HeavenStudioPlus/Assets/Scripts/Games/Global/Flash.cs
Braedon Lewis 7cb592fc69 Camera filters (#242)
* Spaceball cleanup and small bug fix

* Replace old hit sound in spaceball

* Camera filters

* added 9 new filters, including 3 types of sepia

* oops

* remark

* normalization of fade out and fade in on filters are by 100

* GenerateFilterTypeEnum comments
2023-01-26 22:42:16 -05:00

116 lines
No EOL
4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using System.Linq;
namespace HeavenStudio.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<DynamicBeatmap.DynamicEntity> allFadeEvents = new List<DynamicBeatmap.DynamicEntity>();
private void Awake()
{
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>();
spriteRenderer.color = startColor;
spriteRenderer.sortingOrder = 30001;
spriteRenderer.sprite = Resources.Load<Sprite>("Sprites/GeneralPurpose/Square");
func = EasingFunction.GetEasingFunction(EasingFunction.Ease.Linear);
GameManager.instance.onBeatChanged += OnBeatChanged;
}
public void OnBeatChanged(float beat)
{
allFadeEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "flash" });
Test(beat);
// backwards-compatibility baybee
allFadeEvents.AddRange(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)
{
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()
{
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;
}
}
}