mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
c00b6f46c3
* ghosts are scaled now * Lockstep fully reworked * mr. bach has been implemented * Space dance fixes * oops * Tap trial rework part 1 * tap trial rework part 2 * oopsie * Gramps Talk Update * Space Dance Voice Offsets * Giraffe done! (Except miss anim) * bg is not showing up for some reason * bg not rendering fixed + giraffe fixed * scrolling done * fixed space dance and space soccer bg scrolls * fixed rockers bugs * adjustment * fixed el inaccuracies * particle fix * changed pitch and volume of monkey tap * miss anim * megamix face for girl * Proper miss anim implementation * Added force stepping event * miss anim fix --------- Co-authored-by: saladplainzone <chocolate2890mail@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
515 lines
No EOL
23 KiB
C#
515 lines
No EOL
23 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using DG.Tweening;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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public static class NtrSoccerLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("spaceSoccer", "Space Soccer", "ff7d27", false, false, new List<GameAction>()
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{
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new GameAction("ball dispense", "Ball Dispense")
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{
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function = delegate { SpaceSoccer.instance.Dispense(eventCaller.currentEntity.beat, !eventCaller.currentEntity["toggle"], false, eventCaller.currentEntity["down"]); },
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defaultLength = 2f,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Disable Sound", "Disables the dispense sound"),
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new Param("down", false, "Down Sound", "Will the Down sound be played?")
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},
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inactiveFunction = delegate
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{
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if (!eventCaller.currentEntity["toggle"]) { SpaceSoccer.DispenseSound(eventCaller.currentEntity.beat, eventCaller.currentEntity["down"]);}
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}
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},
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new GameAction("high kick-toe!", "High Kick-Toe!")
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{
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defaultLength = 3f,
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parameters = new List<Param>()
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{
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new Param("swing", new EntityTypes.Float(0, 1, 0.5f), "Swing", "The amount of swing")
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}
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},
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new GameAction("npc kickers enter or exit", "NPC Kickers Enter or Exit")
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{
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function = delegate { var e = eventCaller.currentEntity; SpaceSoccer.instance.NPCKickersEnterOrExit(e.beat, e.length, e["choice"], e["ease"], e["amount"], e["x"], e["y"], e["z"], e["override"], e["preset"]); },
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("preset", SpaceSoccer.EnterExitPresets.FiveKickers, "Preset", "Which preset should be used?"),
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new Param("choice", SpaceSoccer.AnimationToPlay.Enter, "Enter Or Exit", "Whether the kickers should exit or enter."),
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new Param("ease", EasingFunction.Ease.Linear, "Ease", "The Ease of the entering or exiting."),
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new Param("amount", new EntityTypes.Integer(2, 30, 5), "Amount", "Amount of Space Kickers."),
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new Param("x", new EntityTypes.Float(-30, 30, 2f), "X Distance", "How much distance should there be between the space kickers on the x axis?"),
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new Param("y", new EntityTypes.Float(-30, 30, -0.5f), "Y Distance", "How much distance should there be between the space kickers on the y axis?"),
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new Param("z", new EntityTypes.Float(-30, 30, 1.25f), "Z Distance", "How much distance should there be between the space kickers on the z axis?"),
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new Param("override", true, "Override Easing", "Should this block override the easing of the space kickers' positions?")
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},
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resizable = true
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},
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new GameAction("easePos", "Ease NPC Space Kicker Distances")
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{
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function = delegate {var e = eventCaller.currentEntity; SpaceSoccer.instance.EaseSpaceKickersPositions(e.beat, e.length, e["ease"], e["x"], e["y"], e["z"]); },
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defaultLength = 4f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("x", new EntityTypes.Float(-30, 30, 2f), "X Distance", "How much distance should there be between the space kickers on the x axis?"),
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new Param("y", new EntityTypes.Float(-30, 30, -0.5f), "Y Distance", "How much distance should there be between the space kickers on the y axis?"),
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new Param("z", new EntityTypes.Float(-30, 30, 1.25f), "Z Distance", "How much distance should there be between the space kickers on the z axis?"),
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new Param("ease", EasingFunction.Ease.Linear, "Ease", "The Ease of the space kickers moving."),
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}
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},
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new GameAction("pMove", "Move Player")
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{
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function = delegate {var e = eventCaller.currentEntity; SpaceSoccer.instance.MovePlayerKicker(e.beat, e.length, e["ease"], e["x"], e["y"], e["z"], e["sound"], e["preset"]); },
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defaultLength = 4f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("preset", SpaceSoccer.PlayerPresets.LaunchStart, "Preset", "Which preset should be used?"),
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new Param("x", new EntityTypes.Float(-30, 30, 0f), "X Pos", "Which position should the player move to on the x axis?"),
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new Param("y", new EntityTypes.Float(-30, 30, 0f), "Y Pos", "Which position should the player move to on the y axis?"),
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new Param("z", new EntityTypes.Float(-30, 30, 0f), "Z Pos", "Which position should the player move to on the z axis?"),
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new Param("ease", EasingFunction.Ease.Linear, "Ease", "The Ease of the space kickers moving."),
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new Param("sound", SpaceSoccer.LaunchSoundToPlay.None, "Sound", "Which launch sound should be played at the start of this block?")
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}
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},
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new GameAction("changeBG", "Change Background Color")
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{
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function = delegate {var e = eventCaller.currentEntity; SpaceSoccer.instance.FadeBackgroundColor(e["start"], e["end"], e["startDots"], e["endDots"], e.length, e["toggle"]); },
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defaultLength = 1f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("start", SpaceSoccer.defaultBGColor, "Start Color", "The start color for the fade or the color that will be switched to if -instant- is ticked on."),
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new Param("end", SpaceSoccer.defaultBGColor, "End Color", "The end color for the fade."),
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new Param("startDots", Color.white, "Start Color (Dots)", "The start color for the fade or the color that will be switched to if -instant- is ticked on."),
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new Param("endDots", Color.white, "End Color (Dots)", "The end color for the fade."),
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new Param("toggle", false, "Instant", "Should the background instantly change color?")
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}
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},
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new GameAction("scroll", "Scrolling Background")
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{
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function = delegate { var e = eventCaller.currentEntity; SpaceSoccer.instance.UpdateScrollSpeed(e["x"], e["y"]); },
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defaultLength = 1f,
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parameters = new List<Param>() {
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new Param("x", new EntityTypes.Float(-10f, 10, 0.1f), "Horizontal", "How fast does the background move horizontally?"),
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new Param("y", new EntityTypes.Float(-10, 10f, 0.3f), "Vertical", "How fast does the background move vertically?"),
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}
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},
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new GameAction("stopBall", "Stop Ball")
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{
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function = delegate { SpaceSoccer.instance.StopBall(eventCaller.currentEntity["toggle"]); },
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parameters = new List<Param>()
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{
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new Param("toggle", true, "Stop ball?", "Should the ball be stopped? If ticked off the kickers will regain their ability to use the ball.")
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}
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},
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// This is still here for "backwards-compatibility" but is hidden in the editor (it does absolutely nothing however)
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new GameAction("keep-up", "")
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{
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defaultLength = 4f,
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resizable = true,
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hidden = true
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},
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new GameAction("npc kickers instant enter or exit", "NPC Kickers Instant Enter or Exit")
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{
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function = delegate
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{
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var e = eventCaller.currentEntity;
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int choice;
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if (e["toggle"])
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{
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choice = (int)SpaceSoccer.AnimationToPlay.Exit;
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}
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else
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{
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choice = (int)SpaceSoccer.AnimationToPlay.Enter;
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}
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SpaceSoccer.instance.NPCKickersEnterOrExit(e.beat, e.length, choice, (int)EasingFunction.Ease.Instant, 5, 1.75f, 0.25f, 0.75f, true, (int)SpaceSoccer.EnterExitPresets.Custom);
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},
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Should Exit?", "Whether the kickers should be exited or entered.")
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},
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hidden = true
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},
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},
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new List<string>() {"ntr", "keep"},
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"ntrsoccer", "en",
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new List<string>() {"en"}
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);
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}
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}
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}
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namespace HeavenStudio.Games
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{
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using Scripts_SpaceSoccer;
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using HeavenStudio.Common;
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using UnityEngine.Rendering;
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using UnityEngine.UI;
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public class SpaceSoccer : Minigame
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{
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public enum EnterExitPresets
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{
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FiveKickers,
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DuoKickers,
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Custom
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}
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public enum PlayerPresets
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{
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LaunchStart = 0,
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LaunchEnd = 1,
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Custom = 2
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}
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public enum LaunchSoundToPlay
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{
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None = 0,
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LaunchStart = 1,
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LaunchEnd = 2
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}
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public enum AnimationToPlay
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{
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Enter = 0,
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Exit = 1
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}
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private static Color _defaultBGColor;
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public static Color defaultBGColor
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{
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get
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{
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ColorUtility.TryParseHtmlString("#FF7D27", out _defaultBGColor);
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return _defaultBGColor;
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}
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}
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[Header("Components")]
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[SerializeField] private GameObject kickerPrefab;
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[SerializeField] private GameObject ballRef;
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[SerializeField] private List<Kicker> kickers;
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[SerializeField] private CanvasScroll backgroundSprite;
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[SerializeField] private RawImage bgImage;
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[SerializeField] private SpriteRenderer bg;
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[Header("Properties")]
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[SerializeField] SuperCurveObject.Path[] ballPaths;
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public bool ballDispensed;
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double lastDispensedBeat;
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float xScrollMultiplier = 0.1f;
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float yScrollMultiplier = 0.3f;
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[SerializeField] private float xBaseSpeed = 1;
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[SerializeField] private float yBaseSpeed = 1;
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Tween bgColorTween;
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Tween dotColorTween;
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#region Space Kicker Position Easing
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float easeBeat;
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float easeLength;
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EasingFunction.Ease lastEase;
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Vector3 lastPos = new Vector3();
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Vector3 currentPos = new Vector3();
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float easeBeatP;
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float easeLengthP;
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EasingFunction.Ease lastEaseP;
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Vector3 lastPosP = new Vector3();
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Vector3 currentPosP = new Vector3();
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#endregion
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public static SpaceSoccer instance { get; private set; }
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private void Awake()
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{
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instance = this;
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}
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new void OnDrawGizmos()
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{
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base.OnDrawGizmos();
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foreach (SuperCurveObject.Path path in ballPaths)
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{
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if (path.preview)
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{
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ballRef.GetComponent<Ball>().DrawEditorGizmo(path);
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}
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}
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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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backgroundSprite.NormalizedX -= xBaseSpeed * xScrollMultiplier * Time.deltaTime;
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backgroundSprite.NormalizedY += yBaseSpeed * yScrollMultiplier * Time.deltaTime;
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float normalizedEaseBeat = cond.GetPositionFromBeat(easeBeat, easeLength);
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if (normalizedEaseBeat <= 1 && normalizedEaseBeat > 0)
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{
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EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
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float newPosX = func(lastPos.x, currentPos.x, normalizedEaseBeat);
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float newPosY = func(lastPos.y, currentPos.y, normalizedEaseBeat);
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float newPosZ = func(lastPos.z, currentPos.z, normalizedEaseBeat);
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UpdateKickersPositions(newPosX, newPosY, newPosZ);
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}
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float normalizedPBeat = cond.GetPositionFromBeat(easeBeatP, easeLengthP);
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if (normalizedPBeat <= 1 && normalizedPBeat > 0)
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{
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EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEaseP);
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float newPosX = func(lastPosP.x, currentPosP.x, normalizedPBeat);
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float newPosY = func(lastPosP.y, currentPosP.y, normalizedPBeat);
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float newPosZ = func(lastPosP.z, currentPosP.z, normalizedPBeat);
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kickers[0].transform.parent.position = new Vector3(3.384f - newPosX, newPosY, newPosZ);
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}
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}
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public void StopBall(bool stop)
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{
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foreach (var kicker in kickers)
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{
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kicker.StopBall(stop);
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}
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}
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public void NPCKickersEnterOrExit(double beat, float length, int animToPut, int easeToPut, int amount, float xDistance, float yDistance, float zDistance, bool overrideEasing, int preset)
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{
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switch (preset)
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{
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case (int)EnterExitPresets.Custom:
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UpdateSpaceKickers(amount, xDistance, yDistance, zDistance, overrideEasing);
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break;
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case (int)EnterExitPresets.DuoKickers:
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UpdateSpaceKickers(2, 7, -6, 10, overrideEasing);
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break;
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case (int)EnterExitPresets.FiveKickers:
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UpdateSpaceKickers(5, 2, -0.5f, 1.25f, overrideEasing);
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break;
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}
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string animName = "Enter";
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switch (animToPut)
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{
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case (int)AnimationToPlay.Enter:
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animName = "Enter";
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break;
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case (int)AnimationToPlay.Exit:
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animName = "Exit";
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break;
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}
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foreach (var kicker in kickers)
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{
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if (kicker.player) continue;
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kicker.SetAnimParams(beat, length, animName, easeToPut);
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}
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}
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public override void OnGameSwitch(double beat)
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{
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foreach(var entity in GameManager.instance.Beatmap.Entities)
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{
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if(entity.beat > beat) //the list is sorted based on the beat of the entity, so this should work fine.
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{
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break;
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}
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if(entity.datamodel != "spaceSoccer/ball dispense" || entity.beat + entity.length <= beat) //check for dispenses that happen right before the switch
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{
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continue;
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}
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Dispense(entity.beat, false);
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break;
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}
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}
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public SuperCurveObject.Path GetPath(string name)
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{
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foreach (SuperCurveObject.Path path in ballPaths)
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{
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if (path.name == name)
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{
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return path;
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}
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}
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return default(SuperCurveObject.Path);
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}
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public void UpdateScrollSpeed(float scrollSpeedX, float scrollSpeedY)
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{
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xScrollMultiplier = scrollSpeedX;
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yScrollMultiplier = scrollSpeedY;
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}
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public void EaseSpaceKickersPositions(double beat, float length, int ease, float xDistance, float yDistance, float zDistance)
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{
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easeBeat = (float)beat;
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easeLength = length;
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lastEase = (EasingFunction.Ease)ease;
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lastPos = currentPos;
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currentPos = new Vector3(xDistance, yDistance, zDistance);
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}
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public void UpdateKickersPositions(float xDistance, float yDistance, float zDistance)
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{
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for (int i = 1; i < kickers.Count; i++)
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{
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kickers[i].transform.parent.position = new Vector3(3.384f - xDistance * i, -yDistance * i, zDistance * i);
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CircularMotion circularMotion = kickers[i].GetComponent<CircularMotion>();
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circularMotion.width = 0.85f - Mathf.Pow(zDistance * 10f, -1f);
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circularMotion.height = 0.5f - Mathf.Pow(zDistance * 10f, -1f);
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}
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}
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public void MovePlayerKicker(double beat, float length, int ease, float xPos, float yPos, float zPos, int soundToPlay, int preset)
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{
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switch (preset)
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{
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case (int)PlayerPresets.Custom:
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break;
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case (int)PlayerPresets.LaunchStart:
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lastEaseP = EasingFunction.Ease.EaseInOutCubic;
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xPos = -6;
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yPos = 15;
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zPos = 0;
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soundToPlay = (int)LaunchSoundToPlay.LaunchStart;
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break;
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case (int)PlayerPresets.LaunchEnd:
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lastEaseP = EasingFunction.Ease.EaseInOutQuint;
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xPos = -4;
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yPos = 15;
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zPos = 0;
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soundToPlay = (int)LaunchSoundToPlay.LaunchEnd;
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break;
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}
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easeBeatP = (float)beat;
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easeLengthP = length;
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lastEaseP = (EasingFunction.Ease)ease;
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lastPosP = currentPosP;
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currentPosP = new Vector3(-xPos, yPos, -zPos);
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switch (soundToPlay)
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{
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case (int)LaunchSoundToPlay.None:
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break;
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case (int)LaunchSoundToPlay.LaunchStart:
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SoundByte.PlayOneShotGame("spaceSoccer/jet1");
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break;
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case (int)LaunchSoundToPlay.LaunchEnd:
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SoundByte.PlayOneShotGame("spaceSoccer/jet2");
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break;
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}
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}
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public void UpdateSpaceKickers(int amount, float xDistance = 1.75f, float yDistance = 0.25f, float zDistance = 0.75f, bool overrideEasing = true)
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{
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for (int i = kickers.Count - 1; i > 0; i--)
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{
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if (i >= amount)
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{
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Kicker kickerToDestroy = kickers[i];
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kickers.Remove(kickerToDestroy);
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Destroy(kickerToDestroy.transform.parent.gameObject);
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}
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}
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if (overrideEasing)
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{
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UpdateKickersPositions(xDistance, yDistance, zDistance);
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currentPos = new Vector3(xDistance, yDistance, zDistance);
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}
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for (int i = kickers.Count; i < amount; i++)
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{
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Transform kickerHolder = Instantiate(kickerPrefab, transform).transform;
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kickerHolder.transform.position = new Vector3(kickerHolder.transform.position.x - xDistance * i, kickerHolder.transform.position.y - yDistance * i, kickerHolder.transform.position.z + zDistance * i);
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Kicker spawnedKicker = kickerHolder.GetChild(0).GetComponent<Kicker>();
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CircularMotion circularMotion = spawnedKicker.GetComponent<CircularMotion>();
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circularMotion.width = 0.85f - Mathf.Pow(zDistance * 10f, -1f);
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circularMotion.height = 0.5f - Mathf.Pow(zDistance * 10f, -1f);
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circularMotion.timeOffset = kickers[0].GetComponent<CircularMotion>().timeCounter;
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if (0 > zDistance)
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{
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spawnedKicker.GetComponent<SortingGroup>().sortingOrder = i;
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}
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else
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{
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spawnedKicker.GetComponent<SortingGroup>().sortingOrder = -i;
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}
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kickers.Add(spawnedKicker);
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kickerHolder.gameObject.SetActive(true);
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}
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if (ballDispensed) Dispense(lastDispensedBeat, false, true);
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}
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public void Dispense(double beat, bool playSound = true, bool ignorePlayer = false, bool playDown = false)
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{
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if (!ballDispensed) lastDispensedBeat = beat;
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ballDispensed = true;
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for (int i = 0; i < kickers.Count; i++)
|
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{
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Kicker kicker = kickers[i];
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if (i == 0) kicker.player = true;
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|
|
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if (kicker.ball != null || (ignorePlayer && i == 0)) continue;
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|
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GameObject ball = Instantiate(ballRef, kicker.transform.GetChild(0));
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ball.SetActive(true);
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Ball ball_ = ball.GetComponent<Ball>();
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ball_.Init(kicker, (float)beat);
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if (kicker.player && playSound)
|
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{
|
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DispenseSound((float)beat, playDown);
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}
|
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kicker.DispenseBall((float)beat);
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|
|
|
kicker.canKick = true;
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}
|
|
}
|
|
|
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public static void DispenseSound(double beat, bool playDown)
|
|
{
|
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if (playDown) SoundByte.PlayOneShot("games/spaceSoccer/down", beat);
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MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("spaceSoccer/dispenseNoise", beat),
|
|
new MultiSound.Sound("spaceSoccer/dispenseTumble1", beat),
|
|
new MultiSound.Sound("spaceSoccer/dispenseTumble2", beat + 0.25f),
|
|
new MultiSound.Sound("spaceSoccer/dispenseTumble2B",beat + 0.25f),
|
|
new MultiSound.Sound("spaceSoccer/dispenseTumble3", beat + 0.75f),
|
|
new MultiSound.Sound("spaceSoccer/dispenseTumble4", beat + 1f),
|
|
new MultiSound.Sound("spaceSoccer/dispenseTumble5", beat + 1.25f),
|
|
new MultiSound.Sound("spaceSoccer/dispenseTumble6", beat + 1.5f),
|
|
new MultiSound.Sound("spaceSoccer/dispenseTumble6B",beat + 1.75f),
|
|
}, forcePlay:true);
|
|
}
|
|
|
|
public void ChangeBackgroundColor(Color color, Color dotColor, float beats)
|
|
{
|
|
var seconds = Conductor.instance.secPerBeat * beats;
|
|
|
|
if (bgColorTween != null)
|
|
bgColorTween.Kill(true);
|
|
if (dotColorTween != null)
|
|
dotColorTween.Kill(true);
|
|
|
|
if (seconds == 0)
|
|
{
|
|
bg.color = color;
|
|
bgImage.color = dotColor;
|
|
}
|
|
else
|
|
{
|
|
bgColorTween = bg.DOColor(color, seconds);
|
|
dotColorTween = bgImage.DOColor(dotColor, seconds);
|
|
}
|
|
}
|
|
|
|
public void FadeBackgroundColor(Color start, Color end, Color startDot, Color endDot, float beats, bool instant)
|
|
{
|
|
ChangeBackgroundColor(start, startDot, 0f);
|
|
if (!instant) ChangeBackgroundColor(end, endDot, beats);
|
|
}
|
|
}
|
|
|
|
} |