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Merge pull request #737 from RHeavenStudio/cherry-pick-release_1_patches-98666636148341ee25e6a0db2b290cb6c9ed8423
ColorEase Class
This commit is contained in:
commit
eb1ea48202
15 changed files with 229 additions and 500 deletions
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@ -59,12 +59,6 @@ namespace HeavenStudio.Games.Loaders
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new Param("valA", new EntityTypes.Integer(3, 8, 3), "Lions", "Set how many lions there will be. The player is always the rightmost lion.")
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}
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},
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// This is still here for backwards-compatibility but is hidden in the editor
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new GameAction("prepare_alt", "")
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{
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function = delegate { ClappyTrio.instance.Prepare(3); },
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hidden = true
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},
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},
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new List<string>() {"agb", "normal"},
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"agbclap", "en",
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@ -76,27 +76,10 @@ namespace HeavenStudio.Games
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public static CoinToss instance { get; set; }
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private static Color _defaultBgColor;
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public static Color defaultBgColor
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{
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get
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{
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ColorUtility.TryParseHtmlString("#F7F742", out _defaultBgColor);
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return _defaultBgColor;
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}
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}
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public static Color defaultBgColor = new Color(0.97f, 0.97f, 0.26f);
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public static Color defaultFgColor = new Color(1f, 1f, 0.51f);
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private static Color _defaultFgColor;
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public static Color defaultFgColor
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{
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get
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{
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ColorUtility.TryParseHtmlString("#FFFF83", out _defaultFgColor);
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return _defaultFgColor;
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}
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}
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[Header("Backgrounds")]
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public SpriteRenderer fg;
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public SpriteRenderer bg;
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@ -123,10 +106,6 @@ namespace HeavenStudio.Games
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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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@ -142,6 +121,9 @@ namespace HeavenStudio.Games
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}
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}
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public override void OnPlay(double beat) => PersistColor(beat);
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public override void OnGameSwitch(double beat) => PersistColor(beat);
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public void TossCoin(double beat, int type, bool audienceReacting)
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{
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if (coin != null) return;
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@ -176,21 +158,6 @@ namespace HeavenStudio.Games
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//coin.perfectOnly = true;
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}
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public void TossCoin(double beat)
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{
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if (coin != null) return;
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//Play sound and animations
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SoundByte.PlayOneShotGame("coinToss/throw");
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handAnimator.Play("Throw", 0, 0);
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//Game state says the hand is throwing the coin
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isThrowing = true;
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this.audienceReacting = false;
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coin = ScheduleInput(beat, 6f, InputAction_BasicPress, CatchSuccess, CatchMiss, CatchEmpty);
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//coin.perfectOnly = true;
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}
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public void CatchSuccess(PlayerActionEvent caller, float state)
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{
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SoundByte.PlayOneShotGame("coinToss/catch");
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@ -217,43 +184,20 @@ namespace HeavenStudio.Games
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coin.CanHit(false);
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}
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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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private ColorEase bgColorEase = new(defaultBgColor);
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private ColorEase bgFColorEase = new(defaultBgColor);
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//call this in update
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// call this in update
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private void BackgroundColorUpdate()
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{
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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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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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bg.color = bgColorEase.GetColor();
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fg.color = bgFColorEase.GetColor();
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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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bgColorEase = new ColorEase(beat, length, colorStartSet, colorEndSet, ease);
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bgFColorEase = new ColorEase(beat, length, colorStartSetF, colorEndSetF, ease);
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}
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//call this in OnPlay(double beat) and OnGameSwitch(double beat)
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@ -268,14 +212,5 @@ namespace HeavenStudio.Games
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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 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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@ -67,10 +67,10 @@ namespace HeavenStudio.Games.Loaders
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("colorAStart", new Color(43/255f, 207/255f, 51/255f), "Color A Start", "Set the top-most color of the background gradient at the start of the event."),
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new Param("colorA", new Color(43/255f, 207/255f, 51/255f), "Color A End", "Set the top-most color of the background gradient at the end of the event."),
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new Param("colorBStart", new Color(1, 1, 1), "Color B Start", "Set the bottom-most color of the background gradient at the start of the event."),
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new Param("colorB", new Color(1, 1, 1), "Color B End", "Set the bottom-most color of the background gradient at the end of the event."),
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new Param("colorAStart", new Color(43/255f, 207/255f, 51/255f), "Top Color Start", "Set the top-most color of the background gradient at the start of the event."),
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new Param("colorA", new Color(43/255f, 207/255f, 51/255f), "Top Color End", "Set the top-most color of the background gradient at the end of the event."),
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new Param("colorBStart", new Color(1, 1, 1), "Bottom Color Start", "Set the bottom-most color of the background gradient at the start of the event."),
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new Param("colorB", new Color(1, 1, 1), "Bottom Color End", "Set the bottom-most color of the background gradient at the end of the event."),
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new Param("colorC", new Color(1, 247/255f, 0), "Streak Color", "Set the color of the streaks that appear upon a successful hit."),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
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}
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@ -280,46 +280,22 @@ namespace HeavenStudio.Games
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SetFaces(0);
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}
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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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private ColorEase tColorEase = new(new Color(43 / 255f, 207 / 255f, 51 / 255f)); // top gradient color
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private ColorEase bColorEase = new(Color.white); // bottom gradient color
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//call this in update
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private void BackgroundColorUpdate()
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{
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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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backgroundGradient.color = tColorEase.GetColor();
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background.color = bColorEase.GetColor();
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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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public void BackgroundColor(double beat, float length, Color colorStartSetT, Color colorEndSetT, 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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tColorEase = new ColorEase(beat, length, colorStartSetT, colorEndSetT, ease);
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bColorEase = new ColorEase(beat, length, colorStartSetB, colorEndSetB, ease);
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foreach (SpriteRenderer streak in streaks)
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{
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foreach (SpriteRenderer streak in streaks) {
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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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@ -178,61 +178,48 @@ namespace HeavenStudio.Games
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fo.SetActive(true);
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}
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private double colorStartBeat = -1;
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private float colorLength = 0f;
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private Color colorStart = Color.white; //obviously put to the default color of the game
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private Color colorEnd = Color.white;
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private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
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private double colorStartBeatGrad = -1;
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private float colorLengthGrad = 0f;
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private Color colorStartGrad = Color.white; //obviously put to the default color of the game
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private Color colorEndGrad = Color.white;
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private Util.EasingFunction.Ease colorEaseGrad; //putting Util in case this game is using jukebox
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private ColorEase bgColorEase = new();
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private ColorEase gradColorEase = new();
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//call this in update
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private void BackgroundColorUpdate()
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{
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float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
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bg.color =
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viewerCircle.color =
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handShadow.color = bgColorEase.GetColor();
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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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bg.color = new Color(newR, newG, newB);
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viewerCircle.color = new Color(newR, newG, newB);
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handShadow.color = new Color(newR, newG, newB);
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float normalizedBeatGrad = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeatGrad, colorLengthGrad));
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var funcGrad = Util.EasingFunction.GetEasingFunction(colorEaseGrad);
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float newRGrad = funcGrad(colorStartGrad.r, colorEndGrad.r, normalizedBeatGrad);
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float newGGrad = funcGrad(colorStartGrad.g, colorEndGrad.g, normalizedBeatGrad);
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float newBGrad = funcGrad(colorStartGrad.b, colorEndGrad.b, normalizedBeatGrad);
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bgGradient.color = new Color(newRGrad, newGGrad, newBGrad);
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playerShadow.color = new Color(newRGrad, newGGrad, newBGrad);
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bgGradient.color =
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playerShadow.color = gradColorEase.GetColor();
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}
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public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, int ease)
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public void BackgroundColor(double beat, float length, Color startColor, Color endColor, 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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colorEase = (Util.EasingFunction.Ease)ease;
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bgColorEase = new ColorEase(beat, length, startColor, endColor, ease);
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}
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public void BackgroundColorGrad(double beat, float length, Color colorStartSet, Color colorEndSet, int ease)
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public void BackgroundColorGrad(double beat, float length, Color startColor, Color endColor, int ease)
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{
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colorStartBeatGrad = beat;
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colorLengthGrad = length;
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colorStartGrad = colorStartSet;
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colorEndGrad = colorEndSet;
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colorEaseGrad = (Util.EasingFunction.Ease)ease;
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gradColorEase = new ColorEase(beat, length, startColor, endColor, 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("forkLifter", 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)); //just in case
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var lastEvent = allEventsBeforeBeat[^1];
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BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["start"], lastEvent["end"], lastEvent["ease"]);
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}
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var allEventsBeforeBeatGrad = EventCaller.GetAllInGameManagerList("forkLifter", new string[] { "colorGrad" }).FindAll(x => x.beat < beat);
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if (allEventsBeforeBeatGrad.Count > 0)
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{
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allEventsBeforeBeatGrad.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
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var lastEventGrad = allEventsBeforeBeatGrad[^1];
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BackgroundColorGrad(lastEventGrad.beat, lastEventGrad.length, lastEventGrad["start"], lastEventGrad["end"], lastEventGrad["ease"]);
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}
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}
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}
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}
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@ -117,7 +117,6 @@ namespace HeavenStudio.Games.Loaders
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},
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inactiveFunction = delegate {
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var e = eventCaller.currentEntity;
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KarateMan.QueueCue(e);
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KarateMan.CreateItemSFX(e.beat, e["type"], e["mute"]);
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},
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defaultLength = 2,
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@ -137,7 +136,6 @@ namespace HeavenStudio.Games.Loaders
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},
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inactiveFunction = delegate {
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var e = eventCaller.currentEntity;
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KarateMan.QueueCue(e);
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if (!e["mute"]) KarateMan.CreateBulbSFX(e.beat, e["type"], e["sfx"], e["throwSfx"]);
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},
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defaultLength = 2,
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@ -167,7 +165,6 @@ namespace HeavenStudio.Games.Loaders
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},
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inactiveFunction = delegate {
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var e = eventCaller.currentEntity;
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KarateMan.QueueCue(e);
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KarateMan.KickSFX();
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},
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defaultLength = 4f,
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@ -196,7 +193,6 @@ namespace HeavenStudio.Games.Loaders
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},
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inactiveFunction = delegate {
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var e = eventCaller.currentEntity;
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KarateMan.QueueCue(e);
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KarateMan.ComboSFX();
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},
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defaultLength = 4,
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@ -526,7 +522,7 @@ namespace HeavenStudio.Games
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}
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#endregion
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static List<RiqEntity> queuedCues = new();
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// static List<RiqEntity> queuedCues = new();
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public static bool IsComboEnable = true; //only stops Out combo inputs, this basically makes combo contextual
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// public static bool IsKickEnable = true; //same as above, except with kick inputs
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public bool IsNoriActive { get { return Nori.MaxNori > 0; } }
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@ -567,15 +563,7 @@ namespace HeavenStudio.Games
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static double wordClearTime = double.MinValue;
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[Header("Backgrounds")]
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// 0 = bg color, 1 = shadow color, 2 = filter color
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private double[] colorStartBeats = new double[3] {
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-1,
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-1,
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-1
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};
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private float[] colorLengths = new float[3];
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private Color[] colorStarts, colorEnds = new Color[3];
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private Util.EasingFunction.Ease[] colorEases = new Util.EasingFunction.Ease[3];
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private ColorEase[] colorEases = new ColorEase[3];
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public int currentBgEffect = (int)BackgroundFXType.None;
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@ -704,11 +692,10 @@ namespace HeavenStudio.Games
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bgEffectAnimator = BGEffect.GetComponent<Animator>();
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bgEffectSpriteRenderer = BGEffect.GetComponent<SpriteRenderer>();
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colorEnds =
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colorStarts = new Color[] {
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BackgroundColors[0],
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TintColor(BackgroundColors[0]),
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new Color(),
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colorEases = new ColorEase[] {
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new(BackgroundColors[0]),
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new(TintColor(BackgroundColors[0])),
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new(new Color()),
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};
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}
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|
@ -717,15 +704,17 @@ namespace HeavenStudio.Games
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Update();
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}
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public override void OnPlay(double beat) => OnGameSwitch(beat);
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public override void OnGameSwitch(double beat)
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{
|
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EntityPreCheck(beat);
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||||
|
||||
var entities = gameManager.Beatmap.Entities.FindAll(e => (e.datamodel is "karateman/hit" or "karateman/bulb" or "karateman/kick" or "karateman/combo") && e.beat < beat && e.beat + 1 > beat);
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// queued objects
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if (queuedCues.Count > 0)
|
||||
{
|
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foreach (var e in queuedCues)
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||||
{
|
||||
switch (e.datamodel)
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foreach (var e in entities)
|
||||
{
|
||||
switch (e.datamodel) {
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case "karateman/hit": CreateItem(e.beat, e["type"], e["type2"]); break;
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case "karateman/bulb": CreateBulbSpecial(e.beat, e["type"], e["colorA"], e["type2"], e["sfx"], e["hitSfx"]); break;
|
||||
case "karateman/kick": Kick(e.beat, e["toggle"], e["shouldGlow"], e["type"], e["pitchVoice"], e["forcePitch"], e["cutOut"], e["disableVoice"], e["woodColor"], e["hoopColor"]); break;
|
||||
|
@ -733,22 +722,13 @@ namespace HeavenStudio.Games
|
|||
default: Debug.LogError($"Karate Man has failed to cue an object with datamodel {e.datamodel} at beat {e.beat}"); break;
|
||||
}
|
||||
}
|
||||
queuedCues.Clear();
|
||||
}
|
||||
|
||||
EntityPreCheck(beat);
|
||||
}
|
||||
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
queuedCues.Clear();
|
||||
EntityPreCheck(beat);
|
||||
}
|
||||
|
||||
public override void OnStop(double beat) => EntityPreCheck(beat);
|
||||
void EntityPreCheck(double beat)
|
||||
{
|
||||
if (gameManager == null) return;
|
||||
List<RiqEntity> prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.datamodel.Split(0) == "karateman");
|
||||
List<RiqEntity> prevEntities = gameManager.Beatmap.Entities.FindAll(c => c.datamodel.Split(0) == "karateman");
|
||||
|
||||
RiqEntity voice = prevEntities.FindLast(c => c.beat < beat && c.datamodel == "karateman/warnings");
|
||||
if (wordClearTime > beat && wordStartTime < beat && voice != null)
|
||||
|
@ -769,11 +749,6 @@ namespace HeavenStudio.Games
|
|||
bg["textureType"], bg["autoColor"], bg["startTexture"], bg["endTexture"]
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
var c = new Color();
|
||||
BackgroundColor(0, 0, 0, 0, c, c, (int)Util.EasingFunction.Ease.Instant, 0, c, c, 0, true, c, c);
|
||||
}
|
||||
|
||||
if (obj != null)
|
||||
{
|
||||
|
@ -806,10 +781,10 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
var songPos = conductor.songPositionInBeatsAsDouble;
|
||||
|
||||
if (conductor != null && !conductor.isPlaying)
|
||||
{
|
||||
EntityPreCheck(songPos);
|
||||
}
|
||||
// if (conductor != null && !conductor.isPlaying)
|
||||
// {
|
||||
// EntityPreCheck(songPos);
|
||||
// }
|
||||
|
||||
switch (currentBgEffect)
|
||||
{
|
||||
|
@ -875,7 +850,6 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
if (!Conductor.instance.NotStopped())
|
||||
{
|
||||
if (queuedCues.Count > 0) queuedCues.Clear();
|
||||
startCamSpecial = double.MinValue;
|
||||
wantsReturn = double.MinValue;
|
||||
cameraReturnLength = 0f;
|
||||
|
@ -931,11 +905,6 @@ namespace HeavenStudio.Games
|
|||
return $"Word0{(type < (int)HitThree.HitThreeAlt ? type : type - 1)}";
|
||||
}
|
||||
|
||||
public static void QueueCue(RiqEntity entity)
|
||||
{
|
||||
queuedCues.Add(entity);
|
||||
}
|
||||
|
||||
public static void CreateItemSFX(double beat, int type, bool muteSound = false)
|
||||
{
|
||||
if (!muteSound) SoundByte.PlayOneShotGame($"karateman/{(beat % 1.0 == 0.5 ? $"offbeatObject" : "object")}Out", forcePlay: true);
|
||||
|
@ -1108,28 +1077,15 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
currentBgEffect = fxType;
|
||||
|
||||
for (int i = 0; i < colorStarts.Length; i++)
|
||||
{
|
||||
colorStartBeats[i] = beat;
|
||||
colorLengths[i] = length;
|
||||
colorEases[i] = (Util.EasingFunction.Ease)colorEaseSet;
|
||||
}
|
||||
|
||||
bool preset = presetBG != (int)BackgroundType.Custom;
|
||||
bool tinted = shadowType == (int)ShadowType.Tinted;
|
||||
|
||||
Color bgColorStart = preset ? BGPlane.color : colorStart;
|
||||
colorStarts = new Color[] {
|
||||
bgColorStart,
|
||||
tinted ? TintColor(bgColorStart) : shadowStart,
|
||||
autoColor ? TintColor(bgColorStart): filterStart,
|
||||
};
|
||||
|
||||
Color bgColorEnd = preset ? BackgroundColors[presetBG] : colorEnd;
|
||||
colorEnds = new Color[] {
|
||||
bgColorEnd,
|
||||
tinted ? TintColor(bgColorEnd) : shadowEnd,
|
||||
autoColor ? TintColor(bgColorEnd) : filterEnd,
|
||||
colorEases = new ColorEase[] {
|
||||
new(beat, length, bgColorStart, bgColorEnd, colorEaseSet),
|
||||
new(beat, length, (tinted ? TintColor(bgColorStart) : shadowStart), (tinted ? TintColor(bgColorEnd) : shadowEnd), colorEaseSet),
|
||||
new(beat, length, (autoColor ? TintColor(bgColorStart): filterStart), (autoColor ? TintColor(bgColorEnd) : filterEnd), colorEaseSet),
|
||||
};
|
||||
|
||||
for (int i = 0; i < BGTextures.Length; i++)
|
||||
|
@ -1150,18 +1106,8 @@ namespace HeavenStudio.Games
|
|||
|
||||
for (int i = 0; i < spriteRenderers.Length; i++)
|
||||
{
|
||||
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeats[i], colorLengths[i]));
|
||||
if (double.IsNaN(normalizedBeat)) normalizedBeat = 0; // happens if the game is stopped onto the first beat
|
||||
var func = Util.EasingFunction.GetEasingFunction(colorEases[i]);
|
||||
float[] color = new float[3] {
|
||||
func(colorStarts[i].r, colorEnds[i].r, normalizedBeat),
|
||||
func(colorStarts[i].g, colorEnds[i].g, normalizedBeat),
|
||||
func(colorStarts[i].b, colorEnds[i].b, normalizedBeat),
|
||||
};
|
||||
|
||||
foreach (var renderer in spriteRenderers[i])
|
||||
{
|
||||
renderer.color = new Color(color[0], color[1], color[2]);
|
||||
foreach (var renderer in spriteRenderers[i]) {
|
||||
renderer.color = colorEases[i].GetColor();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -479,33 +479,17 @@ namespace HeavenStudio.Games
|
|||
player.canClap = true;
|
||||
}
|
||||
|
||||
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 ColorEase bgColorEase = new(Color.white);
|
||||
|
||||
//call this in update
|
||||
private void BackgroundColorUpdate()
|
||||
{
|
||||
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);
|
||||
background.color = bgColorEase.GetColor();
|
||||
}
|
||||
|
||||
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;
|
||||
bgColorEase = new ColorEase(beat, length, colorStartSet, colorEndSet, ease);
|
||||
}
|
||||
|
||||
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
||||
|
|
|
@ -428,6 +428,67 @@ namespace HeavenStudio.Games
|
|||
|
||||
#endregion
|
||||
|
||||
#region Color
|
||||
|
||||
// truly a moment in history. documentation in heaven studio :)
|
||||
public class ColorEase
|
||||
{
|
||||
/// <summary>
|
||||
/// Gets the eased color from the variables inside a <c>ColorEase</c>. <br/>
|
||||
/// Use this in <c>Update()</c>.
|
||||
/// </summary>
|
||||
/// <returns>A new color, based on <c>startColor</c> and <c>endColor</c>.</returns>
|
||||
public Color GetColor() => MakeNewColor(startBeat, length, startColor, endColor, easeFunc);
|
||||
public static Color MakeNewColor(double beat, float length, Color start, Color end, Util.EasingFunction.Function func)
|
||||
{
|
||||
if (length != 0) {
|
||||
float normalizedBeat = length == 0 ? 1 : Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(beat, length));
|
||||
|
||||
float newR = func(start.r, end.r, normalizedBeat);
|
||||
float newG = func(start.g, end.g, normalizedBeat);
|
||||
float newB = func(start.b, end.b, normalizedBeat);
|
||||
return new Color(newR, newG, newB);
|
||||
} else {
|
||||
return end;
|
||||
}
|
||||
}
|
||||
|
||||
public double startBeat = 0;
|
||||
public float length = 0;
|
||||
public Color startColor, endColor = Color.white;
|
||||
public Util.EasingFunction.Ease ease = Util.EasingFunction.Ease.Instant;
|
||||
public readonly Util.EasingFunction.Function easeFunc;
|
||||
|
||||
/// <summary>
|
||||
/// The constructor to use when constructing a ColorEase from a block.
|
||||
/// </summary>
|
||||
/// <param name="startBeat">The start beat of the ease.</param>
|
||||
/// <param name="length">The length of the ease.</param>
|
||||
/// <param name="startColor">The beginning color of the ease.</param>
|
||||
/// <param name="endColor">The end color of the ease.</param>
|
||||
/// <param name="ease">
|
||||
/// The ease to use to transition between <paramref name="startColor"/> and <paramref name="endColor"/>.<br/>
|
||||
/// Should be derived from <c>Util.EasingFunction.Ease</c>,
|
||||
/// </param>
|
||||
public ColorEase(double startBeat, float length, Color startColor, Color endColor, int ease) {
|
||||
this.startBeat = startBeat;
|
||||
this.length = length;
|
||||
(this.startColor, this.endColor) = (startColor, endColor);
|
||||
this.ease = (Util.EasingFunction.Ease)ease;
|
||||
this.easeFunc = Util.EasingFunction.GetEasingFunction(this.ease);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The constructor to use when initializing the ColorEase variable.
|
||||
/// </summary>
|
||||
/// <param name="defaultColor">The default color to initialize with.</param>
|
||||
public ColorEase(Color? defaultColor = null) {
|
||||
startColor = endColor = defaultColor ?? Color.white;
|
||||
easeFunc = Util.EasingFunction.Instant;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
foreach (var evt in scheduledInputs)
|
||||
|
|
|
@ -3,6 +3,7 @@ using UnityEngine;
|
|||
using DG.Tweening;
|
||||
|
||||
using HeavenStudio.Util;
|
||||
using Jukebox;
|
||||
|
||||
namespace HeavenStudio.Games.Loaders
|
||||
{
|
||||
|
@ -10,6 +11,18 @@ namespace HeavenStudio.Games.Loaders
|
|||
public static class AgbUpbeatLoader
|
||||
{
|
||||
public static Minigame AddGame(EventCaller eventCaller) {
|
||||
RiqEntity BackgroundUpdater(string datamodel, RiqEntity e)
|
||||
{
|
||||
if (datamodel == "mrUpbeat/changeBG" && e.dynamicData.ContainsKey("toggle"))
|
||||
{
|
||||
e.dynamicData.Add("ease", (int)(e["toggle"] ? Util.EasingFunction.Ease.Instant : Util.EasingFunction.Ease.Linear));
|
||||
e.dynamicData.Remove("toggle");
|
||||
return e;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
RiqBeatmap.OnUpdateEntity += BackgroundUpdater;
|
||||
|
||||
return new Minigame("mrUpbeat", "Mr. Upbeat", "E0E0E0", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("prepare", "Prepare")
|
||||
|
@ -49,14 +62,14 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
MrUpbeat.instance.FadeBackgroundColor(e["start"], e["end"], e.length, e["toggle"]);
|
||||
MrUpbeat.instance.BackgroundColor(e.beat, e.length, e["start"], e["end"], e["ease"]);
|
||||
},
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("start", new Color(0.878f, 0.878f, 0.878f), "Start Color", "Set the color at the start of the event."),
|
||||
new Param("end", new Color(0.878f, 0.878f, 0.878f), "End Color", "Set the color at the start of the event."),
|
||||
new Param("toggle", false, "Instant", "Toggle if the background should jump to it's end state.")
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the background.")
|
||||
}
|
||||
},
|
||||
new GameAction("upbeatColors", "Upbeat Colors")
|
||||
|
@ -151,13 +164,14 @@ namespace HeavenStudio.Games
|
|||
[SerializeField] SpriteRenderer[] shadowSr;
|
||||
|
||||
[Header("Properties")]
|
||||
private Tween bgColorTween;
|
||||
public int stepIterate = 0;
|
||||
private static double startSteppingBeat = double.MaxValue;
|
||||
private static double startBlippingBeat = double.MaxValue;
|
||||
private bool stopStepping;
|
||||
public bool stopBlipping;
|
||||
|
||||
private ColorEase bgColorEase = new(new Color(0.878f, 0.878f, 0.878f));
|
||||
|
||||
public static MrUpbeat instance;
|
||||
|
||||
private void Awake()
|
||||
|
@ -209,9 +223,9 @@ namespace HeavenStudio.Games
|
|||
|
||||
public void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
if (cond.isPlaying && !cond.isPaused) {
|
||||
var songPos = cond.songPositionInBeatsAsDouble;
|
||||
bg.color = bgColorEase.GetColor();
|
||||
if (conductor.isPlaying && !conductor.isPaused) {
|
||||
var songPos = conductor.songPositionInBeatsAsDouble;
|
||||
|
||||
if (songPos >= startSteppingBeat - 2) {
|
||||
man.canStep = true;
|
||||
|
@ -273,7 +287,6 @@ namespace HeavenStudio.Games
|
|||
private void RecursiveStepping(double beat)
|
||||
{
|
||||
if (stopStepping) {
|
||||
|
||||
stopStepping = false;
|
||||
return;
|
||||
}
|
||||
|
@ -327,25 +340,9 @@ namespace HeavenStudio.Games
|
|||
man.Fall();
|
||||
}
|
||||
|
||||
public void ChangeBackgroundColor(Color color1, Color color2, float beats)
|
||||
public void BackgroundColor(double beat, float length, Color startColor, Color endColor, int ease)
|
||||
{
|
||||
var seconds = Conductor.instance.secPerBeat * beats;
|
||||
|
||||
if (bgColorTween != null)
|
||||
bgColorTween.Kill(true);
|
||||
|
||||
if (seconds == 0) {
|
||||
bg.color = color2;
|
||||
} else {
|
||||
bg.color = color1;
|
||||
bgColorTween = bg.DOColor(color2, seconds);
|
||||
}
|
||||
}
|
||||
|
||||
public void FadeBackgroundColor(Color start, Color end, float beats, bool instant)
|
||||
{
|
||||
ChangeBackgroundColor(start, end, 0f);
|
||||
if (!instant) ChangeBackgroundColor(start, end, beats);
|
||||
bgColorEase = new(beat, length, startColor, endColor, ease);
|
||||
}
|
||||
|
||||
public void UpbeatColors(Color blipColor, bool setShadow, Color shadowColor)
|
||||
|
|
|
@ -184,15 +184,7 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
private static Color _defaultBgColor;
|
||||
public static Color defaultBgColor
|
||||
{
|
||||
get
|
||||
{
|
||||
ColorUtility.TryParseHtmlString("#A14FA1", out _defaultBgColor);
|
||||
return _defaultBgColor;
|
||||
}
|
||||
}
|
||||
public static Color defaultBgColor = new(0.631f, 0.31f, 0.631f);
|
||||
|
||||
public static RhythmTweezers instance { get; set; }
|
||||
private static CallAndResponseHandler crHandlerInstance;
|
||||
|
@ -241,8 +233,6 @@ 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)
|
||||
|
@ -537,45 +527,22 @@ namespace HeavenStudio.Games
|
|||
VegetableDupe.color = newColor;
|
||||
}
|
||||
|
||||
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 ColorEase bgColorEase = new(defaultBgColor);
|
||||
|
||||
//call this in update
|
||||
private void BackgroundColorUpdate()
|
||||
public void BackgroundColor(double beat, float length, Color startColor, Color endColor, int ease)
|
||||
{
|
||||
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);
|
||||
|
||||
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;
|
||||
bgColorEase = new(beat, length, startColor, endColor, ease);
|
||||
}
|
||||
|
||||
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
||||
private void PersistBlocks(double beat)
|
||||
{
|
||||
var allEventsBeforeBeat = GameManager.instance.Beatmap.Entities.FindAll(x => x.datamodel.Split('/')[0] == "rhythmTweezers" && x.beat < beat);
|
||||
var allColorEventsBeforeBeat = allEventsBeforeBeat.FindAll(x => x.datamodel == "rhythmTweezers/fade background color");
|
||||
if (allColorEventsBeforeBeat.Count > 0)
|
||||
var lastColorEvent = allEventsBeforeBeat.FindLast(x => x.datamodel == "rhythmTweezers/fade background color");
|
||||
if (lastColorEvent != null)
|
||||
{
|
||||
allColorEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
||||
var lastEvent = allColorEventsBeforeBeat[^1];
|
||||
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["colorA"], lastEvent["colorB"], lastEvent["ease"]);
|
||||
var e = lastColorEvent;
|
||||
BackgroundColor(e.beat, e.length, e["colorA"], e["colorB"], e["ease"]);
|
||||
}
|
||||
var allAltFaceEventsBeforeBeat = allEventsBeforeBeat.FindAll(x => x.datamodel == "rhythmTweezers/altSmile");
|
||||
VegetableAnimator.SetBool("UseAltSmile", allAltFaceEventsBeforeBeat.Count % 2 == 1);
|
||||
|
@ -627,7 +594,7 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
BackgroundColorUpdate();
|
||||
bg.color = bgColorEase.GetColor();
|
||||
}
|
||||
|
||||
public override void OnGameSwitch(double beat)
|
||||
|
|
|
@ -42,7 +42,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("5JJ", new EntityTypes.Integer(-1, 24, 0), "B3 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("6JJ", new EntityTypes.Integer(-1, 24, 0), "E4 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("sampleJJ", Rockers.PremadeSamples.None, "Premade Sample (JJ)", "Set if this riff should use a premade sample."),
|
||||
new Param("pitchSampleJJ", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pitchSampleJJ", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("gcJJ", false, "Glee Club Guitar (JJ)", "Toggle if JJ should use the same guitar as in the Glee Club guitar lessons in DS."),
|
||||
new Param("1S", new EntityTypes.Integer(-1, 24, 0), "E2 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("2S", new EntityTypes.Integer(-1, 24, 0), "A2 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
|
@ -51,7 +51,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("5S", new EntityTypes.Integer(-1, 24, 0), "B3 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("6S", new EntityTypes.Integer(-1, 24, 0), "E4 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("sampleS", Rockers.PremadeSamples.None, "Premade Sample (Soshi)", "Set if this riff should use a premade sample."),
|
||||
new Param("pitchSampleS", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pitchSampleS", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("gcS", false, "Glee Club Guitar (Soshi)", "Toggle if Soshi should use the same guitar as in the Glee Club guitar lessons in DS.")
|
||||
},
|
||||
},
|
||||
|
@ -126,21 +126,21 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
new Param("moveCamera", true, "Move Camera", "Toggle if the camera should move to the middle."),
|
||||
new Param("JJ1", Rockers.PremadeSamples.ChordG5, "Premade Sample 1 (JJ)", "Set the sample to use for the 1st riff."),
|
||||
new Param("pJJ1", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 1 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pJJ1", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones 1 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("JJ2", Rockers.PremadeSamples.ChordG5, "Premade Sample 2 (JJ)", "Set the sample to use for the 2nd riff."),
|
||||
new Param("pJJ2", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 2 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pJJ2", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones 2 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("JJ3", Rockers.PremadeSamples.ChordG5, "Premade Sample 3 (JJ)", "Set the sample to use for the 3rd riff."),
|
||||
new Param("pJJ3", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 3 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pJJ3", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones 3 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("JJ4", Rockers.PremadeSamples.ChordA, "Premade Sample 4 (JJ)", "Set the sample to use for the final riff."),
|
||||
new Param("pJJ4", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 4 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pJJ4", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones 4 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("S1", Rockers.PremadeSamples.ChordG, "Premade Sample 1 (Soshi)", "Set the sample to use for the 1st riff."),
|
||||
new Param("pS1", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 1 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pS1", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones 1 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("S2", Rockers.PremadeSamples.ChordG, "Premade Sample 2 (Soshi)", "Set the sample to use for the 2nd riff."),
|
||||
new Param("pS2", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 2 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pS2", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones 2 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("S3", Rockers.PremadeSamples.ChordG, "Premade Sample 3 (Soshi)", "Set the sample to use for the 3rd riff."),
|
||||
new Param("pS3", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 3 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pS3", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones 3 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("S4", Rockers.PremadeSamples.ChordA, "Premade Sample 4 (Soshi)", "Set the sample to use for the final riff."),
|
||||
new Param("pS4", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 4 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pS4", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones 4 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
}
|
||||
},
|
||||
new GameAction("lastOne", "Last One!")
|
||||
|
@ -172,17 +172,17 @@ namespace HeavenStudio.Games.Loaders
|
|||
{
|
||||
new Param("moveCamera", true, "Move Camera", "Toggle if the camera should move to the middle."),
|
||||
new Param("JJ1", Rockers.PremadeSamples.ChordAsus4, "Premade Sample 1 (JJ)", "Set the sample to use for the 1st riff."),
|
||||
new Param("pJJ1", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 1 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pJJ1", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones 1 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("JJ2", Rockers.PremadeSamples.ChordAsus4, "Premade Sample 2 (JJ)", "Set the sample to use for the 2nd riff."),
|
||||
new Param("pJJ2", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 2 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pJJ2", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones 2 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("JJ3", Rockers.PremadeSamples.ChordAsus4, "Premade Sample 3 (JJ)", "Set the sample to use for the final riff."),
|
||||
new Param("pJJ3", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 3 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pJJ3", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones 3 (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("S1", Rockers.PremadeSamples.ChordDmaj9, "Premade Sample 1 (Soshi)", "Set the sample to use for the 1st riff."),
|
||||
new Param("pS1", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 1 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pS1", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones 1 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("S2", Rockers.PremadeSamples.ChordDmaj9, "Premade Sample 2 (Soshi)", "Set the sample to use for the 2nd riff."),
|
||||
new Param("pS2", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 2 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pS2", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones 2 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("S3", Rockers.PremadeSamples.ChordDmaj9, "Premade Sample 3 (Soshi)", "Set the sample to use for the final riff."),
|
||||
new Param("pS3", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones 3 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pS3", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones 3 (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
}
|
||||
},
|
||||
new GameAction("count", "Count")
|
||||
|
@ -247,7 +247,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("5JJ", new EntityTypes.Integer(-1, 24, 0), "B3 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("6JJ", new EntityTypes.Integer(-1, 24, 0), "E4 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("sampleJJ", Rockers.PremadeSamples.None, "Premade Sample (JJ)", "Set if this riff should use a premade sample."),
|
||||
new Param("pitchSampleJJ", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pitchSampleJJ", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("gcJJ", false, "Glee Club Guitar (JJ)", "Toggle if JJ should use the same guitar as in the Glee Club guitar lessons in DS."),
|
||||
new Param("1S", new EntityTypes.Integer(-1, 24, 0), "E2 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("2S", new EntityTypes.Integer(-1, 24, 0), "A2 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
|
@ -256,7 +256,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("5S", new EntityTypes.Integer(-1, 24, 0), "B3 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("6S", new EntityTypes.Integer(-1, 24, 0), "E4 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("sampleS", Rockers.PremadeSamples.None, "Premade Sample (Soshi)", "Set if this riff should use a premade sample."),
|
||||
new Param("pitchSampleS", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pitchSampleS", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("gcS", false, "Glee Club Guitar (Soshi)", "Toggle if Soshi should use the same guitar as in the Glee Club guitar lessons in DS.")
|
||||
}
|
||||
},
|
||||
|
@ -272,7 +272,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("5JJ", new EntityTypes.Integer(-1, 24, 0), "B3 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("6JJ", new EntityTypes.Integer(-1, 24, 0), "E4 String (JJ)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("sampleJJ", Rockers.PremadeSamples.None, "Premade Sample (JJ)", "Set if this riff should use a premade sample."),
|
||||
new Param("pitchSampleJJ", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pitchSampleJJ", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones (JJ)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("gcJJ", false, "Glee Club Guitar (JJ)", "Toggle if JJ should use the same guitar as in the Glee Club guitar lessons in DS."),
|
||||
new Param("1S", new EntityTypes.Integer(-1, 24, 0), "E2 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("2S", new EntityTypes.Integer(-1, 24, 0), "A2 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
|
@ -281,7 +281,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("5S", new EntityTypes.Integer(-1, 24, 0), "B3 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("6S", new EntityTypes.Integer(-1, 24, 0), "E4 String (Soshi)", "Set how many semitones up the current string will be pitched. If this is left at -1, this string will not play."),
|
||||
new Param("sampleS", Rockers.PremadeSamples.None, "Premade Sample (Soshi)", "Set if this riff should use a premade sample."),
|
||||
new Param("pitchSampleS", new EntityTypes.Integer(-24, 24, 0), "Sample Semtiones (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("pitchSampleS", new EntityTypes.Integer(-24, 24, 0), "Sample Semitones (Soshi)", "Set how many semitones the premade sample should be pitched up."),
|
||||
new Param("gcS", false, "Glee Club Guitar (Soshi)", "Toggle if Soshi should use the same guitar as in the Glee Club guitar lessons in DS.")
|
||||
}
|
||||
},
|
||||
|
|
|
@ -114,15 +114,7 @@ namespace HeavenStudio.Games
|
|||
// using Scripts_SpaceDance;
|
||||
public class SpaceDance : Minigame
|
||||
{
|
||||
private static Color _defaultBGColor;
|
||||
public static Color defaultBGColor
|
||||
{
|
||||
get
|
||||
{
|
||||
ColorUtility.TryParseHtmlString("#0029D6", out _defaultBGColor);
|
||||
return _defaultBGColor;
|
||||
}
|
||||
}
|
||||
public static Color defaultBGColor = new(0f, 0.161f, 0.839f);
|
||||
public enum WhoSpeaks
|
||||
{
|
||||
Dancers = 0,
|
||||
|
@ -223,8 +215,6 @@ namespace HeavenStudio.Games
|
|||
void Awake()
|
||||
{
|
||||
instance = this;
|
||||
colorStart = defaultBGColor;
|
||||
colorEnd = defaultBGColor;
|
||||
SetupBopRegion("spaceDance", "bop", "auto");
|
||||
}
|
||||
|
||||
|
@ -244,7 +234,7 @@ namespace HeavenStudio.Games
|
|||
void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
BackgroundColorUpdate();
|
||||
bg.color = bgColorEase.GetColor();
|
||||
if (cond.isPlaying && !cond.isPaused)
|
||||
{
|
||||
scroll.NormalizedX -= xBaseSpeed * xScrollMultiplier * Time.deltaTime;
|
||||
|
@ -690,33 +680,11 @@ namespace HeavenStudio.Games
|
|||
Gramps.DoScaledAnimationAsync("GrampsBop", 0.5f);
|
||||
}
|
||||
|
||||
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
|
||||
private ColorEase bgColorEase = new();
|
||||
|
||||
//call this in update
|
||||
private void BackgroundColorUpdate()
|
||||
public void BackgroundColor(double beat, float length, Color startColor, Color endColor, int ease)
|
||||
{
|
||||
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);
|
||||
|
||||
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;
|
||||
bgColorEase = new(beat, length, startColor, endColor, ease);
|
||||
}
|
||||
|
||||
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
||||
|
|
|
@ -190,15 +190,8 @@ namespace HeavenStudio.Games
|
|||
Enter = 0,
|
||||
Exit = 1
|
||||
}
|
||||
private static Color _defaultBGColor;
|
||||
public static Color defaultBGColor
|
||||
{
|
||||
get
|
||||
{
|
||||
ColorUtility.TryParseHtmlString("#FF7D27", out _defaultBGColor);
|
||||
return _defaultBGColor;
|
||||
}
|
||||
}
|
||||
public static Color defaultBGColor = new(1f, 0.49f, 0.153f);
|
||||
|
||||
[Header("Components")]
|
||||
[SerializeField] private GameObject kickerPrefab;
|
||||
[SerializeField] private GameObject ballRef;
|
||||
|
@ -239,8 +232,6 @@ namespace HeavenStudio.Games
|
|||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
colorStart = defaultBGColor;
|
||||
colorEnd = defaultBGColor;
|
||||
var allHighKickToeEvents = EventCaller.GetAllInGameManagerList("spaceSoccer", new string[] { "high kick-toe!" });
|
||||
foreach (var e in allHighKickToeEvents)
|
||||
{
|
||||
|
@ -262,12 +253,12 @@ namespace HeavenStudio.Games
|
|||
|
||||
private void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
BackgroundColorUpdate();
|
||||
bg.color = bgColorEase.GetColor();
|
||||
bgImage.color = dotColorEase.GetColor();
|
||||
backgroundSprite.NormalizedX -= xBaseSpeed * xScrollMultiplier * Time.deltaTime;
|
||||
backgroundSprite.NormalizedY += yBaseSpeed * yScrollMultiplier * Time.deltaTime;
|
||||
|
||||
float normalizedEaseBeat = cond.GetPositionFromBeat(easeBeat, easeLength);
|
||||
float normalizedEaseBeat = conductor.GetPositionFromBeat(easeBeat, easeLength);
|
||||
if (normalizedEaseBeat <= 1 && normalizedEaseBeat > 0)
|
||||
{
|
||||
EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
|
||||
|
@ -277,7 +268,7 @@ namespace HeavenStudio.Games
|
|||
UpdateKickersPositions(newPosX, newPosY, newPosZ);
|
||||
}
|
||||
|
||||
float normalizedPBeat = cond.GetPositionFromBeat(easeBeatP, easeLengthP);
|
||||
float normalizedPBeat = conductor.GetPositionFromBeat(easeBeatP, easeLengthP);
|
||||
if (normalizedPBeat <= 1 && normalizedPBeat > 0)
|
||||
{
|
||||
EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEaseP);
|
||||
|
@ -567,43 +558,18 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
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
|
||||
private ColorEase bgColorEase = new(defaultBGColor);
|
||||
private ColorEase dotColorEase = new(Color.white);
|
||||
|
||||
//call this in update
|
||||
private void BackgroundColorUpdate()
|
||||
{
|
||||
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);
|
||||
|
||||
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)
|
||||
public void BackgroundColor(double beat, float length, Color startColorBG, Color endColorBG, Color startColorDot, Color endColorDot, int ease)
|
||||
{
|
||||
colorStartBeat = beat;
|
||||
colorLength = length;
|
||||
colorStart = colorStartSet;
|
||||
colorEnd = colorEndSet;
|
||||
colorStartDot = colorStartDotSet;
|
||||
colorEndDot = colorEndDotSet;
|
||||
colorEase = (Util.EasingFunction.Ease)ease;
|
||||
bgColorEase = new(beat, length, startColorBG, endColorBG, ease);
|
||||
dotColorEase = new(beat, length, startColorDot, endColorDot, ease);
|
||||
}
|
||||
|
||||
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
||||
|
|
|
@ -83,15 +83,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
public class Tambourine : Minigame
|
||||
{
|
||||
private static Color _defaultBGColor;
|
||||
public static Color defaultBGColor
|
||||
{
|
||||
get
|
||||
{
|
||||
ColorUtility.TryParseHtmlString("#388cd0", out _defaultBGColor);
|
||||
return _defaultBGColor;
|
||||
}
|
||||
}
|
||||
public static Color defaultBGColor = new Color(0.22f, 0.55f, 0.82f);
|
||||
|
||||
[Header("Components")]
|
||||
[SerializeField] Animator handsAnimator;
|
||||
|
@ -155,8 +147,6 @@ namespace HeavenStudio.Games
|
|||
frogAnimator.Play("FrogExited", 0, 0);
|
||||
handsAnimator.Play("Idle", 0, 0);
|
||||
monkeyAnimator.Play("MonkeyIdle", 0, 0);
|
||||
colorStart = defaultBGColor;
|
||||
colorEnd = defaultBGColor;
|
||||
}
|
||||
|
||||
void Update()
|
||||
|
@ -475,33 +465,17 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
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 ColorEase bgColorEase = new();
|
||||
|
||||
//call this in update
|
||||
private void BackgroundColorUpdate()
|
||||
{
|
||||
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);
|
||||
|
||||
bg.color = new Color(newR, newG, newB);
|
||||
bg.color = bgColorEase.GetColor();
|
||||
}
|
||||
|
||||
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, int ease)
|
||||
public void BackgroundColor(double beat, float length, Color startColor, Color endColor, int ease)
|
||||
{
|
||||
colorStartBeat = beat;
|
||||
colorLength = length;
|
||||
colorStart = colorStartSet;
|
||||
colorEnd = colorEndSet;
|
||||
colorEase = (Util.EasingFunction.Ease)ease;
|
||||
bgColorEase = new(beat, length, startColor, endColor, ease);
|
||||
}
|
||||
|
||||
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
||||
|
|
|
@ -114,15 +114,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
public class TossBoys : Minigame
|
||||
{
|
||||
private static Color _defaultBGColor;
|
||||
public static Color defaultBGColor
|
||||
{
|
||||
get
|
||||
{
|
||||
ColorUtility.TryParseHtmlString("#62FDBB", out _defaultBGColor);
|
||||
return _defaultBGColor;
|
||||
}
|
||||
}
|
||||
public static Color defaultBGColor = new Color(0.38f, 0.99f, 0.73f);
|
||||
public enum KidChoice
|
||||
{
|
||||
Akachan = 0,
|
||||
|
@ -235,8 +227,6 @@ namespace HeavenStudio.Games
|
|||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
colorStart = defaultBGColor;
|
||||
colorEnd = defaultBGColor;
|
||||
SetupBopRegion("tossBoys", "bop", "auto");
|
||||
SetPassBallEvents();
|
||||
}
|
||||
|
@ -294,33 +284,17 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
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 ColorEase bgColorEase = new(defaultBGColor);
|
||||
|
||||
//call this in update
|
||||
private void BackgroundColorUpdate()
|
||||
{
|
||||
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);
|
||||
|
||||
bg.color = new Color(newR, newG, newB);
|
||||
bg.color = bgColorEase.GetColor();
|
||||
}
|
||||
|
||||
public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, int ease)
|
||||
public void BackgroundColor(double beat, float length, Color startColor, Color endColor, int ease)
|
||||
{
|
||||
colorStartBeat = beat;
|
||||
colorLength = length;
|
||||
colorStart = colorStartSet;
|
||||
colorEnd = colorEndSet;
|
||||
colorEase = (Util.EasingFunction.Ease)ease;
|
||||
bgColorEase = new(beat, length, startColor, endColor, ease);
|
||||
}
|
||||
|
||||
//call this in OnPlay(double beat) and OnGameSwitch(double beat)
|
||||
|
|
|
@ -35,14 +35,14 @@ namespace HeavenStudio.Util
|
|||
}
|
||||
}
|
||||
|
||||
public static MultiSound Play(Sound[] snds, bool game = true, bool forcePlay = false)
|
||||
public static MultiSound Play(Sound[] sounds, bool game = true, bool forcePlay = false)
|
||||
{
|
||||
return Play(snds.ToList(), game, forcePlay);
|
||||
return Play(sounds.ToList(), game, forcePlay);
|
||||
}
|
||||
|
||||
public static MultiSound Play(List<Sound> sounds, bool game = true, bool forcePlay = false)
|
||||
{
|
||||
if (Conductor.instance == null || sounds.Count <= 0) return null;
|
||||
if (Conductor.instance == null || sounds.Count < 1) return null;
|
||||
|
||||
GameObject go = new GameObject("MultiSound");
|
||||
MultiSound ms = go.AddComponent<MultiSound>();
|
||||
|
|
Loading…
Reference in a new issue