Crossfade close to done
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@ -113,10 +113,10 @@ namespace HeavenStudio.Games
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{
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/*
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BIG LIST OF TODOS
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- ping @hexiedecimal
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- scene transitions
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- wait for upscale
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- make ann movable
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- remove pointless usings
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*/
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public static CatchOfTheDay Instance
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{
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@ -319,17 +319,17 @@ namespace HeavenStudio.Games
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}
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return false;
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}
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public void DisposeLake(LakeScene lake)
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public void DisposeLake(LakeScene lake, double beat)
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{
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ActiveLakes.Remove(lake.Entity);
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if (ActiveLakes.Count <= 0)
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{
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if (SpawnNextFish(conductor.songPositionInBeatsAsDouble))
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Destroy(lake.gameObject);
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lake.Crossfade(beat);
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}
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else
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Destroy(lake.gameObject);
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lake.Crossfade(beat);
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}
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public enum FishLayout : int
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.InteropServices;
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using System.Security.Permissions;
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using HeavenStudio;
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using HeavenStudio.Games;
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using HeavenStudio.Util;
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using Jukebox;
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using Newtonsoft.Json;
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using TMPro;
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using UnityEditor.Playables;
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace HeavenStudio.Games.Scripts_CatchOfTheDay
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{
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public class LakeScene : MonoBehaviour
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{
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{
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[SerializeField] public bool IsDummy = false;
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[SerializeField] public Animator FishAnimator;
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@ -38,6 +42,13 @@ namespace HeavenStudio.Games.Scripts_CatchOfTheDay
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public MultiSound _MultiSound;
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private RenderTexture _RenderTexture;
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private Texture2D _DisplayTexture;
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private double? _CrossfadeStartBeat;
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[SerializeField] Animator CrossfadeAnimator;
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void Update()
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{
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if (FishSchool.activeSelf)
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@ -46,6 +57,20 @@ namespace HeavenStudio.Games.Scripts_CatchOfTheDay
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BigManta.transform.localPosition = new Vector3((float)Entity.beat - Conductor.instance.songPositionInBeats + 4.5f, BigManta.transform.localPosition.y, BigManta.transform.localPosition.z);
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if (SmallManta.activeSelf)
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SmallManta.transform.localPosition = new Vector3(1.25f + ((Conductor.instance.songPositionInBeats - (float)Entity.beat) * 0.13f), SmallManta.transform.localPosition.y, SmallManta.transform.localPosition.y);
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if (!IsDummy)
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RenderScene();
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if (_CrossfadeStartBeat is double startBeat)
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{
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, 1);
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//Debug.Log(1 - normalizedBeat);
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DisplaySprite.color = new Color(1, 1, 1, 1 - normalizedBeat);
|
||||
|
||||
Debug.Log(DisplaySprite.color);
|
||||
|
||||
if (normalizedBeat >= 1f) Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
public int Setup(RiqEntity e, CatchOfTheDay minigame, int? lastLayout = null, int sortingIndex = 0)
|
||||
|
@ -65,7 +90,7 @@ namespace HeavenStudio.Games.Scripts_CatchOfTheDay
|
|||
new BeatAction.Action(e.beat, delegate { DoPickAnim(e.beat); }),
|
||||
new BeatAction.Action(e.beat + 1, delegate { DoPickAnim(e.beat + 1); }),
|
||||
new BeatAction.Action(e.beat + 2 - 0.1f, delegate { DoBiteAnim(e.beat + 2 - 0.1f); }),
|
||||
new BeatAction.Action(e.beat + 2 + (float)e["sceneDelay"], delegate { minigame.DisposeLake(this); }),
|
||||
new BeatAction.Action(e.beat + 2 + (float)e["sceneDelay"], delegate { minigame.DisposeLake(this, e.beat + 2 + (float)e["sceneDelay"]); }),
|
||||
});
|
||||
break;
|
||||
case "catchOfTheDay/fish2":
|
||||
|
@ -79,7 +104,7 @@ namespace HeavenStudio.Games.Scripts_CatchOfTheDay
|
|||
new BeatAction.Action(e.beat + 0.5f, delegate { DoPickAnim(e.beat + 0.5f); }),
|
||||
new BeatAction.Action(e.beat + 1, delegate { DoPickAnim(e.beat + 1); }),
|
||||
new BeatAction.Action(e.beat + 3 - 0.1f, delegate { DoBiteAnim(e.beat + 3 - 0.1f); }),
|
||||
new BeatAction.Action(e.beat + 3 + (float)e["sceneDelay"], delegate { minigame.DisposeLake(this); }),
|
||||
new BeatAction.Action(e.beat + 3 + (float)e["sceneDelay"], delegate { minigame.DisposeLake(this, e.beat + 3 + (float)e["sceneDelay"]); }),
|
||||
});
|
||||
break;
|
||||
case "catchOfTheDay/fish3":
|
||||
|
@ -100,7 +125,7 @@ namespace HeavenStudio.Games.Scripts_CatchOfTheDay
|
|||
new BeatAction.Action(e.beat + 0.5f, delegate { DoPickAnim(e.beat + 0.5f); }),
|
||||
new BeatAction.Action(e.beat + 1f, delegate { DoPickAnim(e.beat + 1f, down: true); }),
|
||||
new BeatAction.Action(e.beat + 4.5f - 0.1f, delegate { DoBiteAnim(e.beat + 4.5f - 0.1f); }),
|
||||
new BeatAction.Action(e.beat + 4.5f + (float)e["sceneDelay"], delegate { minigame.DisposeLake(this); }),
|
||||
new BeatAction.Action(e.beat + 4.5f + (float)e["sceneDelay"], delegate { minigame.DisposeLake(this, e.beat + 4.5f + (float)e["sceneDelay"]); }),
|
||||
});
|
||||
BeatAction.New(this, beatActions);
|
||||
break;
|
||||
|
@ -164,6 +189,8 @@ namespace HeavenStudio.Games.Scripts_CatchOfTheDay
|
|||
foreach (ParticleSystem particle in Bubbles.OrderBy(_ => UnityEngine.Random.Range(0.0f, 1.0f)).ToArray()[0..bubbleCount])
|
||||
particle.PlayScaledAsync(0.5f);
|
||||
|
||||
DisplaySprite.enabled = true;
|
||||
|
||||
return layout; // returning this so we can catalogue the most recent layout so we don't double up
|
||||
}
|
||||
public void SetBGColors(Color topColor, Color bottomColor)
|
||||
|
@ -361,6 +388,44 @@ namespace HeavenStudio.Games.Scripts_CatchOfTheDay
|
|||
}
|
||||
}
|
||||
|
||||
[SerializeField] Camera RenderCamera;
|
||||
[SerializeField] SpriteRenderer DisplaySprite;
|
||||
public void RenderScene()
|
||||
{
|
||||
if (!DisplaySprite.enabled)
|
||||
return;
|
||||
|
||||
Rect rect = new Rect(0, 0, 1024, 1024);
|
||||
if (_RenderTexture == null)
|
||||
{
|
||||
_RenderTexture = new RenderTexture(1024, 1024, 24);
|
||||
RenderCamera.targetTexture = _RenderTexture;
|
||||
|
||||
_DisplayTexture = new Texture2D(1024, 1024, TextureFormat.RGBA32, true);
|
||||
Sprite sprite = Sprite.Create(_DisplayTexture, new Rect(0, 0, 1024, 1024), new Vector2(0.5f, 0.5f));
|
||||
DisplaySprite.sprite = sprite;
|
||||
}
|
||||
|
||||
int originalSort = _SortingGroup.sortingOrder;
|
||||
_SortingGroup.sortingOrder = short.MaxValue;
|
||||
RenderCamera.Render();
|
||||
_SortingGroup.sortingOrder = originalSort;
|
||||
|
||||
_DisplayTexture.alphaIsTransparency = true;
|
||||
|
||||
RenderTexture currentRenderTexture = RenderTexture.active;
|
||||
RenderTexture.active = _RenderTexture;
|
||||
_DisplayTexture.ReadPixels(rect, 0, 0);
|
||||
_DisplayTexture.Apply();
|
||||
RenderTexture.active = currentRenderTexture;
|
||||
}
|
||||
|
||||
public void Crossfade(double beat)
|
||||
{
|
||||
_CrossfadeStartBeat = beat;
|
||||
//CrossfadeAnimator.DoScaledAnimationAsync("Crossfade", 0.5f);
|
||||
}
|
||||
|
||||
[SerializeField] GameObject SchoolFishPrefab;
|
||||
[ContextMenu("Spawn a bunch of fish")]
|
||||
void SpawnABunchOfFish()
|
||||
|
|
Loading…
Reference in a new issue