mirror of
https://github.com/ApacheThunder/ExpandTheGungeon.git
synced 2025-06-19 11:45:37 -04:00

* Added Ammonomicon entries for most custom enemies and bosses. Sprite work thanks to Lynceus! * Added new Tree objects to ExpandFloorDecorator for Jungle floor. Modified sprites courtasy of NeverNamed! * Improved code in ExpandFloorDecorator for finding valid spawn locations for objects. * Bonus chest room on Jungle now has unique room design.
49 lines
1.5 KiB
C#
49 lines
1.5 KiB
C#
using System;
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using System.Collections;
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using UnityEngine;
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namespace ExpandTheGungeon.ExpandComponents {
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public class ExpandSpriteFadeOnSpawn : BraveBehaviour {
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[SerializeField]
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public float FadeTime;
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[SerializeField]
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public float FadeStartAlpha;
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[SerializeField]
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public Color FadeColor;
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[NonSerialized]
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private Renderer m_Renderer;
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public ExpandSpriteFadeOnSpawn() {
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FadeTime = 0.2f;
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FadeStartAlpha = 0.5f;
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FadeColor = Color.black;
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}
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public void Start() {
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m_Renderer = renderer;
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StartCoroutine(HandleOverrideColorFade(FadeColor, FadeTime, FadeStartAlpha));
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}
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private IEnumerator HandleOverrideColorFade(Color targetColor, float duration, float startAlpha = 0f) {
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if (!m_Renderer) { yield break; }
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Color startColor = new Color(targetColor.r, targetColor.g, targetColor.b, startAlpha);
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float elapsed = 0f;
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while (elapsed < duration) {
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elapsed += BraveTime.DeltaTime;
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float t = Mathf.SmoothStep(0f, 1f, Mathf.Clamp01(elapsed / duration));
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Color current = Color.Lerp(startColor, targetColor, t);
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m_Renderer.material.SetColor("_OverrideColor", current);
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yield return null;
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}
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m_Renderer.material.SetColor("_OverrideColor", targetColor);
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yield break;
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}
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protected override void OnDestroy() { base.OnDestroy(); }
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}
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}
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