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Screen Tiling Bug Fix + Filter Slots (#584)
* fixed weird bug * slots for filters
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3 changed files with 4 additions and 8 deletions
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@ -119,13 +119,13 @@ namespace HeavenStudio.Games.Global
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{
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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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int slot = e["slot"];
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float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(e.beat, e.length));
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float intensity = func(1 - e["start"], 1 - e["end"], normalizedBeat);
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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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amplifies[slot - 1].LutTexture = amplifyTextures[(int)e["filter"]];
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amplifies[slot - 1].BlendAmount = intensity;
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}
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}
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@ -791,7 +791,7 @@ namespace HeavenStudio
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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("slot", new EntityTypes.Integer(1, 10, 1), "Slot", "Slot 1 is activated first and slot 10 last."),
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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", "", new()
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@ -9,14 +9,12 @@ namespace HeavenStudio
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public class ScreenTiling : MonoBehaviour
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{
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private RawImage _image;
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private RectTransform _rectTransform;
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private List<RiqEntity> _events = new();
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private void Awake()
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{
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_image = GetComponent<RawImage>();
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_rectTransform = GetComponent<RectTransform>();
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}
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private void Start()
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@ -48,14 +46,12 @@ namespace HeavenStudio
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float newYScroll = func(e["yScrollStart"], e["yScrollEnd"], clampNormal);
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_image.uvRect = new Rect(newXScroll, newYScroll, newXTiles, newYTiles);
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_rectTransform.localScale = new Vector3(1 / newXTiles, 1 / newYTiles);
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}
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}
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public void ResetUVRect()
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{
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_image.uvRect = new Rect(0, 0, 1, 1);
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_rectTransform.localScale = Vector3.one;
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}
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}
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}
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