HeavenStudioPlus/Assets/Scripts/Games/MonkeyWatch/WatchBackgroundHandler.cs
minenice55 b876934b73 Change Project License to MIT (#700)
* license change

replace unneeded package

* reword this
2024-02-16 06:17:16 +00:00

89 lines
2.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_MonkeyWatch
{
public class WatchBackgroundHandler : MonoBehaviour
{
[Header("Components")]
[SerializeField] private SpriteRenderer[] srsIn;
[SerializeField] private SpriteRenderer[] srsOut;
[SerializeField] private Transform anchorHour;
[SerializeField] private Transform anchorMinute;
private double fadeBeat = -1;
private float fadeLength = 0f;
private bool fadeOut = false;
private bool realTime = true;
private void Awake()
{
Update();
}
private void Update()
{
var cond = Conductor.instance;
float normalizedBeat = Mathf.Clamp01(cond.GetPositionFromBeat(fadeBeat, fadeLength));
if (fadeOut)
{
foreach (var s in srsIn)
{
s.color = new Color(s.color.r, s.color.g, s.color.b, 1 - normalizedBeat);
}
foreach (var s in srsOut)
{
s.color = new Color(s.color.r, s.color.g, s.color.b, normalizedBeat);
}
}
else
{
foreach (var s in srsIn)
{
s.color = new Color(s.color.r, s.color.g, s.color.b, normalizedBeat);
}
foreach (var s in srsOut)
{
s.color = new Color(s.color.r, s.color.g, s.color.b, 1 - normalizedBeat);
}
}
if (realTime)
{
var nowTime = System.DateTime.Now;
SetArrowsToTime(nowTime.Hour, nowTime.Minute, nowTime.Second);
}
}
public void SetFade(double beat, float length, bool outFade, MonkeyWatch.TimeMode timeMode, int hours, int minutes)
{
fadeBeat = beat;
fadeLength = length;
fadeOut = outFade;
realTime = timeMode == MonkeyWatch.TimeMode.RealTime;
if (!realTime)
{
SetArrowsToTime(hours, minutes, 0);
}
Update();
}
private void SetArrowsToTime(int hours, int minutes, int seconds)
{
float normalizedHour = MathUtils.Normalize(hours + (minutes / 60f) + (seconds / 3600f), 0f, 12f);
anchorHour.localEulerAngles = new Vector3(0, 0, -Mathf.LerpUnclamped(0, 360, normalizedHour));
float normalizedMinute = MathUtils.Normalize(minutes + (seconds / 60f), 0, 60);
anchorMinute.localEulerAngles = new Vector3(0, 0, -Mathf.LerpUnclamped(0, 360, normalizedMinute));
}
}
}