using System.Collections; using System.Collections.Generic; using UnityEngine; using RhythmHeavenMania.Util; using System.Linq; namespace RhythmHeavenMania.Games.Global { public class Flash : MonoBehaviour { public float startBeat; public float length; public Color startColor; public Color endColor; public EasingFunction.Ease ease; private EasingFunction.Function func; private SpriteRenderer spriteRenderer; [SerializeField] private Color currentCol; private List allFadeEvents = new List(); private void Start() { this.gameObject.transform.SetParent(GameManager.instance.gameObject.transform); gameObject.layer = LayerMask.NameToLayer("Flash"); this.gameObject.transform.localScale = new Vector3(1, 1); spriteRenderer = this.gameObject.AddComponent(); spriteRenderer.color = startColor; spriteRenderer.sortingOrder = 30001; spriteRenderer.sprite = Resources.Load("Sprites/GeneralPurpose/Square"); func = EasingFunction.GetEasingFunction(EasingFunction.Ease.Linear); GameManager.instance.onBeatChanged += OnBeatChanged; } public void OnBeatChanged(float beat) { // I really need to create a class for objects that are constant like the Spaceball Camera // startColor = new Color(1, 1, 1, 0); // endColor = new Color(1, 1, 1, 0); allFadeEvents = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "flash" }); Test(beat); } private void Test(float beat) { Color startCol = Color.white; Color endCol = Color.white; bool override_ = false; if (allFadeEvents.Count > 0) { Beatmap.Entity startEntity = null; for (int i = 0; i < allFadeEvents.Count; i++) { if (allFadeEvents[i].beat <= beat) { startEntity = allFadeEvents[i]; } else if (i == 0 && allFadeEvents[i].beat > beat) { startEntity = allFadeEvents[i]; override_ = true; startCol = new Color(1, 1, 1, 0); endCol = new Color(1, 1, 1, 0); } } if (startEntity != null) { if (!override_) { Color colA = startEntity.colorA; Color colB = startEntity.colorB; startCol = new Color(colA.r, colA.g, colA.b, startEntity.valA); endCol = new Color(colB.r, colB.g, colB.b, startEntity.valB); } SetFade(startEntity.beat, startEntity.length, startCol, endCol, startEntity.ease); } } } public void SetFade(float beat, float length, Color startCol, Color endCol, EasingFunction.Ease ease) { this.startBeat = beat; this.length = length; this.startColor = startCol; this.endColor = endCol; this.ease = ease; func = EasingFunction.GetEasingFunction(ease); } private void Update() { Test(Conductor.instance.songPositionInBeats); float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, length); // normalizedBeat = Mathf.Clamp01(normalizedBeat); currentCol = new Color(func(startColor.r, endColor.r, normalizedBeat), func(startColor.g, endColor.g, normalizedBeat), func(startColor.b, endColor.b, normalizedBeat), func(startColor.a, endColor.a, normalizedBeat)); spriteRenderer.color = currentCol; } } }