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ok done now (#578)
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2 changed files with 30 additions and 63 deletions
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@ -86,6 +86,12 @@ namespace HeavenStudio.Games.Global
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GameManager.instance.onBeatChanged += OnBeatChanged;
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for (int i = 0; i < 10; i++)
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{
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var newAmplify = GameManager.instance.GameCamera.gameObject.AddComponent<AmplifyColorEffect>();
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amplifies.Add(newAmplify);
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}
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// Don't use this because of serialization, add to the "FilterType" enum above manually.
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// GenerateFilterTypeEnum();
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}
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@ -97,77 +103,30 @@ namespace HeavenStudio.Games.Global
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private void OnBeatChanged(double beat)
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{
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allFilterEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "filter" });
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allFilterEvents.Sort((x, y) => x.beat.CompareTo(y.beat));
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foreach (var a in amplifies)
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{
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a.LutTexture = null;
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a.BlendAmount = 1;
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}
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}
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private void Update()
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{
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var songPosBeat = Conductor.instance.songPositionInBeatsAsDouble;
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var filterIndexes = new List<int>();
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for (int i = 0; i < allFilterEvents.Count; i++)
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foreach (var e in allFilterEvents)
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{
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var filter = allFilterEvents[i];
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if (e.beat > songPosBeat) continue;
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var func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]);
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int track = (int)e["track"];
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float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(e.beat, e.length));
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if (filter.beat > songPosBeat)
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break;
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if (filter.beat + filter.length < songPosBeat)
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continue;
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float intensity = func(1 - e["start"], 1 - e["end"], normalizedBeat);
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filterIndexes.Add(i);
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amplifies[track - 1].LutTexture = amplifyTextures[(int)e["filter"]];
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amplifies[track - 1].BlendAmount = intensity;
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}
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bool indexCountChanged = filterIndexes.Count != lastFilterIndexesCount;
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if (indexCountChanged)
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{
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for (int i = 0; i < amplifies.Count; i++)
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{
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Destroy(amplifies[i]);
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}
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amplifies.Clear();
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}
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for (int i = 0; i < filterIndexes.Count; i++)
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{
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var filter = allFilterEvents[filterIndexes[i]];
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if (filter.beat <= songPosBeat && filter.beat + filter.length >= songPosBeat)
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{
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var fadeInTime = filter["fadein"] * 0.01f;
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var fadeOutTime = filter["fadeout"] * 0.01f;
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var intensity = filter["inten"];
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intensity = Mathf.Lerp(1, 0, Mathp.Normalize(intensity, 0, 100));
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var blendAmount = intensity;
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var endFadeInTime = Mathf.Lerp((float) filter.beat, (float) filter.beat + filter.length, fadeInTime);
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var startFadeOutTime = (float) filter.beat + (Mathf.Lerp(0, filter.length, Mathf.Lerp(1, 0, fadeOutTime)));
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if (songPosBeat < endFadeInTime)
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{
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var normalizedFadeIn = Mathp.Normalize((float) songPosBeat, (float) filter.beat, endFadeInTime);
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blendAmount = Mathf.Lerp(1f, intensity, normalizedFadeIn);
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}
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else if (songPosBeat >= startFadeOutTime)
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{
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var normalizedFadeOut = Mathf.Clamp01(Mathp.Normalize((float) songPosBeat, startFadeOutTime, (float) filter.beat + filter.length));
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blendAmount = Mathf.Lerp(intensity, 1f, normalizedFadeOut);
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}
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var newAmplify =
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(indexCountChanged) ?
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GameManager.instance.GameCamera.gameObject.AddComponent<AmplifyColorEffect>() :
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(AmplifyColorEffect)GameManager.instance.GameCamera.GetComponents(typeof(AmplifyColorEffect))[i];
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var texIndex = (int)filter["filter"];
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newAmplify.LutTexture = amplifyTextures[texIndex];
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newAmplify.BlendAmount = blendAmount;
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amplifies.Add(newAmplify);
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}
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}
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lastFilterIndexesCount = filterIndexes.Count;
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}
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/// <summary>
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@ -781,9 +781,17 @@ namespace HeavenStudio
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new List<Param>()
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{
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new Param("filter", Games.Global.Filter.FilterType.grayscale, "Filter"),
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new Param("inten", new EntityTypes.Float(0, 100, 100), "Intensity"),
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// old
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/*new Param("inten", new EntityTypes.Float(0, 100, 100), "Intensity"),
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new Param("fadein", new EntityTypes.Float(0, 100, 0), "Fade In"),
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new Param("fadeout", new EntityTypes.Float(0, 100, 0), "Fade Out")
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new Param("fadeout", new EntityTypes.Float(0, 100, 0), "Fade Out")*/
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// new
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new Param("start", new EntityTypes.Float(0, 1, 1), "Start Intensity"),
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new Param("end", new EntityTypes.Float(0, 1, 1), "End Intensity"),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease"),
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}
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),
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new GameAction("move camera", "Move Camera", 1f, true, new List<Param>()
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