using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using HeavenStudio.Util; using System.Linq; namespace HeavenStudio.Games.Global { public class Flash : MonoBehaviour { [NonSerialized] public float startBeat; [NonSerialized] public float length; [NonSerialized] public Color startColor; [NonSerialized] public Color endColor; [NonSerialized] public EasingFunction.Ease ease; [NonSerialized] private EasingFunction.Function func; [NonSerialized] private Image spriteRenderer; [SerializeField] private Color currentCol; [NonSerialized] private List allFadeEvents = new List(); private void Awake() { spriteRenderer = GetComponent(); spriteRenderer.color = currentCol; func = EasingFunction.GetEasingFunction(EasingFunction.Ease.Linear); GameManager.instance.onBeatChanged += OnBeatChanged; } public void OnBeatChanged(float beat) { allFadeEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "flash" }); // backwards-compatibility baybee allFadeEvents.AddRange(EventCaller.GetAllInGameManagerList("gameManager", new string[] { "flash" })); allFadeEvents.Sort((x, y) => x.beat.CompareTo(y.beat)); FindFadeFromBeat(beat); } private void FindFadeFromBeat(float beat) { Color startCol = Color.white; Color endCol = Color.white; bool override_ = false; if (allFadeEvents.Count > 0) { DynamicBeatmap.DynamicEntity 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, (EasingFunction.Ease) 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() { FindFadeFromBeat(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; } } }