HeavenStudio/Assets/Scripts/LevelEditor/Timeline/BlockDeleteFX.cs
2023-10-09 12:02:58 -04:00

61 lines
1.9 KiB
C#

using HeavenStudio.Util;
using UnityEngine;
using UnityEngine.UI;
namespace HeavenStudio.Editor.Track
{
public class BlockDeleteFX : MonoBehaviour
{
private RectTransform rectTransform;
[SerializeField]
private Image mainImage;
private bool started = false;
private float deleteTime = 0.0f;
private double eBeat;
private float eLength;
private int eLayer;
private bool wasESelected = false;
public void Awake()
{
rectTransform = GetComponent<RectTransform>();
}
public void Create(double beat, float length, int layer, bool selected)
{
started = true;
deleteTime = Time.time;
eBeat = beat;
eLength = length;
eLayer = layer;
wasESelected = selected;
Destroy(this.gameObject, 0.714f);
Update();
}
private void Update()
{
if (!started) return;
rectTransform.anchoredPosition = new Vector2((float)eBeat * Timeline.instance.PixelsPerBeat, -eLayer * Timeline.instance.LayerHeight());
rectTransform.sizeDelta = new Vector2(eLength * Timeline.instance.PixelsPerBeat, Timeline.instance.LayerHeight());
// I added this because I was going to use the effect when you undo a place as well, but I didn't like it.
// var color = (wasESelected) ? Color.cyan : EditorTheme.theme.LayerGradientIndex(eLayer);
var color = EditorTheme.theme.LayerGradientIndex(eLayer);
var norm = (Time.time - deleteTime) * 1.4f;
mainImage.color = Color.Lerp(color, new Color(color.r, color.g, color.b, 0.0f), EasingFunction.EaseOutCirc(0, 1, norm));
var extrudeAnim = EasingFunction.EaseOutCirc(0.0f, 8.0f, norm);
mainImage.rectTransform.sizeDelta = new Vector2(extrudeAnim, extrudeAnim);
}
}
}