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Substitute placeholder nulls with per-light initial color for transitions

Fade out and first color transitions used to assume white as a default
color, which is not always the case e.g. in Mineshaft tunnel tiles. Use
nullable from/to/color fields, and substitute them with per-light
initial color data in a new virtual method that calculates colors.
This commit is contained in:
ivan tkachenko 2025-08-25 01:29:39 +03:00
parent bbd9b0204f
commit 99babe8bdf
3 changed files with 100 additions and 46 deletions

View File

@ -2,6 +2,7 @@
## MuzikaGromche 1337.420.9003
- Fixed wrong colors during fade out transition, e.g. in Mineshaft tunnel tiles.
## MuzikaGromche 1337.420.9002 - Anime Edition

View File

@ -597,22 +597,6 @@ namespace MuzikaGromche
return Tracks.SelectMany(track => track.GetTracks()).FirstOrDefault(track => track.Name == name);
}
public static void SetLightColor(Color color)
{
foreach (var light in RoundManager.Instance.allPoweredLights)
{
light.color = color;
}
}
public static void ResetLightColor()
{
foreach (var (light, color) in InitialLightsColors)
{
light.color = color;
}
}
// Max audible distance for AudioSource and LyricsEvent
public const float AudioMaxDistance = 150;
@ -1559,9 +1543,7 @@ namespace MuzikaGromche
if (windUpOffsetTimestamp.Beat < 0f && track.FadeOutBeat < loopOffsetSpan.BeatToInclusive && loopOffsetSpan.BeatFromExclusive <= fadeOutEnd)
{
var t = (loopOffsetSpan.BeatToInclusive - track.FadeOutBeat) / track.FadeOutDuration;
// TODO: assumes that default lights color is white
var DefaultLightsColor = Color.white;
return new SetLightsColorTransitionEvent(DefaultLightsColor, Color.black, Easing.Linear, t);
return new SetLightsColorTransitionEvent(/* use initial light color */null, Color.black, Easing.Linear, t);
}
else
{
@ -1610,9 +1592,9 @@ namespace MuzikaGromche
}
}
// default
return new SetLightsColorEvent(ColorAtWholeBeat(timestamp));
return new SetLightsColorStaticEvent(ColorAtWholeBeat(timestamp));
SetLightsColorEvent ColorTransition(BeatTimestamp clipsBoundary)
SetLightsColorTransitionEvent ColorTransition(BeatTimestamp clipsBoundary)
{
var transitionStart = clipsBoundary - track.ColorTransitionIn;
var transitionEnd = clipsBoundary + track.ColorTransitionOut;
@ -1625,7 +1607,7 @@ namespace MuzikaGromche
return new SetLightsColorTransitionEvent(ColorAtWholeBeat(transitionStart), ColorAtWholeBeat(transitionEnd), track.ColorTransitionEasing, t);
}
Color ColorAtWholeBeat(BeatTimestamp timestamp)
Color? ColorAtWholeBeat(BeatTimestamp timestamp)
{
if (timestamp.Beat >= 0f)
{
@ -1634,9 +1616,7 @@ namespace MuzikaGromche
}
else
{
// TODO: assumes that default lights color is white
var DefaultLightsColor = Color.white;
return float.IsNaN(track.FadeOutBeat) ? DefaultLightsColor : Color.black;
return float.IsNaN(track.FadeOutBeat) ? /* use initial light color */ null : Color.black;
}
}
}
@ -1644,26 +1624,55 @@ namespace MuzikaGromche
abstract class BaseEvent;
class SetLightsColorEvent(Color color) : BaseEvent
abstract class SetLightsColorEvent : BaseEvent
{
public readonly Color Color = color;
public override string ToString()
// Calculate final color, substituting null with initialColor if needed.
public abstract Color GetColor(Color initialColor);
protected string NullableColorToString(Color? color)
{
return $"Color(#{ColorUtility.ToHtmlStringRGB(Color)})";
return color is { } c ? ColorUtility.ToHtmlStringRGB(c) : "??????";
}
}
class SetLightsColorTransitionEvent(Color from, Color to, Easing easing, float t)
: SetLightsColorEvent(Color.Lerp(from, to, Mathf.Clamp(easing.Eval(t), 0f, 1f)))
class SetLightsColorStaticEvent(Color? color) : SetLightsColorEvent
{
// Additional context for debugging
public readonly Color From = from;
public readonly Color To = to;
public readonly Easing Easing = easing;
public readonly float T = t;
public readonly Color? Color = color;
public override Color GetColor(Color initialColor)
{
return Color ?? initialColor;
}
public override string ToString()
{
return $"Color(#{ColorUtility.ToHtmlStringRGB(Color)} = #{ColorUtility.ToHtmlStringRGB(From)}..#{ColorUtility.ToHtmlStringRGB(To)} {Easing} {T:N4})";
return $"Color(#{NullableColorToString(Color)})";
}
}
class SetLightsColorTransitionEvent(Color? from, Color? to, Easing easing, float t) : SetLightsColorEvent
{
// Additional context for debugging
public readonly Color? From = from;
public readonly Color? To = to;
public readonly Easing Easing = easing;
public readonly float T = t;
public override Color GetColor(Color initialColor)
{
var from = From ?? initialColor;
var to = To ?? initialColor;
return Color.Lerp(from, to, Mathf.Clamp(Easing.Eval(T), 0f, 1f));
}
private Color? GetNullableColor()
{
return From is { } from && To is { } to ? Color.Lerp(from, to, Mathf.Clamp(Easing.Eval(T), 0f, 1f)) : null;
}
public override string ToString()
{
return $"Color(#{NullableColorToString(GetNullableColor())} = #{NullableColorToString(From)}..#{NullableColorToString(To)} {Easing} {T:N4})";
}
}
@ -2438,7 +2447,7 @@ namespace MuzikaGromche
// transition away from state 2 ("poppedOut"), normally to state 0
if (__state.previousState == 2 && __instance.previousState != 2)
{
Plugin.ResetLightColor();
PoweredLightsBehaviour.Instance.ResetLightColor();
DiscoBallManager.Disable();
// Rotate track groups
behaviour.ChooseTrackServerRpc();
@ -2458,7 +2467,7 @@ namespace MuzikaGromche
break;
case SetLightsColorEvent e:
Plugin.SetLightColor(e.Color);
PoweredLightsBehaviour.Instance.SetLightColor(e);
break;
case FlickerLightsEvent:
@ -2488,7 +2497,7 @@ namespace MuzikaGromche
{
if (__instance is JesterAI)
{
Plugin.ResetLightColor();
PoweredLightsBehaviour.Instance.ResetLightColor();
DiscoBallManager.Disable();
// Just in case if players have spawned multiple Jesters,
// Don't reset Plugin.CurrentTrack to null,

View File

@ -252,7 +252,10 @@ namespace MuzikaGromche
static bool OnRefreshLightsList(RoundManager __instance)
{
RefreshLightsListPatched(__instance);
LoadInitialLightsColors(__instance);
var behaviour = __instance.gameObject.GetComponent<PoweredLightsBehaviour>() ?? __instance.gameObject.AddComponent<PoweredLightsBehaviour>();
behaviour.Refresh();
// Skip the original method
return false;
}
@ -287,15 +290,56 @@ namespace MuzikaGromche
animator.SetFloat("flickerSpeed", UnityEngine.Random.Range(0.6f, 1.4f));
}
}
static void LoadInitialLightsColors(RoundManager self)
{
var originalColors = new Dictionary<Light, Color>();
foreach (var light in self.allPoweredLights)
{
originalColors[light] = light.color;
}
Plugin.InitialLightsColors = originalColors;
internal class PoweredLightsBehaviour : MonoBehaviour
{
private struct LightData
{
public Light Light;
public Color InitialColor;
}
private readonly List<LightData> AllPoweredLights = [];
public static PoweredLightsBehaviour Instance { get; private set; } = null!;
void Awake()
{
if (Instance == null)
{
Instance = this;
}
}
public void Refresh()
{
AllPoweredLights.Clear();
foreach (var light in RoundManager.Instance.allPoweredLights)
{
AllPoweredLights.Add(new LightData
{
Light = light,
InitialColor = light.color,
});
}
}
public void SetLightColor(SetLightsColorEvent e)
{
foreach (var data in AllPoweredLights)
{
var color = e.GetColor(data.InitialColor);
data.Light.color = color;
}
}
public void ResetLightColor()
{
foreach (var data in AllPoweredLights)
{
data.Light.color = data.InitialColor;
}
}
}
}