HeavenStudio/Assets/Scripts/Games/Global/Flash.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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using HeavenStudio.Util;
using System.Linq;
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namespace HeavenStudio.Games.Global
{
public class Flash : MonoBehaviour
{
public float startBeat;
public float length;
public Color startColor;
public Color endColor;
public EasingFunction.Ease ease;
private EasingFunction.Function func;
private SpriteRenderer spriteRenderer;
[SerializeField] private Color currentCol;
private List<Beatmap.Entity> allFadeEvents = new List<Beatmap.Entity>();
private void Awake()
{
this.gameObject.transform.SetParent(GameManager.instance.gameObject.transform);
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gameObject.layer = LayerMask.NameToLayer("Flash");
this.gameObject.transform.localScale = new Vector3(1, 1);
spriteRenderer = this.gameObject.AddComponent<SpriteRenderer>();
spriteRenderer.color = startColor;
spriteRenderer.sortingOrder = 30001;
spriteRenderer.sprite = Resources.Load<Sprite>("Sprites/GeneralPurpose/Square");
func = EasingFunction.GetEasingFunction(EasingFunction.Ease.Linear);
GameManager.instance.onBeatChanged += OnBeatChanged;
}
public void OnBeatChanged(float beat)
{
// I really need to create a class for objects that are constant like the Spaceball Camera
// startColor = new Color(1, 1, 1, 0);
// endColor = new Color(1, 1, 1, 0);
allFadeEvents = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "flash" });
Test(beat);
}
private void Test(float beat)
{
Color startCol = Color.white;
Color endCol = Color.white;
bool override_ = false;
if (allFadeEvents.Count > 0)
{
Beatmap.Entity startEntity = null;
for (int i = 0; i < allFadeEvents.Count; i++)
{
if (allFadeEvents[i].beat <= beat)
{
startEntity = allFadeEvents[i];
}
else if (i == 0 && allFadeEvents[i].beat > beat)
{
startEntity = allFadeEvents[i];
override_ = true;
startCol = new Color(1, 1, 1, 0);
endCol = new Color(1, 1, 1, 0);
}
}
if (startEntity != null)
{
if (!override_)
{
Color colA = startEntity.colorA;
Color colB = startEntity.colorB;
startCol = new Color(colA.r, colA.g, colA.b, startEntity.valA);
endCol = new Color(colB.r, colB.g, colB.b, startEntity.valB);
}
SetFade(startEntity.beat, startEntity.length, startCol, endCol, startEntity.ease);
}
}
}
public void SetFade(float beat, float length, Color startCol, Color endCol, EasingFunction.Ease ease)
{
this.startBeat = beat;
this.length = length;
this.startColor = startCol;
this.endColor = endCol;
this.ease = ease;
func = EasingFunction.GetEasingFunction(ease);
}
private void Update()
{
Test(Conductor.instance.songPositionInBeats);
float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, length);
// normalizedBeat = Mathf.Clamp01(normalizedBeat);
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));
spriteRenderer.color = currentCol;
}
}
}