zoom out tweaks and shadow movement

This commit is contained in:
Rapandrasmus 2023-08-08 20:49:36 +02:00
parent a05047e08b
commit ae904abd3c
5 changed files with 182 additions and 54 deletions

View file

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@ -2,6 +2,8 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using Starpelly;
using UnityEngine.UIElements;
namespace HeavenStudio.Games.Scripts_MonkeyWatch
{
@ -13,6 +15,9 @@ namespace HeavenStudio.Games.Scripts_MonkeyWatch
[SerializeField] private Animator playerMonkeyAnim;
[SerializeField] private ParticleSystem yellowClap;
[SerializeField] private ParticleSystem pinkClap;
[SerializeField] private Transform shadowTrans;
[Header("Properties")]
[SerializeField] private float shadowXRange = 2f;
private MonkeyWatch game;
@ -33,6 +38,30 @@ namespace HeavenStudio.Games.Scripts_MonkeyWatch
{
anchorRotateTransform.localEulerAngles = new Vector3(0, 0, anchorRotateTransform.localEulerAngles.z - 6);
anim.DoScaledAnimationAsync("Click", 0.4f);
MoveShadow();
}
private void MoveShadow()
{
float realAngle = anchorRotateTransform.localEulerAngles.z % 360 - 360;
realAngle *= -1;
float x;
if (realAngle <= 180)
{
float normalizedAngle = Mathp.Normalize(realAngle, 0, 180);
Debug.Log("normalizedAngle: " + normalizedAngle);
x = Mathf.Lerp(0, shadowXRange, normalizedAngle);
}
else
{
float normalizedAngle = Mathp.Normalize(realAngle, 180, 360);
Debug.Log("normalizedAngle: " + normalizedAngle);
x = Mathf.Lerp(shadowXRange, 0, normalizedAngle);
}
Debug.Log("X: " + x);
shadowTrans.localPosition = new Vector3(x, 0);
}
public void MoveToAngle(float angle)

View file

@ -179,9 +179,9 @@ namespace HeavenStudio.Games
backgroundHandler.SetFade(beat, 0.25f, true, (TimeMode)timeMode, hours, minutes);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + length - 0.25, delegate
new BeatAction.Action(beat + length - 0.5, delegate
{
backgroundHandler.SetFade(beat + length - 0.25, 0.25f, false, (TimeMode)timeMode, hours, minutes);
backgroundHandler.SetFade(beat + length - 0.5, 0.25f, false, (TimeMode)timeMode, hours, minutes);
})
});
CameraUpdate();