some stuff
did some prefab assembly, added background color block, idk i'm tired
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generateCubemap: 6
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@ -26850,8 +26850,8 @@ MonoBehaviour:
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m_NumberOfSteps: 0
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m_OnValueChanged:
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m_PersistentCalls:
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@ -32707,7 +32707,7 @@ RectTransform:
|
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0.5}
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m_AnchorMax: {x: 1, y: 0.5}
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m_AnchoredPosition: {x: 0, y: 89.26531}
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m_Pivot: {x: 0.5, y: 1}
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--- !u!222 &1154875945
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m_OnValueChanged:
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m_PersistentCalls:
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|
|
|
@ -1,4 +1,5 @@
|
|||
using NaughtyBezierCurves;
|
||||
using HeavenStudio.Common;
|
||||
using HeavenStudio.Util;
|
||||
using HeavenStudio.InputSystem;
|
||||
using System;
|
||||
|
@ -33,6 +34,27 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
preFunctionLength = 4,
|
||||
},
|
||||
new GameAction("changeBgColor", "Background Appearance")
|
||||
{
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
if (eventCaller.gameManager.minigameObj.TryGetComponent(out ChargingChicken instance)) {
|
||||
instance.ChangeColor(e.beat, e.length, e["colorFrom"], e["colorTo"], e["colorFrom2"], e["colorTo2"], e["ease"]);
|
||||
}
|
||||
},
|
||||
defaultLength = 4f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("colorFrom", ChargingChicken.defaultBGColor, "Color A Start", "Set the top-most color of the background gradient at the start of the event."),
|
||||
new Param("colorTo", ChargingChicken.defaultBGColor, "Color A End", "Set the top-most color of the background gradient at the end of the event."),
|
||||
new Param("colorFrom2", ChargingChicken.defaultBGColorBottom, "Color B Start", "Set the bottom-most color of the background gradient at the start of the event."),
|
||||
new Param("colorTo2", ChargingChicken.defaultBGColorBottom, "Color B End", "Set the bottom-most color of the background gradient at the end of the event."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.", new() {
|
||||
new Param.CollapseParam((x, _) => (int)x != (int)Util.EasingFunction.Ease.Instant, new[] { "colorFrom", "colorFrom2" }),
|
||||
}),
|
||||
}
|
||||
},
|
||||
},
|
||||
new List<string>() { "ctr", "aim" },
|
||||
"ctrChargingChicken", "en",
|
||||
|
@ -49,8 +71,23 @@ namespace HeavenStudio.Games
|
|||
//definitions
|
||||
#region Definitions
|
||||
|
||||
[SerializeField] SpriteRenderer gradient;
|
||||
[SerializeField] SpriteRenderer bgLow;
|
||||
[SerializeField] SpriteRenderer bgHigh;
|
||||
[SerializeField] Transform sea;
|
||||
|
||||
bool isInputting = false;
|
||||
|
||||
double bgColorStartBeat = -1;
|
||||
float bgColorLength = 0;
|
||||
Util.EasingFunction.Ease lastEase;
|
||||
Color colorFrom;
|
||||
Color colorTo;
|
||||
Color colorFrom2;
|
||||
Color colorTo2;
|
||||
|
||||
float seaPos = 0;
|
||||
|
||||
public enum DrumLoopList
|
||||
{
|
||||
None,
|
||||
|
@ -60,6 +97,25 @@ namespace HeavenStudio.Games
|
|||
Triplet,
|
||||
}
|
||||
|
||||
private static Color _defaultBGColor;
|
||||
public static Color defaultBGColor
|
||||
{
|
||||
get
|
||||
{
|
||||
ColorUtility.TryParseHtmlString("#6ED6FF", out _defaultBGColor);
|
||||
return _defaultBGColor;
|
||||
}
|
||||
}
|
||||
private static Color _defaultBGColorBottom;
|
||||
public static Color defaultBGColorBottom
|
||||
{
|
||||
get
|
||||
{
|
||||
ColorUtility.TryParseHtmlString("#FFFFFF", out _defaultBGColorBottom);
|
||||
return _defaultBGColorBottom;
|
||||
}
|
||||
}
|
||||
|
||||
//drum loops
|
||||
#region DrumLoops
|
||||
|
||||
|
@ -248,6 +304,9 @@ namespace HeavenStudio.Games
|
|||
|
||||
public void Update()
|
||||
{
|
||||
//update background color
|
||||
BackgroundColorUpdate(Conductor.instance);
|
||||
|
||||
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
|
||||
//player whiffs (press)
|
||||
{
|
||||
|
@ -267,6 +326,24 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
PersistColor(beat);
|
||||
}
|
||||
|
||||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
PersistColor(beat);
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
colorFrom = defaultBGColor;
|
||||
colorTo = defaultBGColor;
|
||||
colorFrom2 = defaultBGColorBottom;
|
||||
colorTo2 = defaultBGColorBottom;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
//chicken methods
|
||||
|
@ -382,6 +459,47 @@ namespace HeavenStudio.Games
|
|||
if (isInputting) SoundByte.PlayOneShotGame(whichDrum, volume: drumVolume);
|
||||
}
|
||||
|
||||
#region ColorShit
|
||||
|
||||
public void ChangeColor(double beat, float length, Color color1, Color color2, Color color3, Color color4, int ease)
|
||||
{
|
||||
bgColorStartBeat = beat;
|
||||
bgColorLength = length;
|
||||
colorFrom = color1;
|
||||
colorTo = color2;
|
||||
colorFrom2 = color3;
|
||||
colorTo2 = color4;
|
||||
lastEase = (Util.EasingFunction.Ease)ease;
|
||||
}
|
||||
|
||||
private void PersistColor(double beat)
|
||||
{
|
||||
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("chargingChicken", new string[] { "changeBgColor" }).FindAll(x => x.beat < beat);
|
||||
if (allEventsBeforeBeat.Count > 0)
|
||||
{
|
||||
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
||||
var lastEvent = allEventsBeforeBeat[^1];
|
||||
ChangeColor(lastEvent.beat, lastEvent.length, lastEvent["colorFrom"], lastEvent["colorTo"], lastEvent["colorFrom2"], lastEvent["colorTo2"], lastEvent["ease"]);
|
||||
}
|
||||
}
|
||||
|
||||
private void BackgroundColorUpdate(Conductor cond)
|
||||
{
|
||||
float normalizedBeat = Mathf.Clamp01(cond.GetPositionFromBeat(bgColorStartBeat, bgColorLength));
|
||||
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(lastEase);
|
||||
float newColorR = func(colorFrom.r, colorTo.r, normalizedBeat);
|
||||
float newColorG = func(colorFrom.g, colorTo.g, normalizedBeat);
|
||||
float newColorB = func(colorFrom.b, colorTo.b, normalizedBeat);
|
||||
bgHigh.color = new Color(newColorR, newColorG, newColorB);
|
||||
gradient.color = new Color(newColorR, newColorG, newColorB);
|
||||
newColorR = func(colorFrom2.r, colorTo2.r, normalizedBeat);
|
||||
newColorG = func(colorFrom2.g, colorTo2.g, normalizedBeat);
|
||||
newColorB = func(colorFrom2.b, colorTo2.b, normalizedBeat);
|
||||
bgLow.color = new Color(newColorR, newColorG, newColorB);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue