12 +168,15 @@ namespace HeavenStudio.Games
|
|||
void Awake()
|
||||
{
|
||||
instance = this;
|
||||
colorStart = defaultBGColor;
|
||||
colorEnd = defaultBGColor;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
BackgroundColorUpdate();
|
||||
if (cond.isPlaying && !cond.isPaused)
|
||||
{
|
||||
scroll.NormalizedX -= xBaseSpeed * xScrollMultiplier * Time.deltaTime;
|
||||
|
@ -633,27 +634,55 @@ namespace HeavenStudio.Games
|
|||
Gramps.DoScaledAnimationAsync("GrampsBop", 0.5f);
|
||||
}
|
||||
|
||||
public void ChangeBackgroundColor(Color color, float beats)
|
||||
private double colorStartBeat = -1;
|
||||
private float colorLength = 0f;
|
||||
private Color colorStart; //obviously put to the default color of the game
|
||||
private Color colorEnd;
|
||||
private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
|
||||
|
||||
//call this in update
|
||||
private void BackgroundColorUpdate()
|
||||
{
|
||||
var seconds = Conductor.instance.secPerBeat * beats;
|
||||
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
|
||||
|
||||
if (bgColorTween != null)
|
||||
bgColorTween.Kill(true);
|
||||
var func = Util.EasingFunction.GetEasingFunction(colorEase);
|
||||
|
||||
if (seconds == 0)
|
||||
float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
|
||||
float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
|
||||
float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
|
||||
|
||||
bg.color = new Color(newR, newG, newB);
|
||||
}
|
||||
|
||||
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, int ease)
|
||||
{
|
||||
colorStartBeat = beat;
|
||||
colorLength = length;
|
||||
colorStart = colorStartSet;
|
||||
colorEnd = colorEndSet;
|
||||
colorEase = (Util.EasingFunction.Ease)ease;
|
||||
}
|
||||
|
||||
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
||||
private void PersistColor(double beat)
|
||||
{
|
||||
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("spaceDance", new string[] { "changeBG" }).FindAll(x => x.beat < beat);
|
||||
if (allEventsBeforeBeat.Count > 0)
|
||||
{
|
||||
bg.color = color;
|
||||
}
|
||||
else
|
||||
{
|
||||
bgColorTween = bg.DOColor(color, seconds);
|
||||
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
||||
var lastEvent = allEventsBeforeBeat[^1];
|
||||
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["start"], lastEvent["end"], lastEvent["ease"]);
|
||||
}
|
||||
}
|
||||
|
||||
public void FadeBackgroundColor(Color start, Color end, float beats, bool instant)
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
ChangeBackgroundColor(start, 0f);
|
||||
if (!instant) ChangeBackgroundColor(end, beats);
|
||||
PersistColor(beat);
|
||||
}
|
||||
|
||||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
PersistColor(beat);
|
||||
}
|
||||
|
||||
public void JustRight(PlayerActionEvent caller, float state)
|
||||
|
|
|
@ -1,7 +1,6 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using DG.Tweening;
|
||||
using HeavenStudio.Util;
|
||||
|
||||
namespace HeavenStudio.Games.Loaders
|
||||
|
@ -81,7 +80,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
new GameAction("changeBG", "Change Background Color")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; SpaceSoccer.instance.FadeBackgroundColor(e["start"], e["end"], e["startDots"], e["endDots"], e.length, e["toggle"]); },
|
||||
function = delegate {var e = eventCaller.currentEntity; SpaceSoccer.instance.BackgroundColor(e.beat, e.length, e["start"], e["end"], e["startDots"], e["endDots"], e["ease"]); },
|
||||
defaultLength = 1f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
|
@ -90,7 +89,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("end", SpaceSoccer.defaultBGColor, "End Color", "The end color for the fade."),
|
||||
new Param("startDots", Color.white, "Start Color (Dots)", "The start color for the fade or the color that will be switched to if -instant- is ticked on."),
|
||||
new Param("endDots", Color.white, "End Color (Dots)", "The end color for the fade."),
|
||||
new Param("toggle", false, "Instant", "Should the background instantly change color?")
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
|
||||
}
|
||||
},
|
||||
new GameAction("scroll", "Scrolling Background")
|
||||
|
@ -206,8 +205,6 @@ namespace HeavenStudio.Games
|
|||
float yScrollMultiplier = 0.3f;
|
||||
[SerializeField] private float xBaseSpeed = 1;
|
||||
[SerializeField] private float yBaseSpeed = 1;
|
||||
Tween bgColorTween;
|
||||
Tween dotColorTween;
|
||||
#region Space Kicker Position Easing
|
||||
float easeBeat;
|
||||
float easeLength;
|
||||
|
@ -226,6 +223,8 @@ namespace HeavenStudio.Games
|
|||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
colorStart = defaultBGColor;
|
||||
colorEnd = defaultBGColor;
|
||||
}
|
||||
|
||||
new void OnDrawGizmos()
|
||||
|
@ -243,6 +242,7 @@ namespace HeavenStudio.Games
|
|||
private void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
BackgroundColorUpdate();
|
||||
backgroundSprite.NormalizedX -= xBaseSpeed * xScrollMultiplier * Time.deltaTime;
|
||||
backgroundSprite.NormalizedY += yBaseSpeed * yScrollMultiplier * Time.deltaTime;
|
||||
|
||||
|
@ -324,6 +324,8 @@ namespace HeavenStudio.Games
|
|||
Dispense(entity.beat, isOnGameSwitchBeat && !entity["toggle"], false, isOnGameSwitchBeat && entity["down"]);
|
||||
break;
|
||||
}
|
||||
|
||||
PersistColor(beat);
|
||||
}
|
||||
|
||||
public SuperCurveObject.Path GetPath(string name)
|
||||
|
@ -485,32 +487,60 @@ namespace HeavenStudio.Games
|
|||
}, forcePlay:true);
|
||||
}
|
||||
|
||||
public void ChangeBackgroundColor(Color color, Color dotColor, float beats)
|
||||
private double colorStartBeat = -1;
|
||||
private float colorLength = 0f;
|
||||
private Color colorStart; //obviously put to the default color of the game
|
||||
private Color colorEnd;
|
||||
private Color colorStartDot = Color.white; //obviously put to the default color of the game
|
||||
private Color colorEndDot = Color.white;
|
||||
private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
|
||||
|
||||
//call this in update
|
||||
private void BackgroundColorUpdate()
|
||||
{
|
||||
var seconds = Conductor.instance.secPerBeat * beats;
|
||||
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
|
||||
|
||||
if (bgColorTween != null)
|
||||
bgColorTween.Kill(true);
|
||||
if (dotColorTween != null)
|
||||
dotColorTween.Kill(true);
|
||||
var func = Util.EasingFunction.GetEasingFunction(colorEase);
|
||||
|
||||
if (seconds == 0)
|
||||
float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
|
||||
float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
|
||||
float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
|
||||
|
||||
bg.color = new Color(newR, newG, newB);
|
||||
|
||||
float newRDot = func(colorStartDot.r, colorEndDot.r, normalizedBeat);
|
||||
float newGDot = func(colorStartDot.g, colorEndDot.g, normalizedBeat);
|
||||
float newBDot = func(colorStartDot.b, colorEndDot.b, normalizedBeat);
|
||||
|
||||
bgImage.color = new Color(newRDot, newGDot, newBDot);
|
||||
}
|
||||
|
||||
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, Color colorStartDotSet, Color colorEndDotSet, int ease)
|
||||
{
|
||||
colorStartBeat = beat;
|
||||
colorLength = length;
|
||||
colorStart = colorStartSet;
|
||||
colorEnd = colorEndSet;
|
||||
colorStartDot = colorEndDotSet;
|
||||
colorEndDot = colorEndDotSet;
|
||||
colorEase = (Util.EasingFunction.Ease)ease;
|
||||
}
|
||||
|
||||
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
||||
private void PersistColor(double beat)
|
||||
{
|
||||
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("kitties", new string[] { "bgcolor" }).FindAll(x => x.beat < beat);
|
||||
if (allEventsBeforeBeat.Count > 0)
|
||||
{
|
||||
bg.color = color;
|
||||
bgImage.color = dotColor;
|
||||
}
|
||||
else
|
||||
{
|
||||
bgColorTween = bg.DOColor(color, seconds);
|
||||
dotColorTween = bgImage.DOColor(dotColor, seconds);
|
||||
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
||||
var lastEvent = allEventsBeforeBeat[^1];
|
||||
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["start"], lastEvent["end"], lastEvent["startDots"], lastEvent["endDots"], lastEvent["ease"]);
|
||||
}
|
||||
}
|
||||
|
||||
public void FadeBackgroundColor(Color start, Color end, Color startDot, Color endDot, float beats, bool instant)
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
ChangeBackgroundColor(start, startDot, 0f);
|
||||
if (!instant) ChangeBackgroundColor(end, endDot, beats);
|
||||
PersistColor(beat);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -2,7 +2,6 @@ using HeavenStudio.Util;
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using DG.Tweening;
|
||||
using Jukebox;
|
||||
|
||||
namespace HeavenStudio.Games.Loaders
|
||||
|
@ -60,27 +59,16 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
new GameAction("fade background", "Background Color")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.FadeBackgroundColor(e["colorA"], e["colorB"], e.length, e["instant"]); },
|
||||
function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.BackgroundColor(e.beat, e.length, e["colorStart"], e["colorEnd"], e["ease"]); },
|
||||
defaultLength = 4f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("colorA", Color.white, "Start Color", "The starting color of the fade."),
|
||||
new Param("colorB", Tambourine.defaultBGColor, "End Color", "The ending color of the fade."),
|
||||
new Param("instant", false, "Instant", "Instantly set the color of the background to the start color?")
|
||||
new Param("colorStart", Color.white, "Start Color", "The starting color of the fade."),
|
||||
new Param("colorEnd", Tambourine.defaultBGColor, "End Color", "The ending color of the fade."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
|
||||
}
|
||||
},
|
||||
//backwards-compatibility
|
||||
new GameAction("set background color", "Background Color")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; Tambourine.instance.ChangeBackgroundColor(e["colorA"], 0f); },
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("colorA", Tambourine.defaultBGColor, "Background Color", "The background color to change to.")
|
||||
},
|
||||
hidden = true
|
||||
},
|
||||
},
|
||||
new List<string>() {"rvl", "repeat"},
|
||||
"rvldrum", "en",
|
||||
|
@ -119,8 +107,6 @@ namespace HeavenStudio.Games
|
|||
bool frogPresent;
|
||||
bool monkeyGoBop;
|
||||
bool handsGoBop;
|
||||
|
||||
Tween bgColorTween;
|
||||
public GameEvent bop = new GameEvent();
|
||||
|
||||
public enum WhoBops
|
||||
|
@ -140,10 +126,13 @@ namespace HeavenStudio.Games
|
|||
frogAnimator.Play("FrogExited", 0, 0);
|
||||
handsAnimator.Play("Idle", 0, 0);
|
||||
monkeyAnimator.Play("MonkeyIdle", 0, 0);
|
||||
colorStart = defaultBGColor;
|
||||
colorEnd = defaultBGColor;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
BackgroundColorUpdate();
|
||||
if (Conductor.instance.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
|
||||
{
|
||||
if (monkeyGoBop)
|
||||
|
@ -228,6 +217,7 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
queuedIntervals.Clear();
|
||||
}
|
||||
PersistColor(beat);
|
||||
}
|
||||
|
||||
private struct QueuedInterval
|
||||
|
@ -454,27 +444,50 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
public void ChangeBackgroundColor(Color color, float beats)
|
||||
private double colorStartBeat = -1;
|
||||
private float colorLength = 0f;
|
||||
private Color colorStart = Color.white; //obviously put to the default color of the game
|
||||
private Color colorEnd = Color.white;
|
||||
private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
|
||||
|
||||
//call this in update
|
||||
private void BackgroundColorUpdate()
|
||||
{
|
||||
var seconds = Conductor.instance.secPerBeat * beats;
|
||||
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
|
||||
|
||||
if (bgColorTween != null)
|
||||
bgColorTween.Kill(true);
|
||||
var func = Util.EasingFunction.GetEasingFunction(colorEase);
|
||||
|
||||
if (seconds == 0)
|
||||
float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
|
||||
float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
|
||||
float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
|
||||
|
||||
bg.color = new Color(newR, newG, newB);
|
||||
}
|
||||
|
||||
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, int ease)
|
||||
{
|
||||
colorStartBeat = beat;
|
||||
colorLength = length;
|
||||
colorStart = colorStartSet;
|
||||
colorEnd = colorEndSet;
|
||||
colorEase = (Util.EasingFunction.Ease)ease;
|
||||
}
|
||||
|
||||
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
||||
private void PersistColor(double beat)
|
||||
{
|
||||
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("tambourine", new string[] { "fade background" }).FindAll(x => x.beat < beat);
|
||||
if (allEventsBeforeBeat.Count > 0)
|
||||
{
|
||||
bg.color = color;
|
||||
}
|
||||
else
|
||||
{
|
||||
bgColorTween = bg.DOColor(color, seconds);
|
||||
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
||||
var lastEvent = allEventsBeforeBeat[^1];
|
||||
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["colorStart"], lastEvent["colorEnd"], lastEvent["ease"]);
|
||||
}
|
||||
}
|
||||
|
||||
public void FadeBackgroundColor(Color start, Color end, float beats, bool instant)
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
ChangeBackgroundColor(start, 0f);
|
||||
if (!instant) ChangeBackgroundColor(end, beats);
|
||||
PersistColor(beat);
|
||||
}
|
||||
|
||||
public void SummonFrog()
|
||||
|
|
|
@ -2,7 +2,6 @@ using System.Collections;
|
|||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using HeavenStudio.Util;
|
||||
using DG.Tweening;
|
||||
using Jukebox;
|
||||
|
||||
namespace HeavenStudio.Games.Loaders
|
||||
|
@ -81,14 +80,14 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
new GameAction("changeBG", "Change Background Color")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; TossBoys.instance.FadeBackgroundColor(e["start"], e["end"], e.length, e["toggle"]); },
|
||||
function = delegate {var e = eventCaller.currentEntity; TossBoys.instance.BackgroundColor(e.beat, e.length, e["start"], e["end"], e["ease"]); },
|
||||
defaultLength = 1f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("start", TossBoys.defaultBGColor, "Start Color", "The start color for the fade or the color that will be switched to if -instant- is ticked on."),
|
||||
new Param("end", TossBoys.defaultBGColor, "End Color", "The end color for the fade."),
|
||||
new Param("toggle", false, "Instant", "Should the background instantly change color?")
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
|
||||
}
|
||||
},
|
||||
},
|
||||
|
@ -140,7 +139,6 @@ namespace HeavenStudio.Games
|
|||
[SerializeField] SpriteRenderer bg;
|
||||
|
||||
[Header("Properties")]
|
||||
Tween bgColorTween;
|
||||
[SerializeField] SuperCurveObject.Path[] ballPaths;
|
||||
WhichTossKid lastReceiver = WhichTossKid.None;
|
||||
WhichTossKid currentReceiver = WhichTossKid.None;
|
||||
|
@ -155,6 +153,8 @@ namespace HeavenStudio.Games
|
|||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
colorStart = defaultBGColor;
|
||||
colorEnd = defaultBGColor;
|
||||
}
|
||||
|
||||
new void OnDrawGizmos()
|
||||
|
@ -184,6 +184,7 @@ namespace HeavenStudio.Games
|
|||
private void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
BackgroundColorUpdate();
|
||||
if (cond.isPlaying && !cond.isPaused)
|
||||
{
|
||||
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
|
||||
|
@ -208,27 +209,55 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
public void ChangeBackgroundColor(Color color, float beats)
|
||||
private double colorStartBeat = -1;
|
||||
private float colorLength = 0f;
|
||||
private Color colorStart = Color.white; //obviously put to the default color of the game
|
||||
private Color colorEnd = Color.white;
|
||||
private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
|
||||
|
||||
//call this in update
|
||||
private void BackgroundColorUpdate()
|
||||
{
|
||||
var seconds = Conductor.instance.secPerBeat * beats;
|
||||
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
|
||||
|
||||
if (bgColorTween != null)
|
||||
bgColorTween.Kill(true);
|
||||
var func = Util.EasingFunction.GetEasingFunction(colorEase);
|
||||
|
||||
if (seconds == 0)
|
||||
float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
|
||||
float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
|
||||
float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
|
||||
|
||||
bg.color = new Color(newR, newG, newB);
|
||||
}
|
||||
|
||||
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, int ease)
|
||||
{
|
||||
colorStartBeat = beat;
|
||||
colorLength = length;
|
||||
colorStart = colorStartSet;
|
||||
colorEnd = colorEndSet;
|
||||
colorEase = (Util.EasingFunction.Ease)ease;
|
||||
}
|
||||
|
||||
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
||||
private void PersistColor(double beat)
|
||||
{
|
||||
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("tossBoys", new string[] { "changeBG" }).FindAll(x => x.beat < beat);
|
||||
if (allEventsBeforeBeat.Count > 0)
|
||||
{
|
||||
bg.color = color;
|
||||
}
|
||||
else
|
||||
{
|
||||
bgColorTween = bg.DOColor(color, seconds);
|
||||
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
||||
var lastEvent = allEventsBeforeBeat[^1];
|
||||
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["start"], lastEvent["end"], lastEvent["ease"]);
|
||||
}
|
||||
}
|
||||
|
||||
public void FadeBackgroundColor(Color start, Color end, float beats, bool instant)
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
ChangeBackgroundColor(start, 0f);
|
||||
if (!instant) ChangeBackgroundColor(end, beats);
|
||||
PersistColor(beat);
|
||||
}
|
||||
|
||||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
PersistColor(beat);
|
||||
}
|
||||
|
||||
#region Bop
|
||||
|
|
Loading…
Reference in a new issue