Bouncy Road Tweaks 2 (#870)

* fix anim new sprites

* fix pos

* background appearance

---------

Co-authored-by: ev <85412919+iloveoatmeal2022@users.noreply.github.com>
This commit is contained in:
フマジメ 2024-04-16 12:57:14 +09:00 committed by GitHub
parent 048f6a6c0f
commit e39868769f
3 changed files with 275 additions and 9 deletions

View File

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@ -107,7 +191,7 @@ Transform:
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@ -135,6 +219,93 @@ MonoBehaviour:
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fallY: -10 fallY: -10
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View File

@ -192,9 +192,9 @@ TextureImporter:
name: Gradient (Prolly will be replaced) name: Gradient (Prolly will be replaced)
rect: rect:
serializedVersion: 2 serializedVersion: 2
x: 1846 x: 1894
y: 0 y: 0
width: 202 width: 154
height: 2048 height: 2048
alignment: 0 alignment: 0
pivot: {x: 0.5, y: 0.5} pivot: {x: 0.5, y: 0.5}

View File

@ -26,6 +26,37 @@ namespace HeavenStudio.Games.Loaders
new Param("color", Color.white, "Color", "Choose the color of the ball."), new Param("color", Color.white, "Color", "Choose the color of the ball."),
} }
}, },
new GameAction("background appearance", "Background Appearance")
{
function = delegate {
var e = eventCaller.currentEntity;
BouncyRoad.instance.BackgroundColorSet(e.beat, e.length, e["colorBG1Start"], e["colorBG1End"], e["colorBG2Start"], e["colorBG2End"], e["ease"]);
},
defaultLength = 0.5f,
resizable = true,
parameters = new List<Param>()
{
new Param("colorBG1Start", new Color(0.004f, 0.596f, 0.996f), "Start BG Color", "Set top-most color of the background gradient at the start of the event."),
new Param("colorBG1End", new Color(0.004f, 0.596f, 0.996f), "End BG Color", "Set top-most color of the background gradient at the end of the event."),
new Param("colorBG2Start", Color.black, "Start BG Color", "Set bottom-most color of the background gradient at the start of the event."),
new Param("colorBG2End",Color.black, "End BG Color", "Set bottom-most color of the background gradient at the end of the event."),
new Param("ease", Util.EasingFunction.Ease.Instant, "Ease", "Set the easing of the action."),
}
},
// new GameAction("object appearance", "Object Appearance")
// {
// function = delegate {
// var e = eventCaller.currentEntity;
// BouncyRoad.instance.ObjectColorSet(e["color1"], e["color2"], e["color3"]);
// },
// defaultLength = 0.5f,
// parameters = new List<Param>()
// {
// new Param("color1", new Color(1, 1, 1), "Color 1"),
// new Param("color2", new Color(1, 1, 1), "Color 2"),
// new Param("color3", new Color(1, 1, 1), "Color 3"),
// }
// },
}, },
new List<string>() { "agb", "normal" }, new List<string>() { "agb", "normal" },
"agbbouncy", "en", "agbbouncy", "en",
@ -52,6 +83,9 @@ namespace HeavenStudio.Games
[SerializeField] float fallY; [SerializeField] float fallY;
[SerializeField] private SpriteRenderer BGGradient, BGHigh, BGLow;
private ColorEase[] colorEases = new ColorEase[2];
const double BALL_SEEK_TIME = 1.0; const double BALL_SEEK_TIME = 1.0;
private struct ScheduledBall private struct ScheduledBall
{ {
@ -100,6 +134,11 @@ namespace HeavenStudio.Games
void Awake() void Awake()
{ {
instance = this; instance = this;
colorEases = new ColorEase[] {
new(new Color(0.004f, 0.596f, 0.996f)),
new(Color.black),
};
ThingsAnim = new Animator[ThingsTrans.childCount]; ThingsAnim = new Animator[ThingsTrans.childCount];
int childIndex = 0; int childIndex = 0;
@ -193,6 +232,7 @@ namespace HeavenStudio.Games
} }
UpdateBalls(); UpdateBalls();
UpdateBackgroundColor();
} }
void UpdateBalls() void UpdateBalls()
@ -310,5 +350,26 @@ namespace HeavenStudio.Games
return newCurves; return newCurves;
} }
public void BackgroundColorSet(double beat, float length, Color BG1Start, Color BG1End, Color BG2Start, Color BG2End, int colorEaseSet)
{
colorEases = new ColorEase[] {
new(beat, length, BG1Start, BG1End, colorEaseSet),
new(beat, length, BG2Start, BG2End, colorEaseSet),
};
UpdateBackgroundColor();
}
public void ObjectColorSet(Color Color1, Color Color2, Color Color3)
{
}
private void UpdateBackgroundColor()
{
BGGradient.material.SetColor("_ColorAlpha", colorEases[0].GetColor());
BGGradient.material.SetColor("_ColorDelta", colorEases[1].GetColor());
BGHigh.color = colorEases[0].GetColor();
BGLow.color = colorEases[1].GetColor();
}
} }
} }