Merge branch 'release_1'
This commit is contained in:
commit
097fd6cb47
|
@ -86,6 +86,12 @@ namespace HeavenStudio.Games.Global
|
|||
|
||||
GameManager.instance.onBeatChanged += OnBeatChanged;
|
||||
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
var newAmplify = GameManager.instance.GameCamera.gameObject.AddComponent<AmplifyColorEffect>();
|
||||
amplifies.Add(newAmplify);
|
||||
}
|
||||
|
||||
// Don't use this because of serialization, add to the "FilterType" enum above manually.
|
||||
// GenerateFilterTypeEnum();
|
||||
}
|
||||
|
@ -97,77 +103,30 @@ namespace HeavenStudio.Games.Global
|
|||
private void OnBeatChanged(double beat)
|
||||
{
|
||||
allFilterEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "filter" });
|
||||
allFilterEvents.Sort((x, y) => x.beat.CompareTo(y.beat));
|
||||
foreach (var a in amplifies)
|
||||
{
|
||||
a.LutTexture = null;
|
||||
a.BlendAmount = 1;
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
var songPosBeat = Conductor.instance.songPositionInBeatsAsDouble;
|
||||
|
||||
var filterIndexes = new List<int>();
|
||||
for (int i = 0; i < allFilterEvents.Count; i++)
|
||||
foreach (var e in allFilterEvents)
|
||||
{
|
||||
var filter = allFilterEvents[i];
|
||||
if (e.beat > songPosBeat) continue;
|
||||
var func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]);
|
||||
int track = (int)e["track"];
|
||||
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(e.beat, e.length));
|
||||
|
||||
if (filter.beat > songPosBeat)
|
||||
break;
|
||||
if (filter.beat + filter.length < songPosBeat)
|
||||
continue;
|
||||
float intensity = func(1 - e["start"], 1 - e["end"], normalizedBeat);
|
||||
|
||||
filterIndexes.Add(i);
|
||||
amplifies[track - 1].LutTexture = amplifyTextures[(int)e["filter"]];
|
||||
amplifies[track - 1].BlendAmount = intensity;
|
||||
}
|
||||
|
||||
bool indexCountChanged = filterIndexes.Count != lastFilterIndexesCount;
|
||||
|
||||
if (indexCountChanged)
|
||||
{
|
||||
for (int i = 0; i < amplifies.Count; i++)
|
||||
{
|
||||
Destroy(amplifies[i]);
|
||||
}
|
||||
amplifies.Clear();
|
||||
}
|
||||
|
||||
for (int i = 0; i < filterIndexes.Count; i++)
|
||||
{
|
||||
var filter = allFilterEvents[filterIndexes[i]];
|
||||
|
||||
if (filter.beat <= songPosBeat && filter.beat + filter.length >= songPosBeat)
|
||||
{
|
||||
var fadeInTime = filter["fadein"] * 0.01f;
|
||||
var fadeOutTime = filter["fadeout"] * 0.01f;
|
||||
|
||||
var intensity = filter["inten"];
|
||||
intensity = Mathf.Lerp(1, 0, Mathp.Normalize(intensity, 0, 100));
|
||||
var blendAmount = intensity;
|
||||
|
||||
var endFadeInTime = Mathf.Lerp((float) filter.beat, (float) filter.beat + filter.length, fadeInTime);
|
||||
var startFadeOutTime = (float) filter.beat + (Mathf.Lerp(0, filter.length, Mathf.Lerp(1, 0, fadeOutTime)));
|
||||
|
||||
if (songPosBeat < endFadeInTime)
|
||||
{
|
||||
var normalizedFadeIn = Mathp.Normalize((float) songPosBeat, (float) filter.beat, endFadeInTime);
|
||||
blendAmount = Mathf.Lerp(1f, intensity, normalizedFadeIn);
|
||||
}
|
||||
else if (songPosBeat >= startFadeOutTime)
|
||||
{
|
||||
var normalizedFadeOut = Mathf.Clamp01(Mathp.Normalize((float) songPosBeat, startFadeOutTime, (float) filter.beat + filter.length));
|
||||
blendAmount = Mathf.Lerp(intensity, 1f, normalizedFadeOut);
|
||||
}
|
||||
|
||||
var newAmplify =
|
||||
(indexCountChanged) ?
|
||||
GameManager.instance.GameCamera.gameObject.AddComponent<AmplifyColorEffect>() :
|
||||
(AmplifyColorEffect)GameManager.instance.GameCamera.GetComponents(typeof(AmplifyColorEffect))[i];
|
||||
|
||||
var texIndex = (int)filter["filter"];
|
||||
newAmplify.LutTexture = amplifyTextures[texIndex];
|
||||
newAmplify.BlendAmount = blendAmount;
|
||||
|
||||
amplifies.Add(newAmplify);
|
||||
}
|
||||
}
|
||||
|
||||
lastFilterIndexesCount = filterIndexes.Count;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -781,9 +781,17 @@ namespace HeavenStudio
|
|||
new List<Param>()
|
||||
{
|
||||
new Param("filter", Games.Global.Filter.FilterType.grayscale, "Filter"),
|
||||
new Param("inten", new EntityTypes.Float(0, 100, 100), "Intensity"),
|
||||
// old
|
||||
|
||||
/*new Param("inten", new EntityTypes.Float(0, 100, 100), "Intensity"),
|
||||
new Param("fadein", new EntityTypes.Float(0, 100, 0), "Fade In"),
|
||||
new Param("fadeout", new EntityTypes.Float(0, 100, 0), "Fade Out")
|
||||
new Param("fadeout", new EntityTypes.Float(0, 100, 0), "Fade Out")*/
|
||||
|
||||
// new
|
||||
|
||||
new Param("start", new EntityTypes.Float(0, 1, 1), "Start Intensity"),
|
||||
new Param("end", new EntityTypes.Float(0, 1, 1), "End Intensity"),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease"),
|
||||
}
|
||||
),
|
||||
new GameAction("move camera", "Move Camera", 1f, true, new List<Param>()
|
||||
|
|
Loading…
Reference in a new issue