mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-22 17:45:16 +00:00
Merge branch 'release_1'
This commit is contained in:
commit
f01922d690
11 changed files with 2177 additions and 29 deletions
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|
|
@ -663,7 +663,7 @@ namespace HeavenStudio
|
|||
//temp for testing
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
Common.SkillStarManager.instance.DoStarIn(e.beat, e.length);
|
||||
Common.SkillStarManager.instance.DoStarIn(e.beat, e.length);
|
||||
}
|
||||
},
|
||||
new GameAction("toggle inputs", "Toggle Inputs", 0.5f, true,
|
||||
|
@ -774,7 +774,10 @@ namespace HeavenStudio
|
|||
new Param("colorB", Color.white, "End Color"),
|
||||
new Param("valA", new EntityTypes.Float(0, 1, 1), "Start Opacity"),
|
||||
new Param("valB", new EntityTypes.Float(0, 1, 0), "End Opacity"),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
|
||||
{
|
||||
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "colorA", "valA" })
|
||||
})
|
||||
}
|
||||
),
|
||||
new GameAction("filter", "Filter", 1f, true,
|
||||
|
@ -791,7 +794,10 @@ namespace HeavenStudio
|
|||
|
||||
new Param("start", new EntityTypes.Float(0, 1, 1), "Start Intensity"),
|
||||
new Param("end", new EntityTypes.Float(0, 1, 1), "End Intensity"),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease"),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
|
||||
{
|
||||
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "start" })
|
||||
}),
|
||||
}
|
||||
),
|
||||
new GameAction("move camera", "Move Camera", 1f, true, new List<Param>()
|
||||
|
@ -884,6 +890,162 @@ namespace HeavenStudio
|
|||
new Param("instantOff", false, "Instant Hide", "Skip the hide animation?"),
|
||||
}
|
||||
),
|
||||
|
||||
// Post Processing VFX
|
||||
new GameAction("vignette", "Vignette")
|
||||
{
|
||||
resizable = true,
|
||||
parameters = new()
|
||||
{
|
||||
new("intenStart", new EntityTypes.Float(0f, 1f), "Start Intensity"),
|
||||
new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity"),
|
||||
|
||||
new("colorStart", Color.black, "Start Color"),
|
||||
new("colorEnd", Color.black, "End Color"),
|
||||
|
||||
new("smoothStart", new EntityTypes.Float(0.01f, 1f, 0.2f), "Start Smoothness"),
|
||||
new("smoothEnd", new EntityTypes.Float(0.01f, 1f, 0.2f), "End Smoothness"),
|
||||
|
||||
new("roundStart", new EntityTypes.Float(0f, 1f, 1f), "Start Roundness"),
|
||||
new("roundEnd", new EntityTypes.Float(0f, 1f, 1f), "End Roundness"),
|
||||
new("rounded", false, "Rounded"),
|
||||
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
|
||||
{
|
||||
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "colorStart", "smoothStart", "roundStart" })
|
||||
}),
|
||||
}
|
||||
},
|
||||
new GameAction("cabb", "Chromatic Abberation")
|
||||
{
|
||||
resizable = true,
|
||||
parameters = new()
|
||||
{
|
||||
new("intenStart", new EntityTypes.Float(0f, 1f), "Start Intensity"),
|
||||
new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity"),
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
|
||||
{
|
||||
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart" })
|
||||
}),
|
||||
}
|
||||
},
|
||||
new GameAction("bloom", "Bloom")
|
||||
{
|
||||
resizable = true,
|
||||
parameters = new()
|
||||
{
|
||||
new("intenStart", new EntityTypes.Float(0f, 100f, 0f), "Start Intensity"),
|
||||
new("intenEnd", new EntityTypes.Float(0f, 100f, 1f), "End Intensity"),
|
||||
|
||||
new("colorStart", Color.white, "Start Tint"),
|
||||
new("colorEnd", Color.white, "End Tint"),
|
||||
|
||||
new("thresholdStart", new EntityTypes.Float(0f, 100f, 1f), "Start Threshold"),
|
||||
new("thresholdEnd", new EntityTypes.Float(0f, 100f, 1f), "End Threshold"),
|
||||
|
||||
new("softKneeStart", new EntityTypes.Float(0f, 1f, 0.5f), "Start Soft Knee"),
|
||||
new("softKneeEnd", new EntityTypes.Float(0f, 1f, 0.5f), "End Soft Knee"),
|
||||
|
||||
new("anaStart", new EntityTypes.Float(-1f, 1f, 0f), "Start Anamorphic Ratio"),
|
||||
new("anaEnd", new EntityTypes.Float(-1f, 1f, 0f), "End Anamorphic Ratio"),
|
||||
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
|
||||
{
|
||||
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "colorStart", "thresholdStart", "softKneeStart", "anaStart" })
|
||||
}),
|
||||
}
|
||||
},
|
||||
new GameAction("lensD", "Lens Distortion")
|
||||
{
|
||||
resizable = true,
|
||||
parameters = new()
|
||||
{
|
||||
new("intenStart", new EntityTypes.Float(-100f, 100f, 0f), "Start Intensity"),
|
||||
new("intenEnd", new EntityTypes.Float(-100f, 100f, 1f), "End Intensity"),
|
||||
|
||||
new("xStart", new EntityTypes.Float(0f, 1f, 1f), "Start X Multiplier"),
|
||||
new("yStart", new EntityTypes.Float(0f, 1f, 1f), "Start Y Multiplier"),
|
||||
new("xEnd", new EntityTypes.Float(0f, 1f, 1f), "End X Multiplier"),
|
||||
new("yEnd", new EntityTypes.Float(0f, 1f, 1f), "End Y Multiplier"),
|
||||
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
|
||||
{
|
||||
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "xStart", "yStart" })
|
||||
}),
|
||||
}
|
||||
},
|
||||
new GameAction("grain", "Grain")
|
||||
{
|
||||
resizable = true,
|
||||
parameters = new()
|
||||
{
|
||||
new("intenStart", new EntityTypes.Float(0f, 1f), "Start Intensity"),
|
||||
new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity"),
|
||||
|
||||
new("sizeStart", new EntityTypes.Float(0.3f, 3f, 1f), "Start Size"),
|
||||
new("sizeEnd", new EntityTypes.Float(0.3f, 3f, 1f), "End Size"),
|
||||
|
||||
new("colored", true, "Colored"),
|
||||
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
|
||||
{
|
||||
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "sizeStart" })
|
||||
}),
|
||||
}
|
||||
},
|
||||
new GameAction("colorGrading", "Color Grading")
|
||||
{
|
||||
resizable = true,
|
||||
parameters = new()
|
||||
{
|
||||
new("tempStart", new EntityTypes.Float(-100f, 100f), "Start Temperature"),
|
||||
new("tempEnd", new EntityTypes.Float(-100f, 100f), "End Temperature"),
|
||||
|
||||
new("tintStart", new EntityTypes.Float(-100f, 100f), "Start Tint"),
|
||||
new("tintEnd", new EntityTypes.Float(-100f, 100f), "End Tint"),
|
||||
|
||||
new("colorStart", Color.white, "Start Color Filter"),
|
||||
new("colorEnd", Color.white, "End Color Filter"),
|
||||
|
||||
new("hueShiftStart", new EntityTypes.Float(-180f, 180f), "Start Hue Shift"),
|
||||
new("hueShiftEnd", new EntityTypes.Float(-180f, 180f), "End Hue Shift"),
|
||||
|
||||
new("satStart", new EntityTypes.Float(-100f, 100f), "Start Saturation"),
|
||||
new("satEnd", new EntityTypes.Float(-100f, 100f), "End Saturation"),
|
||||
|
||||
new("brightStart", new EntityTypes.Float(-100f, 100f), "Start Brightness"),
|
||||
new("brightEnd", new EntityTypes.Float(-100f, 100f), "End Brightness"),
|
||||
|
||||
new("conStart", new EntityTypes.Float(-100f, 100f), "Start Contrast"),
|
||||
new("conEnd", new EntityTypes.Float(-100f, 100f), "End Contrast"),
|
||||
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
|
||||
{
|
||||
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "tempStart", "tintStart", "colorStart", "hueShiftStart", "satStart", "brightStart", "conStart" })
|
||||
}),
|
||||
}
|
||||
},
|
||||
new GameAction("screenTiling", "Screen Tiling")
|
||||
{
|
||||
resizable = true,
|
||||
parameters = new()
|
||||
{
|
||||
new("xStart", new EntityTypes.Float(1, 100, 1), "Start Horizontal Tiles"),
|
||||
new("yStart", new EntityTypes.Float(1, 100, 1), "Start Vertical Tiles"),
|
||||
new("xEnd", new EntityTypes.Float(1, 100, 1), "End Horizontal Tiles"),
|
||||
new("yEnd", new EntityTypes.Float(1, 100, 1), "End Vertical Tiles"),
|
||||
|
||||
new("xScrollStart", new EntityTypes.Float(-100, 100, 0), "Start Horizontal Scroll"),
|
||||
new("yScrollStart", new EntityTypes.Float(-100, 100, 0), "Start Vertical Scroll"),
|
||||
new("xScrollEnd", new EntityTypes.Float(-100, 100, 0), "End Horizontal Scroll"),
|
||||
new("yScrollEnd", new EntityTypes.Float(-100, 100, 0), "End Vertical Scroll"),
|
||||
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
|
||||
{
|
||||
new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "xStart", "yStart", "xScrollStart", "yScrollStart" })
|
||||
}),
|
||||
}
|
||||
}
|
||||
}),
|
||||
};
|
||||
|
||||
|
|
236
Assets/Scripts/PostProcessingVFX.cs
Normal file
236
Assets/Scripts/PostProcessingVFX.cs
Normal file
|
@ -0,0 +1,236 @@
|
|||
using Jukebox;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering.PostProcessing;
|
||||
|
||||
namespace HeavenStudio
|
||||
{
|
||||
public class PostProcessingVFX : MonoBehaviour
|
||||
{
|
||||
private PostProcessVolume _volume;
|
||||
|
||||
// events
|
||||
private List<RiqEntity> _vignettes = new();
|
||||
private List<RiqEntity> _cabbs = new();
|
||||
private List<RiqEntity> _blooms = new();
|
||||
private List<RiqEntity> _lensDs = new();
|
||||
private List<RiqEntity> _grains = new();
|
||||
private List<RiqEntity> _colorGradings = new();
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_volume = GetComponent<PostProcessVolume>();
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
GameManager.instance.onBeatChanged += OnBeatChanged;
|
||||
}
|
||||
|
||||
public void OnBeatChanged(double beat)
|
||||
{
|
||||
_vignettes = EventCaller.GetAllInGameManagerList("vfx", new string[] { "vignette" });
|
||||
_cabbs = EventCaller.GetAllInGameManagerList("vfx", new string[] { "cabb" });
|
||||
_blooms = EventCaller.GetAllInGameManagerList("vfx", new string[] { "bloom" });
|
||||
_lensDs = EventCaller.GetAllInGameManagerList("vfx", new string[] { "lensD" });
|
||||
_grains = EventCaller.GetAllInGameManagerList("vfx", new string[] { "grain" });
|
||||
_colorGradings = EventCaller.GetAllInGameManagerList("vfx", new string[] { "colorGrading" });
|
||||
|
||||
UpdateVignette();
|
||||
UpdateChromaticAbberations();
|
||||
UpdateBlooms();
|
||||
UpdateLensDistortions();
|
||||
UpdateGrain();
|
||||
UpdateColorGrading();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
UpdateVignette();
|
||||
UpdateChromaticAbberations();
|
||||
UpdateBlooms();
|
||||
UpdateLensDistortions();
|
||||
UpdateGrain();
|
||||
UpdateColorGrading();
|
||||
}
|
||||
|
||||
private void UpdateVignette()
|
||||
{
|
||||
if (!_volume.profile.TryGetSettings<Vignette>(out var v)) return;
|
||||
|
||||
v.enabled.Override(false);
|
||||
foreach (var e in _vignettes)
|
||||
{
|
||||
float normalized = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
|
||||
if (normalized < 0) break;
|
||||
|
||||
float clampNormal = Mathf.Clamp01(normalized);
|
||||
var func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]);
|
||||
|
||||
float newIntensity = func(e["intenStart"], e["intenEnd"], clampNormal);
|
||||
|
||||
v.enabled.Override(newIntensity != 0);
|
||||
if (!v.enabled) continue;
|
||||
v.rounded.Override(e["rounded"]);
|
||||
|
||||
Color newColor = ColorEase(e["colorStart"], e["colorEnd"], clampNormal, func);
|
||||
|
||||
v.color.Override(newColor);
|
||||
|
||||
v.intensity.Override(newIntensity);
|
||||
|
||||
float newSmoothness = func(e["smoothStart"], e["smoothEnd"], clampNormal);
|
||||
v.smoothness.Override(newSmoothness);
|
||||
|
||||
float newRoundness = func(e["roundStart"], e["roundEnd"], clampNormal);
|
||||
v.roundness.Override(newRoundness);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateChromaticAbberations()
|
||||
{
|
||||
if (!_volume.profile.TryGetSettings<ChromaticAberration>(out var c)) return;
|
||||
c.enabled.Override(false);
|
||||
foreach (var e in _cabbs)
|
||||
{
|
||||
float normalized = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
|
||||
if (normalized < 0) break;
|
||||
|
||||
float clampNormal = Mathf.Clamp01(normalized);
|
||||
var func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]);
|
||||
|
||||
float newIntensity = func(e["intenStart"], e["intenEnd"], clampNormal);
|
||||
c.enabled.Override(newIntensity != 0);
|
||||
if (!c.enabled) continue;
|
||||
c.intensity.Override(newIntensity);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateBlooms()
|
||||
{
|
||||
if (!_volume.profile.TryGetSettings<Bloom>(out var b)) return;
|
||||
b.enabled.Override(false);
|
||||
foreach (var e in _blooms)
|
||||
{
|
||||
float normalized = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
|
||||
if (normalized < 0) break;
|
||||
|
||||
float clampNormal = Mathf.Clamp01(normalized);
|
||||
var func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]);
|
||||
|
||||
float newIntensity = func(e["intenStart"], e["intenEnd"], clampNormal);
|
||||
b.enabled.Override(newIntensity != 0);
|
||||
if (!b.enabled) continue;
|
||||
b.intensity.Override(newIntensity);
|
||||
|
||||
Color newColor = ColorEase(e["colorStart"], e["colorEnd"], clampNormal, func);
|
||||
|
||||
b.color.Override(newColor);
|
||||
|
||||
float newThreshold = func(e["thresholdStart"], e["thresholdEnd"], clampNormal);
|
||||
b.threshold.Override(newThreshold);
|
||||
|
||||
float newSoftKnee = func(e["softKneeStart"], e["softKneeEnd"], clampNormal);
|
||||
b.softKnee.Override(newSoftKnee);
|
||||
|
||||
float newAna = func(e["anaStart"], e["anaEnd"], clampNormal);
|
||||
b.anamorphicRatio.Override(newAna);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateLensDistortions()
|
||||
{
|
||||
if (!_volume.profile.TryGetSettings<LensDistortion>(out var l)) return;
|
||||
l.enabled.Override(false);
|
||||
foreach (var e in _lensDs)
|
||||
{
|
||||
float normalized = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
|
||||
if (normalized < 0) break;
|
||||
|
||||
float clampNormal = Mathf.Clamp01(normalized);
|
||||
var func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]);
|
||||
|
||||
float newIntensity = func(e["intenStart"], e["intenEnd"], clampNormal);
|
||||
l.enabled.Override(newIntensity != 0);
|
||||
if (!l.enabled) continue;
|
||||
l.intensity.Override(newIntensity);
|
||||
|
||||
float newX = func(e["xStart"], e["xEnd"], clampNormal);
|
||||
l.intensityX.Override(newX);
|
||||
|
||||
float newY = func(e["yStart"], e["yEnd"], clampNormal);
|
||||
l.intensityY.Override(newY);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateGrain()
|
||||
{
|
||||
if (!_volume.profile.TryGetSettings<Grain>(out var g)) return;
|
||||
g.enabled.Override(false);
|
||||
foreach (var e in _grains)
|
||||
{
|
||||
float normalized = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
|
||||
if (normalized < 0) break;
|
||||
|
||||
float clampNormal = Mathf.Clamp01(normalized);
|
||||
var func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]);
|
||||
|
||||
float newIntensity = func(e["intenStart"], e["intenEnd"], clampNormal);
|
||||
g.enabled.Override(newIntensity != 0);
|
||||
if (!g.enabled) continue;
|
||||
g.intensity.Override(newIntensity);
|
||||
g.colored.Override(e["colored"]);
|
||||
|
||||
float newSize = func(e["sizeStart"], e["sizeEnd"], clampNormal);
|
||||
g.size.Override(newSize);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateColorGrading()
|
||||
{
|
||||
if (!_volume.profile.TryGetSettings<ColorGrading>(out var c)) return;
|
||||
c.enabled.Override(false);
|
||||
foreach (var e in _colorGradings)
|
||||
{
|
||||
c.enabled.Override(true);
|
||||
float normalized = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
|
||||
if (normalized < 0) break;
|
||||
|
||||
float clampNormal = Mathf.Clamp01(normalized);
|
||||
var func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]);
|
||||
|
||||
float newTemp = func(e["tempStart"], e["tempEnd"], clampNormal);
|
||||
c.temperature.Override(newTemp);
|
||||
|
||||
float newTint = func(e["tintStart"], e["tintEnd"], clampNormal);
|
||||
c.tint.Override(newTint);
|
||||
|
||||
Color newColor = ColorEase(e["colorStart"], e["colorEnd"], clampNormal, func);
|
||||
c.colorFilter.Override(newColor);
|
||||
|
||||
float newHue = func(e["hueShiftStart"], e["hueShiftEnd"], clampNormal);
|
||||
c.hueShift.Override(newHue);
|
||||
|
||||
float newSat = func(e["satStart"], e["satEnd"], clampNormal);
|
||||
c.saturation.Override(newSat);
|
||||
|
||||
float newBright = func(e["brightStart"], e["brightEnd"], clampNormal);
|
||||
c.brightness.Override(newBright);
|
||||
|
||||
float newCon = func(e["conStart"], e["conEnd"], clampNormal);
|
||||
c.contrast.Override(newCon);
|
||||
}
|
||||
}
|
||||
|
||||
private Color ColorEase(Color start, Color end, float time, Util.EasingFunction.Function func)
|
||||
{
|
||||
float newR = func(start.r, end.r, time);
|
||||
float newG = func(start.g, end.g, time);
|
||||
float newB = func(start.b, end.b, time);
|
||||
|
||||
return new Color(newR, newG, newB, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
11
Assets/Scripts/PostProcessingVFX.cs.meta
Normal file
11
Assets/Scripts/PostProcessingVFX.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e3cc0a4bae0c56540b9f598f4644539c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
62
Assets/Scripts/ScreenTiling.cs
Normal file
62
Assets/Scripts/ScreenTiling.cs
Normal file
|
@ -0,0 +1,62 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Jukebox;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace HeavenStudio
|
||||
{
|
||||
public class ScreenTiling : MonoBehaviour
|
||||
{
|
||||
private RawImage _image;
|
||||
private RectTransform _rectTransform;
|
||||
|
||||
private List<RiqEntity> _events = new();
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_image = GetComponent<RawImage>();
|
||||
_rectTransform = GetComponent<RectTransform>();
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
GameManager.instance.onBeatChanged += OnBeatChanged;
|
||||
}
|
||||
|
||||
public void OnBeatChanged(double beat)
|
||||
{
|
||||
_events = EventCaller.GetAllInGameManagerList("vfx", new string[] { "screenTiling" });
|
||||
ResetUVRect();
|
||||
Update();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
foreach (var e in _events)
|
||||
{
|
||||
float normalized = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
|
||||
if (normalized < 0) break;
|
||||
|
||||
float clampNormal = Mathf.Clamp01(normalized);
|
||||
|
||||
var func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]);
|
||||
|
||||
float newXTiles = func(e["xStart"], e["xEnd"], clampNormal);
|
||||
float newYTiles = func(e["yStart"], e["yEnd"], clampNormal);
|
||||
float newXScroll = func(e["xScrollStart"], e["xScrollEnd"], clampNormal);
|
||||
float newYScroll = func(e["yScrollStart"], e["yScrollEnd"], clampNormal);
|
||||
|
||||
_image.uvRect = new Rect(newXScroll, newYScroll, newXTiles, newYTiles);
|
||||
_rectTransform.localScale = new Vector3(1 / newXTiles, 1 / newYTiles);
|
||||
}
|
||||
}
|
||||
|
||||
public void ResetUVRect()
|
||||
{
|
||||
_image.uvRect = new Rect(0, 0, 1, 1);
|
||||
_rectTransform.localScale = Vector3.one;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
11
Assets/Scripts/ScreenTiling.cs.meta
Normal file
11
Assets/Scripts/ScreenTiling.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: d556607141c07af40b1b5ee71c28c5a6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -26,7 +26,7 @@ TagManager:
|
|||
-
|
||||
-
|
||||
- GameOverlaysCmn
|
||||
-
|
||||
- PostProcessingVFX
|
||||
-
|
||||
-
|
||||
-
|
||||
|
|
Loading…
Reference in a new issue