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5d91ec553a
...
fd55e1c608
19 changed files with 59 additions and 3449 deletions
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@ -100,10 +100,6 @@ public class AblaufKleinerStern4 : MonoBehaviour
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}
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}
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private void WirtFuehrtZumStall(){
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private void WirtFuehrtZumStall(){
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wirt.GetComponent<FigurMitBeinenBewegung>().GoToXPosition(-10);
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scheduleNewTask(3, delegate(){
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globalLight.GetComponent<Lichtsteuerung>().FadeToIntensity(0, 1);
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});
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nextStep = delegate(){};
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nextStep = delegate(){};
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}
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}
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}
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}
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@ -1,46 +0,0 @@
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using System;
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using UnityEngine;
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using UnityEngine.Rendering.Universal;
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public class AblaufKleinerStern5 : MonoBehaviour
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{
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public GameObject kleinerStern;
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private Action nextStep;
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private float nextScene;
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private Lichtsteuerung kleinerSternLight;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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nextStep = SternWachtAuf;
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nextScene = float.PositiveInfinity;
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kleinerSternLight = kleinerStern.GetComponent<Lichtsteuerung>();
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kleinerStern.GetComponent<Light2D>().intensity = 0;
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}
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// Update is called once per frame
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void Update()
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{
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if (Input.GetKeyDown(KeyCode.Space)){
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nextStep();
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}
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}
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private void SternWachtAuf(){
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kleinerSternLight.FadeToIntensity(0.7f, 1.5f);
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nextStep = Aufblenden;
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}
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private void Aufblenden(){
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kleinerSternLight.FadeToIntensity(1, 0.5f);
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kleinerSternLight.FadeToInnerRadius(1, 0.7f);
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kleinerSternLight.FadeToOuterRadius(9, 3);
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nextStep = SternSchlaeftEin;
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}
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private void SternSchlaeftEin(){
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kleinerSternLight.FadeToIntensity(0, 3);
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nextStep = delegate(){};
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}
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}
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@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 7edd4d0802b5e20f18b128a388cfa690
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@ -1,92 +0,0 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering.Universal;
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public class AblaufKleinerStern6 : MonoBehaviour
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{
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public GameObject kleinerStern;
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public GameObject grosserStern;
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public GameObject grosserSternLicht;
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public GameObject hirt1;
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public GameObject hirt2;
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private Action nextStep;
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private class Task {
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private Action action;
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private float time;
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public Task(Action action, float time){
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this.action = action;
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this.time = time;
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}
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public bool isDue(){
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return Time.time >= time;
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}
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public void Do(){
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action();
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}
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}
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private List<Task> taskList;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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taskList = new();
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nextStep = KleinerSternWachtAuf;
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grosserStern.transform.position = new(targetGrosserStern - distanceHirten, 3.14f);
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hirt1.transform.position = new(targetHirt1 - distanceHirten, -2.08f);
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hirt2.transform.position = new(targetHirt2 - distanceHirten, -2.31f);
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kleinerStern.GetComponent<Light2D>().intensity = 0;
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grosserSternLicht.GetComponent<Light2D>().intensity = 0;
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}
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// Update is called once per frame
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void Update()
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{
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List<Task> newlist = new();
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foreach (Task t in taskList){
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if (t.isDue()){
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t.Do();
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} else {
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newlist.Add(t);
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}
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}
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taskList = newlist;
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if (Input.GetKeyDown(KeyCode.Space) && taskList.Count == 0){
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nextStep();
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}
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}
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private void scheduleNewTask(float timeFromNow, Action action){
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Task t = new(action, Time.time + timeFromNow);
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taskList.Add(t);
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}
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private const float targetHirt1 = -3.46f;
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private const float targetHirt2 = -6.68f;
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private const float targetGrosserStern = -0.37f;
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private const float distanceHirten = 12;
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private void KleinerSternWachtAuf(){
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kleinerStern.GetComponent<Lichtsteuerung>().FadeToIntensity(1, 2);
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nextStep = HirtenKommen;
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}
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private void HirtenKommen(){
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grosserSternLicht.GetComponent<Lichtsteuerung>().FadeToIntensity(1, 7);
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scheduleNewTask(4, delegate(){
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hirt1.GetComponent<FigurMitBeinenBewegung>().GoToXPosition(targetHirt1);
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hirt2.GetComponent<FigurMitBeinenBewegung>().GoToXPosition(targetHirt2);
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grosserStern.GetComponent<SternBewegung>().GoToPositionWithVelocity(new(targetGrosserStern, 3.14f), 1);
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});
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nextStep = Ende;
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}
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private void Ende(){
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grosserSternLicht.GetComponent<Lichtsteuerung>().FadeToIntensity(0, 2.5f);
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kleinerStern.GetComponent<Lichtsteuerung>().FadeToIntensity(0, 2.5f);
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nextStep = delegate(){};
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}
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}
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@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 61b60d4d7ed96458f9f135bb3e4175ab
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@ -1,83 +1,45 @@
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using System.Threading.Tasks;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.AI;
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using UnityEngine.Rendering.Universal;
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using UnityEngine.Rendering.Universal;
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public class Lichtsteuerung : MonoBehaviour
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public class Lichtsteuerung : MonoBehaviour
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{
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{
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private const uint INTENSITY = 0;
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private float startTime;
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private const uint INNER_RADIUS = 1;
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private float endTime;
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private const uint OUTER_RADIUS = 2;
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private float startIntensity;
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private static readonly uint[] VALUE_TYPE_LIST = {INTENSITY, INNER_RADIUS, OUTER_RADIUS};
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private float endIntensity;
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private float[] startTime;
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private float[] endTime;
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private float[] startValue;
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private float[] endValue;
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private bool[] fadingInProgress;
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private Light2D lightComponent;
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private Light2D lightComponent;
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private bool fadingInProgress;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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void Start()
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{
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{
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lightComponent = GetComponent<Light2D>();
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lightComponent = GetComponent<Light2D>();
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int numberOfValueTypes = VALUE_TYPE_LIST.Length;
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startTime = 0f;
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startTime = new float[numberOfValueTypes];
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endTime = 0f;
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endTime = new float[numberOfValueTypes];
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startIntensity = lightComponent.intensity;
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startValue = new float[numberOfValueTypes];
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endIntensity = lightComponent.intensity;
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endValue = new float[numberOfValueTypes];
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fadingInProgress = false;
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fadingInProgress = new bool[numberOfValueTypes];
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foreach (uint valueType in VALUE_TYPE_LIST){
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startTime[valueType] = 0;
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endTime[valueType] = 0;
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fadingInProgress[valueType] = false;
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}
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}
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}
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// Update is called once per frame
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// Update is called once per frame
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void Update()
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void Update()
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{
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{
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foreach (uint valueType in VALUE_TYPE_LIST){
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if (Time.time < endTime && Time.time >= startTime) {
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if (fadingInProgress[valueType]){
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float factor = (Time.time - startTime) / (endTime - startTime);
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float newValue;
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lightComponent.intensity = factor * endIntensity + (1f - factor) * startIntensity;
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if (Time.time < endTime[valueType]){
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} else if (fadingInProgress) {
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float factor = (Time.time - startTime[valueType]) / (endTime[valueType] - startTime[valueType]);
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fadingInProgress = false;
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newValue = factor * endValue[valueType] + (1f - factor) * startValue[valueType];
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lightComponent.intensity = endIntensity;
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} else {
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fadingInProgress[valueType] = false;
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newValue = endValue[valueType];
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}
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switch (valueType){
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case INTENSITY:
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lightComponent.intensity = newValue;
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break;
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case INNER_RADIUS:
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lightComponent.pointLightInnerRadius = newValue;
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break;
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case OUTER_RADIUS:
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lightComponent.pointLightOuterRadius = newValue;
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break;
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}
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}
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}
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}
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}
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}
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public void FadeToIntensity(float intensity, float duration) {
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public void FadeToIntensity(float intensity, float duration) {
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startValue[INTENSITY] = lightComponent.intensity;
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startTime = Time.time;
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FadeCommon(INTENSITY, intensity, duration);
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endTime = startTime + duration;
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}
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startIntensity = lightComponent.intensity;
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endIntensity = intensity;
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public void FadeToInnerRadius(float radius, float duration){
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fadingInProgress = true;
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startValue[INNER_RADIUS] = lightComponent.pointLightInnerRadius;
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FadeCommon(INNER_RADIUS, radius, duration);
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}
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public void FadeToOuterRadius(float radius, float duration){
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startValue[OUTER_RADIUS] = lightComponent.pointLightOuterRadius;
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FadeCommon(OUTER_RADIUS, radius, duration);
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}
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private void FadeCommon(uint valueType, float value, float duration){
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startTime[valueType] = Time.time;
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endTime[valueType] = startTime[valueType] + duration;
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fadingInProgress[valueType] = true;
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endValue[valueType] = value;
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}
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}
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}
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}
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@ -1,978 +0,0 @@
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@ -138,7 +138,7 @@ TextureImporter:
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@ -147,8 +147,7 @@ TextureImporter:
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@ -120,8 +120,8 @@ TextureImporter:
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@ -138,7 +138,7 @@ TextureImporter:
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Loading…
Reference in a new issue