organized the folders and made the dark bg an ease and not an animation
80
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|
@ -145,7 +145,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
// },
|
||||
new GameAction("toggle bg", "Toggle Darker Background")
|
||||
{
|
||||
function = delegate {BonOdori.instance.DarkBG(eventCaller.currentEntity.beat, eventCaller.currentEntity["toggle"]);},
|
||||
function = delegate {BonOdori.instance.DarkBG(eventCaller.currentEntity.beat, eventCaller.currentEntity["toggle"], eventCaller.currentEntity.length);},
|
||||
defaultLength = 1f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
|
|
@ -173,6 +173,7 @@ namespace HeavenStudio.Games
|
|||
string prefix;
|
||||
double beatUniversal;
|
||||
string suffix;
|
||||
SpriteRenderer darkPlane;
|
||||
bool goBopDonpans;
|
||||
bool goBopJudge;
|
||||
bool bopDonpans;
|
||||
|
|
@ -188,6 +189,7 @@ namespace HeavenStudio.Games
|
|||
Coroutine Scroll3;
|
||||
Coroutine Scroll4;
|
||||
Coroutine Scroll5;
|
||||
Coroutine DarkerBG;
|
||||
bool darkBgIsOn = false;
|
||||
TextMeshProUGUI Text1_GUI;
|
||||
TextMeshProUGUI Text2_GUI;
|
||||
|
|
@ -213,9 +215,9 @@ namespace HeavenStudio.Games
|
|||
[SerializeField] TMP_Text Text8;
|
||||
[SerializeField] TMP_Text Text9;
|
||||
[SerializeField] TMP_Text Text10;
|
||||
[SerializeField] Animator DarkPlane;
|
||||
[SerializeField] Animator Player;
|
||||
[SerializeField] Animator Judge;
|
||||
[SerializeField] GameObject DarkPlane;
|
||||
|
||||
[SerializeField] Animator CPU1;
|
||||
[SerializeField] Animator CPU2;
|
||||
|
|
@ -276,6 +278,10 @@ namespace HeavenStudio.Games
|
|||
public void Awake()
|
||||
|
||||
{
|
||||
darkPlane = DarkPlane.GetComponent<SpriteRenderer>();
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
@ -296,7 +302,11 @@ namespace HeavenStudio.Games
|
|||
|
||||
|
||||
}
|
||||
|
||||
public void OnStop()
|
||||
{
|
||||
DarkPlane.GetComponent<SpriteRenderer>().color = new Color(1f, 1f, 1f, 0f);
|
||||
|
||||
}
|
||||
public void Update()
|
||||
{
|
||||
Conductor con = new Conductor();
|
||||
|
|
@ -319,16 +329,17 @@ namespace HeavenStudio.Games
|
|||
StopCoroutine(Scroll3);
|
||||
StopCoroutine(Scroll4);
|
||||
StopCoroutine(Scroll5);
|
||||
StopCoroutine(DarkerBG);
|
||||
Text6.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10f, -10f, -10f, 10));
|
||||
Text7.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10f, -10f, -10f, 10));
|
||||
Text8.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10f, -10f, -10f, 10));
|
||||
Text9.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10f, -10f, -10f, 10));
|
||||
Text10.GetComponent<TextMeshPro>().SetMask(0, new Vector4(-10f, -10f, -10f, 10));
|
||||
DarkPlane.Play("StayOff");
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
if (PlayerInput.GetIsAction(BonOdori.InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress)){
|
||||
|
|
@ -364,6 +375,8 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
@ -814,21 +827,69 @@ namespace HeavenStudio.Games
|
|||
Judge.Play("Bop");
|
||||
}
|
||||
}
|
||||
public void DarkBG(double beat, bool toggle)
|
||||
public void DarkBG(double beat, bool toggle, float length)
|
||||
{
|
||||
DarkerBG = StartCoroutine(DarkBGCoroutine(beat, toggle, length));
|
||||
|
||||
}
|
||||
IEnumerator DarkBGCoroutine(double beat, bool toggle, float length)
|
||||
{
|
||||
if (toggle)
|
||||
{
|
||||
DarkPlane.Play("Appear");
|
||||
{
|
||||
if (darkBgIsOn)
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
|
||||
float startTime = Time.time;
|
||||
Conductor con = new Conductor();
|
||||
float realLength = length / con.GetBpmAtBeat(beat) * 60;
|
||||
while (Time.time < realLength + startTime)
|
||||
{
|
||||
|
||||
|
||||
|
||||
|
||||
darkPlane.color = new Color(1f, 1f, 1f, Mathf.Lerp(0f, 0.4666f, (Time.time - startTime) / realLength));
|
||||
darkBgIsOn = true;
|
||||
}
|
||||
yield return null;
|
||||
|
||||
|
||||
|
||||
}}}
|
||||
else
|
||||
{
|
||||
DarkPlane.Play("GoAway");
|
||||
darkBgIsOn = false;
|
||||
if (!darkBgIsOn)
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
|
||||
float startTime = Time.time;
|
||||
Conductor con = new Conductor();
|
||||
float realLength = length / con.GetBpmAtBeat(beat) * 60;
|
||||
while (Time.time < realLength + startTime)
|
||||
{
|
||||
|
||||
|
||||
|
||||
|
||||
darkPlane.color = new Color(1f, 1f, 1f, Mathf.Lerp(0.4666f,0f, (Time.time - startTime) / realLength));
|
||||
|
||||
darkBgIsOn = true;
|
||||
yield return null;
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}}}
|
||||