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| 1 | +using Celeste.Mod.Entities; |
| 2 | +using Microsoft.Xna.Framework; |
| 3 | +using Monocle; |
| 4 | +using MonoMod.Utils; |
| 5 | + |
| 6 | +namespace Celeste.Mod.SpringCollab2020.Triggers { |
| 7 | + [CustomEntity("SpringCollab2020/ColorGradeFadeTrigger")] |
| 8 | + [Tracked] |
| 9 | + class ColorGradeFadeTrigger : Trigger { |
| 10 | + public static void Load() { |
| 11 | + On.Celeste.Level.Update += onLevelUpdate; |
| 12 | + } |
| 13 | + |
| 14 | + public static void Unload() { |
| 15 | + On.Celeste.Level.Update -= onLevelUpdate; |
| 16 | + } |
| 17 | + |
| 18 | + private static void onLevelUpdate(On.Celeste.Level.orig_Update orig, Level self) { |
| 19 | + orig(self); |
| 20 | + |
| 21 | + // check if the player is in a color grade fade trigger |
| 22 | + Player player = self.Tracker.GetEntity<Player>(); |
| 23 | + ColorGradeFadeTrigger trigger = player?.CollideFirst<ColorGradeFadeTrigger>(); |
| 24 | + if (trigger != null) { |
| 25 | + DynData<Level> selfData = new DynData<Level>(self); |
| 26 | + |
| 27 | + // the game fades from lastColorGrade to Session.ColorGrade using colorGradeEase as a lerp value. |
| 28 | + // let's hijack that! |
| 29 | + float positionLerp = trigger.GetPositionLerp(player, trigger.direction); |
| 30 | + if (positionLerp > 0.5f) { |
| 31 | + // we are closer to B. let B be the target color grade when player exits the trigger / dies in it |
| 32 | + selfData["lastColorGrade"] = trigger.colorGradeA; |
| 33 | + self.Session.ColorGrade = trigger.colorGradeB; |
| 34 | + selfData["colorGradeEase"] = positionLerp; |
| 35 | + } else { |
| 36 | + // we are closer to A. let A be the target color grade when player exits the trigger / dies in it |
| 37 | + selfData["lastColorGrade"] = trigger.colorGradeB; |
| 38 | + self.Session.ColorGrade = trigger.colorGradeA; |
| 39 | + selfData["colorGradeEase"] = 1 - positionLerp; |
| 40 | + } |
| 41 | + selfData["colorGradeEaseSpeed"] = 1f; |
| 42 | + } |
| 43 | + } |
| 44 | + |
| 45 | + |
| 46 | + private string colorGradeA; |
| 47 | + private string colorGradeB; |
| 48 | + private PositionModes direction; |
| 49 | + |
| 50 | + public ColorGradeFadeTrigger(EntityData data, Vector2 offset) : base(data, offset) { |
| 51 | + colorGradeA = data.Attr("colorGradeA"); |
| 52 | + colorGradeB = data.Attr("colorGradeB"); |
| 53 | + direction = data.Enum<PositionModes>("direction"); |
| 54 | + } |
| 55 | + } |
| 56 | +} |
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