mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 13:45:10 +00:00
b1fab52ad9
* add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing
111 lines
No EOL
3.9 KiB
C#
111 lines
No EOL
3.9 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using HeavenStudio.Util;
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using System.Linq;
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using Jukebox;
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using Jukebox.Legacy;
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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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[NonSerialized] public double startBeat;
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[NonSerialized] public float length;
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[NonSerialized] public Color startColor;
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[NonSerialized] public Color endColor;
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[NonSerialized] public Util.EasingFunction.Ease ease;
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[NonSerialized] private Util.EasingFunction.Function func;
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[NonSerialized] private Image spriteRenderer;
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[SerializeField] private Color currentCol;
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[NonSerialized] private List<RiqEntity> allFadeEvents = new List<RiqEntity>();
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private void Awake()
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{
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spriteRenderer = GetComponent<Image>();
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spriteRenderer.color = currentCol;
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func = Util.EasingFunction.GetEasingFunction(Util.EasingFunction.Ease.Linear);
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GameManager.instance.onBeatChanged += OnBeatChanged;
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}
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public void OnBeatChanged(double beat)
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{
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allFadeEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "flash" });
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// backwards-compatibility baybee
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allFadeEvents.AddRange(EventCaller.GetAllInGameManagerList("gameManager", new string[] { "flash" }));
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allFadeEvents.Sort((x, y) => x.beat.CompareTo(y.beat));
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FindFadeFromBeat(beat);
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}
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private void FindFadeFromBeat(double 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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RiqEntity startEntity = default(RiqEntity);
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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 (!string.IsNullOrEmpty(startEntity.datamodel))
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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, (Util.EasingFunction.Ease) startEntity["ease"]);
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}
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}
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}
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public void SetFade(double beat, float length, Color startCol, Color endCol, Util.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 = Util.EasingFunction.GetEasingFunction(ease);
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}
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private void Update()
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{
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FindFadeFromBeat(Conductor.instance.songPositionInBeatsAsDouble);
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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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} |