Update AirRally.cs

Twilight goes back to Night and then goes over Noon
This commit is contained in:
blank3times 2024-01-21 17:21:12 -08:00
parent b890258aca
commit 856ea61b4b

View file

@ -141,7 +141,7 @@ namespace HeavenStudio.Games.Loaders
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("start", AirRally.DayNightCycle.Day, "Start Time", "Set the time of day for the start of the event."), new Param("start", AirRally.DayNightCycle.Day, "Start Time", "Set the time of day for the start of the event."),
new Param("end", AirRally.DayNightCycle.Noon, "End Time", "Set the time of day for the end of the event."), new Param("end", AirRally.DayNightCycle.Twilight, "End Time", "Set the time of day for the end of the event."),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.") new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
} }
}, },
@ -643,22 +643,22 @@ namespace HeavenStudio.Games
bgMat.SetColor("_Color", bgColorFrom); bgMat.SetColor("_Color", bgColorFrom);
cloudMat.SetColor("_Color", cloudColorFrom); cloudMat.SetColor("_Color", cloudColorFrom);
objectMat.SetColor("_Color", objectsColorFrom); objectMat.SetColor("_Color", objectsColorFrom);
lightsColor = (lastTime == DayNightCycle.Twilight) ? new Color(1, 1, 1, 1) : new Color(1, 1, 1, 0); lightsColor = (lastTime == DayNightCycle.Night) ? new Color(1, 1, 1, 1) : new Color(1, 1, 1, 0);
} }
else if (normalizedBeat >= 0 && normalizedBeat <= 1f) else if (normalizedBeat >= 0 && normalizedBeat <= 1f)
{ {
bgMat.SetColor("_Color", GetEasedColor(bgColorFrom, bgColorTo)); bgMat.SetColor("_Color", GetEasedColor(bgColorFrom, bgColorTo));
cloudMat.SetColor("_Color", GetEasedColor(cloudColorFrom, cloudColorTo)); cloudMat.SetColor("_Color", GetEasedColor(cloudColorFrom, cloudColorTo));
objectMat.SetColor("_Color", GetEasedColor(objectsColorFrom, objectsColorTo)); objectMat.SetColor("_Color", GetEasedColor(objectsColorFrom, objectsColorTo));
lightsColor = GetEasedColor((lastTime == DayNightCycle.Twilight) ? new Color(1, 1, 1, 1) : new Color(1, 1, 1, 0), lightsColor = GetEasedColor((lastTime == DayNightCycle.Night) ? new Color(1, 1, 1, 1) : new Color(1, 1, 1, 0),
(currentTime == DayNightCycle.Twilight) ? new Color(1, 1, 1, 1) : new Color(1, 1, 1, 0)); (currentTime == DayNightCycle.Night) ? new Color(1, 1, 1, 1) : new Color(1, 1, 1, 0));
} }
else if (normalizedBeat > 1) else if (normalizedBeat > 1)
{ {
bgMat.SetColor("_Color", bgColorTo); bgMat.SetColor("_Color", bgColorTo);
cloudMat.SetColor("_Color", cloudColorTo); cloudMat.SetColor("_Color", cloudColorTo);
objectMat.SetColor("_Color", objectsColorTo); objectMat.SetColor("_Color", objectsColorTo);
lightsColor = (currentTime == DayNightCycle.Twilight) ? new Color(1, 1, 1, 1) : new Color(1, 1, 1, 0); lightsColor = (currentTime == DayNightCycle.Night) ? new Color(1, 1, 1, 1) : new Color(1, 1, 1, 0);
} }
island2Lights.color = lightsColor; island2Lights.color = lightsColor;
@ -684,45 +684,45 @@ namespace HeavenStudio.Games
timeEase = ease; timeEase = ease;
objectsColorFrom = lastTime switch objectsColorFrom = lastTime switch
{ {
DayNightCycle.Noon => Color.black, DayNightCycle.Twilight => Color.black,
_ => Color.white, _ => Color.white,
}; };
objectsColorTo = currentTime switch objectsColorTo = currentTime switch
{ {
DayNightCycle.Noon => Color.black, DayNightCycle.Twilight => Color.black,
_ => Color.white, _ => Color.white,
}; };
bgColorFrom = lastTime switch bgColorFrom = lastTime switch
{ {
DayNightCycle.Day => Color.white, DayNightCycle.Day => Color.white,
DayNightCycle.Noon => noonColor, DayNightCycle.Twilight => noonColor,
DayNightCycle.Twilight => nightColor, DayNightCycle.Night => nightColor,
_ => throw new System.NotImplementedException() _ => throw new System.NotImplementedException()
}; };
bgColorTo = currentTime switch bgColorTo = currentTime switch
{ {
DayNightCycle.Day => Color.white, DayNightCycle.Day => Color.white,
DayNightCycle.Noon => noonColor, DayNightCycle.Twilight => noonColor,
DayNightCycle.Twilight => nightColor, DayNightCycle.Night => nightColor,
_ => throw new System.NotImplementedException() _ => throw new System.NotImplementedException()
}; };
cloudColorFrom = lastTime switch cloudColorFrom = lastTime switch
{ {
DayNightCycle.Day => Color.white, DayNightCycle.Day => Color.white,
DayNightCycle.Noon => noonColorCloud, DayNightCycle.Twilight => noonColorCloud,
DayNightCycle.Twilight => nightColorCloud, DayNightCycle.Night => nightColorCloud,
_ => throw new System.NotImplementedException() _ => throw new System.NotImplementedException()
}; };
cloudColorTo = currentTime switch cloudColorTo = currentTime switch
{ {
DayNightCycle.Day => Color.white, DayNightCycle.Day => Color.white,
DayNightCycle.Noon => noonColorCloud, DayNightCycle.Twilight => noonColorCloud,
DayNightCycle.Twilight => nightColorCloud, DayNightCycle.Night => nightColorCloud,
_ => throw new System.NotImplementedException() _ => throw new System.NotImplementedException()
}; };
DayNightCycleUpdate(); DayNightCycleUpdate();
@ -759,8 +759,8 @@ namespace HeavenStudio.Games
public enum DayNightCycle public enum DayNightCycle
{ {
Day = 0, Day = 0,
Noon = 1, Twilight = 1,
Twilight = 2 Night = 2
} }
public void ServeObject(double beat, double targetBeat, bool type) public void ServeObject(double beat, double targetBeat, bool type)