mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-29 21:13:07 +00:00
b876934b73
* license change replace unneeded package * reword this
89 lines
2.8 KiB
C#
89 lines
2.8 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.Scripts_MonkeyWatch
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{
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public class WatchBackgroundHandler : MonoBehaviour
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{
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[Header("Components")]
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[SerializeField] private SpriteRenderer[] srsIn;
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[SerializeField] private SpriteRenderer[] srsOut;
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[SerializeField] private Transform anchorHour;
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[SerializeField] private Transform anchorMinute;
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private double fadeBeat = -1;
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private float fadeLength = 0f;
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private bool fadeOut = false;
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private bool realTime = true;
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private void Awake()
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{
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Update();
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}
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private void Update()
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{
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var cond = Conductor.instance;
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float normalizedBeat = Mathf.Clamp01(cond.GetPositionFromBeat(fadeBeat, fadeLength));
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if (fadeOut)
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{
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foreach (var s in srsIn)
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{
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s.color = new Color(s.color.r, s.color.g, s.color.b, 1 - normalizedBeat);
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}
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foreach (var s in srsOut)
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{
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s.color = new Color(s.color.r, s.color.g, s.color.b, normalizedBeat);
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}
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}
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else
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{
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foreach (var s in srsIn)
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{
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s.color = new Color(s.color.r, s.color.g, s.color.b, normalizedBeat);
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}
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foreach (var s in srsOut)
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{
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s.color = new Color(s.color.r, s.color.g, s.color.b, 1 - normalizedBeat);
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}
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}
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if (realTime)
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{
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var nowTime = System.DateTime.Now;
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SetArrowsToTime(nowTime.Hour, nowTime.Minute, nowTime.Second);
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}
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}
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public void SetFade(double beat, float length, bool outFade, MonkeyWatch.TimeMode timeMode, int hours, int minutes)
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{
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fadeBeat = beat;
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fadeLength = length;
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fadeOut = outFade;
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realTime = timeMode == MonkeyWatch.TimeMode.RealTime;
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if (!realTime)
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{
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SetArrowsToTime(hours, minutes, 0);
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}
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Update();
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}
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private void SetArrowsToTime(int hours, int minutes, int seconds)
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{
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float normalizedHour = MathUtils.Normalize(hours + (minutes / 60f) + (seconds / 3600f), 0f, 12f);
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anchorHour.localEulerAngles = new Vector3(0, 0, -Mathf.LerpUnclamped(0, 360, normalizedHour));
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float normalizedMinute = MathUtils.Normalize(minutes + (seconds / 60f), 0, 60);
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anchorMinute.localEulerAngles = new Vector3(0, 0, -Mathf.LerpUnclamped(0, 360, normalizedMinute));
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}
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}
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}
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