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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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a653194e07
I just moved everything that was in start to awake. There are a few other changes I made, like using init functions rather than awake in scripts that depended on something that was initialized in another script's awake (to make sure things always happen in the right order), as well as some other stuff in some specific minigames
116 lines
No EOL
3.9 KiB
C#
116 lines
No EOL
3.9 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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using System.Linq;
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namespace HeavenStudio.Games.Global
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{
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public class Flash : MonoBehaviour
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{
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public float startBeat;
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public float length;
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public Color startColor;
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public Color endColor;
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public EasingFunction.Ease ease;
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private EasingFunction.Function func;
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private SpriteRenderer spriteRenderer;
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[SerializeField] private Color currentCol;
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private List<Beatmap.Entity> allFadeEvents = new List<Beatmap.Entity>();
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private void Awake()
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{
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this.gameObject.transform.SetParent(GameManager.instance.gameObject.transform);
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gameObject.layer = LayerMask.NameToLayer("Flash");
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this.gameObject.transform.localScale = new Vector3(1, 1);
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spriteRenderer = this.gameObject.AddComponent<SpriteRenderer>();
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spriteRenderer.color = startColor;
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spriteRenderer.sortingOrder = 30001;
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spriteRenderer.sprite = Resources.Load<Sprite>("Sprites/GeneralPurpose/Square");
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func = EasingFunction.GetEasingFunction(EasingFunction.Ease.Linear);
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GameManager.instance.onBeatChanged += OnBeatChanged;
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}
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public void OnBeatChanged(float beat)
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{
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// I really need to create a class for objects that are constant like the Spaceball Camera
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// startColor = new Color(1, 1, 1, 0);
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// endColor = new Color(1, 1, 1, 0);
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allFadeEvents = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "flash" });
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Test(beat);
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}
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private void Test(float beat)
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{
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Color startCol = Color.white;
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Color endCol = Color.white;
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bool override_ = false;
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if (allFadeEvents.Count > 0)
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{
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Beatmap.Entity startEntity = null;
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for (int i = 0; i < allFadeEvents.Count; i++)
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{
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if (allFadeEvents[i].beat <= beat)
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{
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startEntity = allFadeEvents[i];
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}
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else if (i == 0 && allFadeEvents[i].beat > beat)
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{
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startEntity = allFadeEvents[i];
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override_ = true;
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startCol = new Color(1, 1, 1, 0);
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endCol = new Color(1, 1, 1, 0);
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}
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}
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if (startEntity != null)
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{
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if (!override_)
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{
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Color colA = startEntity.colorA;
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Color colB = startEntity.colorB;
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startCol = new Color(colA.r, colA.g, colA.b, startEntity.valA);
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endCol = new Color(colB.r, colB.g, colB.b, startEntity.valB);
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}
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SetFade(startEntity.beat, startEntity.length, startCol, endCol, startEntity.ease);
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}
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}
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}
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public void SetFade(float beat, float length, Color startCol, Color endCol, EasingFunction.Ease ease)
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{
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this.startBeat = beat;
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this.length = length;
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this.startColor = startCol;
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this.endColor = endCol;
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this.ease = ease;
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func = EasingFunction.GetEasingFunction(ease);
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}
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private void Update()
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{
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Test(Conductor.instance.songPositionInBeats);
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, length);
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// normalizedBeat = Mathf.Clamp01(normalizedBeat);
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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));
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spriteRenderer.color = currentCol;
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}
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}
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} |