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

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
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using HeavenStudio.Util;
using System.Linq;
using Jukebox;
using Jukebox.Legacy;
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namespace HeavenStudio.Games.Global
{
public class Flash : MonoBehaviour
{
[NonSerialized] public double startBeat;
[NonSerialized] public float length;
[NonSerialized] public Color startColor;
[NonSerialized] public Color endColor;
[NonSerialized] public Util.EasingFunction.Ease ease;
[NonSerialized] private Util.EasingFunction.Function func;
[NonSerialized] private Image spriteRenderer;
[SerializeField] private Color currentCol;
[NonSerialized] private List<RiqEntity> allFadeEvents = new List<RiqEntity>();
private void Awake()
{
spriteRenderer = GetComponent<Image>();
spriteRenderer.color = currentCol;
func = Util.EasingFunction.GetEasingFunction(Util.EasingFunction.Ease.Linear);
GameManager.instance.onBeatChanged += OnBeatChanged;
}
public void OnBeatChanged(double beat)
{
allFadeEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "flash" });
// backwards-compatibility baybee
allFadeEvents.AddRange(EventCaller.GetAllInGameManagerList("gameManager", new string[] { "flash" }));
allFadeEvents.Sort((x, y) => x.beat.CompareTo(y.beat));
FindFadeFromBeat(beat);
}
private void FindFadeFromBeat(double beat)
{
Color startCol = Color.white;
Color endCol = Color.white;
bool override_ = false;
if (allFadeEvents.Count > 0)
{
RiqEntity startEntity = default(RiqEntity);
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 (!string.IsNullOrEmpty(startEntity.datamodel))
{
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, (Util.EasingFunction.Ease) startEntity["ease"]);
}
}
}
public void SetFade(double beat, float length, Color startCol, Color endCol, Util.EasingFunction.Ease ease)
{
this.startBeat = beat;
this.length = length;
this.startColor = startCol;
this.endColor = endCol;
this.ease = ease;
func = Util.EasingFunction.GetEasingFunction(ease);
}
private void Update()
{
Title Screen (#454) * Barebones title screen prefab added * logo and stuff * cool * Added sfx to title screen * The logo now bops to the beat * epic reveal * Fixed something * put some of the stuff into the main menu * other logo bop * Implemented logobop2 and starbop * added scrolling bg, tweaked positioning and wip splash text for play button * more menu * ooops * Expand implemented * cool * Made stars spawn in in the opening * make UI elements look nicer on different aspect ratios * add sound while hovering over logo * add settings menu to title screen make the title screen properly play after the opening * swap out title screen hover sound remove the old config path warning * every button works, some play mode fixes * fix issues with beataction/multisound and pausing * fix dropdown menus not working in certain screens * fix particles rotating when camera controls are used * touch style pause menu items only trigger if cursor is over an item * various changes make playback (unpausing) more reliable only apply changes to advanced audio settings on launch fix title screen visuals add opening music continue past opening by pressing a key update credits * almost forgot this * lol * initial flow mems * user-taggable fonts in textboxes * alt materials for kurokane * assets prep * plan out judgement screen layout change sound encodings * start sequencing judgement * judgement screen sequence * full game loop * fix major issue with pooled sound objects rebalance ranking audio fix issues with some effects in play mode * new graphics * particles * make certain uses of the beat never go below 0 fix loop of superb music * make markers non clamped lockstep frees rendertextures when unloading * lockstep creates its own rendertextures swapped button order on title screen added null checks to animation helpers disabled controller auto-search for now * enable particles on OK rank * play mode info panel * let play mode handle its own fade out * fix that alignment bug in controller settings * more safety here * Update PauseMenu.cs * settable (one-liner) rating screen text * address minigame loading crashes * don't do this twice * wav converter for mp3 * Update Minigames.cs * don't double-embed the converted audio * studio dance bugfixing spree * import redone sprites for studio dance * update jukebox prep epilogue screen * epilogue screen * studio dance inkling shuffle test * new studio dance choreo system * markers upgrade * fix deleting volume changes and markers prep category markers * Update Editor.unity * new rating / epilogue settings look * update to use new tooltip system mark certain editor components as blocking * finish category system * dedicated tempo / volume marker dialogs * swing prep * open properties dialog if mapper hasn't opened it prior for this chart fix memory copy bug when making new chart * fix ctrl + s * return to title screen button * make graphy work everywhere studio dance selector membillion mems * make sure riq cache is clear when loading chart * lol * fix the stupid * bring back tempo and volume change scrolling * new look for panels * adjust alignment * round tooltip * alignment of chart property prefab * change scale factor of mem * adjust open captions material no dotted BG in results commentary (only epilogue) bugfix for tempo / volume scroll * format line 2 of judgement a bit better update font * oops * adjust look of judgement score bar * new rating bar * judgement size adjustment * fix timing window scaling with song pitch * proper clamping in dialogs better sync conductor to dsptime (experiment) * disable timeline pitch change when song is paused enable perfect challenge if no marker is set to do so * new app icon * timing window values are actually double now * improve deferred timekeep even more * re-generate font atlases new app icon in credits * default epilogue images * more timing window adjustment * fix timing display when pitched * use proper terminology here * new logo on titlescreen * remove wip from play update credits * adjust spacing of play mode panel * redo button spacing * can pass title screen with any controller fix issues with controller auto-search * button scale fixes * controller title screen nav * remove song genre from properties editor * disable circle cursor when not using touch style * proper selection graphic remove refs re-add heart to the opening * controller support in opening --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
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FindFadeFromBeat(Math.Max(Conductor.instance.songPositionInBeatsAsDouble, 0));
float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, length);
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;
}
}
}