mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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3a4279ce5e
* Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
257 lines
No EOL
10 KiB
C#
257 lines
No EOL
10 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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public static class RvlForkLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("forkLifter", "Fork Lifter", "f1f1f1", false, false, new List<GameAction>()
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{
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new GameAction("flick", "Flick Food")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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ForkLifter.Flick(e.beat);
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ForkLifter.instance.FlickActive(e.beat, e["type"]);
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},
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defaultLength = 3,
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parameters = new List<Param>()
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{
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new Param("type", ForkLifter.FlickType.Pea, "Object", "Choose the object to be flicked.")
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},
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inactiveFunction = delegate {
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var e = eventCaller.currentEntity;
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ForkLifter.Flick(e.beat);
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ForkLifter.queuedFlicks.Add(e);
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},
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},
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new GameAction("prepare", "Prepare Hand")
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{
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function = delegate { ForkLifter.instance.ForkLifterHand.Prepare(eventCaller.currentEntity["mute"]); },
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("mute", false, "Mute", "Toggle if the prepare sound effect should play.")
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}
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},
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new GameAction("gulp", "Swallow")
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{
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function = delegate { ForkLifter.playerInstance.Eat(); }
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},
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new GameAction("sigh", "Sigh")
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{
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function = delegate { SoundByte.PlayOneShot("games/forkLifter/sigh"); }
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},
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new GameAction("color", "Background Appearance")
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{
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function = delegate { var e = eventCaller.currentEntity; ForkLifter.instance.BackgroundColor(e.beat, e.length, e["start"], e["end"], e["ease"]); },
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parameters = new List<Param>()
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{
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new Param("start", Color.white, "Start Color", "Set the color at the start of the event."),
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new Param("end", Color.white, "End Color", "Set the color at the end of the event."),
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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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resizable = true
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},
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new GameAction("colorGrad", "Gradient Appearance")
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{
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function = delegate { var e = eventCaller.currentEntity; ForkLifter.instance.BackgroundColorGrad(e.beat, e.length, e["start"], e["end"], e["ease"]); },
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parameters = new List<Param>()
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{
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new Param("start", Color.white, "Start Color", "Set the color at the start of the event."),
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new Param("end", Color.white, "End Color", "Set the color at the end of the event."),
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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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resizable = true
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},
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},
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new List<string>() {"rvl", "normal"},
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"rvlfork", "en",
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new List<string>() {}
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);
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}
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}
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}
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namespace HeavenStudio.Games
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{
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using Jukebox;
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using Scripts_ForkLifter;
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public class ForkLifter : Minigame
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{
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public static List<RiqEntity> queuedFlicks = new();
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public enum FlickType
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{
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Pea,
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TopBun,
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Burger,
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BottomBun
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}
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public static ForkLifter instance;
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public static ForkLifterPlayer playerInstance => ForkLifterPlayer.instance;
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[Header("References")]
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public ForkLifterHand ForkLifterHand;
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[Header("Objects")]
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public Animator handAnim;
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public GameObject flickedObject;
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public SpriteRenderer peaPreview;
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[SerializeField] SpriteRenderer bg;
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[SerializeField] SpriteRenderer bgGradient;
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[SerializeField] SpriteRenderer viewerCircle;
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[SerializeField] SpriteRenderer playerShadow;
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[SerializeField] SpriteRenderer handShadow;
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public Sprite[] peaSprites;
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public Sprite[] peaHitSprites;
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private void Awake()
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{
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instance = this;
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}
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private void Update()
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{
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BackgroundColorUpdate();
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}
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public override void OnPlay(double beat)
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{
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base.OnPlay(beat);
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OnGameSwitch(beat);
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}
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public override void OnGameSwitch(double beat)
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{
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base.OnGameSwitch(beat);
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if (queuedFlicks.Count > 0) {
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foreach (var flick in queuedFlicks) { FlickActive(flick.beat, flick["type"]); }
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queuedFlicks.Clear();
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}
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ForkLifterHand.allFlickEntities = GameManager.instance.Beatmap.Entities.FindAll(c => (c.datamodel == "forkLifter/flick") && (c.beat >= beat));
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ForkLifterHand.CheckNextFlick();
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PersistColor(beat);
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}
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public void Bop(double beat, double length, bool doesBop, bool autoBop)
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{
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// playerInstance.shouldBop = autoBop;
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// if (doesBop)
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// {
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// var actions = new List<BeatAction.Action>();
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// for (int i = 0; i < length; i++) {
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// actions.Add(new(beat + i, delegate { playerInstance.SingleBop(); }));
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// }
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// BeatAction.New(playerInstance, actions);
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// }
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}
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public static void Flick(double beat)
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{
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var offset = SoundByte.GetClipLengthGame("forkLifter/zoomFast") - 0.03;
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SoundByte.PlayOneShotGame("forkLifter/zoomFast", beat + 2, offset: offset, forcePlay: true);
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SoundByte.PlayOneShotGame("forkLifter/flick", forcePlay: true);
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}
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public void FlickActive(double beat, int type)
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{
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handAnim.DoScaledAnimationFromBeatAsync("Hand_Flick", 0.5f, beat);
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ForkLifterHand.currentFlickIndex++;
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GameObject fo = Instantiate(flickedObject);
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fo.transform.parent = flickedObject.transform.parent;
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Pea pea = fo.GetComponent<Pea>();
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pea.startBeat = beat;
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pea.type = type;
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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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//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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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 = func(colorStartGrad.r, colorEndGrad.r, normalizedBeatGrad);
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float newGGrad = func(colorStartGrad.g, colorEndGrad.g, normalizedBeatGrad);
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float newBGrad = func(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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}
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public void BackgroundColor(double beat, float length, Color colorStartSet, Color colorEndSet, 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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}
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public void BackgroundColorGrad(double beat, float length, Color colorStartSet, Color colorEndSet, 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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}
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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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} |