Merge pull request #648 from blank3times/master
Fix golden hour time of day settings being labelled "noon"
This commit is contained in:
commit
8507439e0e
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@ -141,7 +141,7 @@ namespace HeavenStudio.Games.Loaders
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parameters = new List<Param>()
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{
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new Param("start", AirRally.DayNightCycle.Day, "Start Time", "Set the time of day for the start of the event."),
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new Param("end", AirRally.DayNightCycle.Noon, "End Time", "Set the time of day for the end of the event."),
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new Param("end", AirRally.DayNightCycle.Twilight, "End Time", "Set the time of day for the end of the event."),
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new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
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}
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},
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@ -337,9 +337,9 @@ namespace HeavenStudio.Games
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[SerializeField] private Material bgMat;
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[SerializeField] private Material objectMat;
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[SerializeField] private Material cloudMat;
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[SerializeField] private Color noonColor;
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[SerializeField] private Color twilightColor;
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[SerializeField] private Color nightColor;
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[SerializeField] private Color noonColorCloud;
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[SerializeField] private Color twilightColorCloud;
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[SerializeField] private Color nightColorCloud;
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private DayNightCycle lastTime = DayNightCycle.Day;
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private DayNightCycle currentTime = DayNightCycle.Day;
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@ -684,20 +684,20 @@ namespace HeavenStudio.Games
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timeEase = ease;
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objectsColorFrom = lastTime switch
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{
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DayNightCycle.Noon => Color.black,
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DayNightCycle.Twilight => Color.black,
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_ => Color.white,
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};
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objectsColorTo = currentTime switch
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{
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DayNightCycle.Noon => Color.black,
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DayNightCycle.Twilight => Color.black,
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_ => Color.white,
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};
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bgColorFrom = lastTime switch
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{
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DayNightCycle.Day => Color.white,
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DayNightCycle.Noon => noonColor,
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DayNightCycle.Twilight => twilightColor,
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DayNightCycle.Night => nightColor,
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_ => throw new System.NotImplementedException()
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};
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@ -705,7 +705,7 @@ namespace HeavenStudio.Games
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bgColorTo = currentTime switch
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{
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DayNightCycle.Day => Color.white,
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DayNightCycle.Noon => noonColor,
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DayNightCycle.Twilight => twilightColor,
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DayNightCycle.Night => nightColor,
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_ => throw new System.NotImplementedException()
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};
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@ -713,7 +713,7 @@ namespace HeavenStudio.Games
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cloudColorFrom = lastTime switch
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{
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DayNightCycle.Day => Color.white,
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DayNightCycle.Noon => noonColorCloud,
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DayNightCycle.Twilight => twilightColorCloud,
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DayNightCycle.Night => nightColorCloud,
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_ => throw new System.NotImplementedException()
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};
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@ -721,7 +721,7 @@ namespace HeavenStudio.Games
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cloudColorTo = currentTime switch
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{
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DayNightCycle.Day => Color.white,
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DayNightCycle.Noon => noonColorCloud,
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DayNightCycle.Twilight => twilightColorCloud,
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DayNightCycle.Night => nightColorCloud,
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_ => throw new System.NotImplementedException()
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};
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@ -759,7 +759,7 @@ namespace HeavenStudio.Games
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public enum DayNightCycle
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{
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Day = 0,
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Noon = 1,
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Twilight = 1,
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Night = 2
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}
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@ -79,7 +79,7 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 0.5f,
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parameters = new()
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{
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new("d", DoubleDate.DayTime.Noon, "Time", "Set the time of day.")
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new("d", DoubleDate.DayTime.Sunset, "Time", "Set the time of day.")
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}
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}
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},
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@ -123,7 +123,7 @@ namespace HeavenStudio.Games
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[Header("Variables")]
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[SerializeField] private Color _skyColor;
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[SerializeField] private Color noonColor;
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[SerializeField] private Color sunsetColor;
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[SerializeField] private float _animSpeed = 1.25f;
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[SerializeField] public float cloudSpeed;
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[SerializeField] public float cloudDistance;
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@ -192,7 +192,7 @@ namespace HeavenStudio.Games
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public enum DayTime
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{
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Day,
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Noon
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Sunset
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}
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private void DayTimeCheck(double beat)
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@ -206,9 +206,9 @@ namespace HeavenStudio.Games
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public void SetTime(int time)
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{
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if (time == (int)DayTime.Noon)
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if (time == (int)DayTime.Sunset)
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{
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doubleDateCellAnim.SetColor("_Color", noonColor);
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doubleDateCellAnim.SetColor("_Color", sunsetColor);
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bgSquare.color = squareColor;
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bgGradient.sprite = bgLong;
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return;
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@ -246,7 +246,7 @@ namespace HeavenStudio.Games
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{
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instance = this;
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SetupBopRegion("doubleDate", "bop", "autoBop");
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doubleDateCellAnim.SetColor("_Color", noonColor);
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doubleDateCellAnim.SetColor("_Color", sunsetColor);
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squareColor = bgSquare.color;
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}
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@ -508,4 +508,4 @@ namespace HeavenStudio.Games
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return shadow;
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}
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}
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}
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}
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