mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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cc577966c1
attempt at fixing colour deserialization, not working
120 lines
No EOL
4.2 KiB
C#
120 lines
No EOL
4.2 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<DynamicBeatmap.DynamicEntity> allFadeEvents = new List<DynamicBeatmap.DynamicEntity>();
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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("vfx", new string[] { "flash" });
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Test(beat);
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// backwards-compatibility baybee
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allFadeEvents.AddRange(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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DynamicBeatmap.DynamicEntity 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, (EasingFunction.Ease) 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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} |