OOP changes to EffectMaker
= Conversion of EffectHandler to a class
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79202b9034
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2 changed files with 84 additions and 81 deletions
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@ -1,5 +1,5 @@
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const TweenService = game.GetService("TweenService");
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const TweenService = game.GetService("TweenService");
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type effectKeypoint = [number, Color3, Vector3, CFrame, number, Enum.EasingStyle?, Enum.EasingDirection?];
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export type effectKeypoint = [time: number, color: Color3, size: Vector3, cframe: CFrame, transparency: number, easingStyle?: Enum.EasingStyle, easingDirection?: Enum.EasingDirection];
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type effect = [number, effectKeypoint[], MeshPart, number] // Time since last keypoint, effect keypoints, effect meshPart, effect priority
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type effect = [number, effectKeypoint[], MeshPart, number] // Time since last keypoint, effect keypoints, effect meshPart, effect priority
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export interface effectMaker {
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export interface effectMaker {
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@ -13,96 +13,99 @@ export interface effectMaker {
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}
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}
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export interface effectRunner {
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export interface effectRunner {
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runEffects: (
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runEffects: (timeSinceLastFrame: number) => void;
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timeSinceLastFrame: number
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) => void;//(timeSinceLastFrame: number, effectsToRun: effect[]) => effect[]
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}
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}
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/*
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interface effectHandler extends effectMaker, effectRunner {
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interface effectHandler extends effectMaker, effectRunner {
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EFFECT_FOLDER: Folder;
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EFFECT_FOLDER: Folder;
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effectsToRun: effect[]
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effectsToRun: effect[]
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}
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}
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*/
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export function makeEffectHandler(effectFolder: Folder) {
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class effectHandler implements effectMaker, effectRunner {
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return {
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constructor(effectFolder: Folder) {
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meshPartEffect: function(meshPart: MeshPart, material: Enum.Material, effectKeypoints: effectKeypoint[], priority?: number) {
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this.EFFECT_FOLDER = effectFolder
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const effectMeshPart = meshPart.Clone();
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}
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effectMeshPart.Material = material;
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meshPartEffect(meshPart: MeshPart, material: Enum.Material, effectKeypoints: effectKeypoint[], priority?: number) {
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effectMeshPart.Color = effectKeypoints[0][1];
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const effectMeshPart = meshPart.Clone();
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effectMeshPart.Size = effectKeypoints[0][2];
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effectMeshPart.Material = material;
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effectMeshPart.CFrame = effectKeypoints[0][3];
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effectMeshPart.Color = effectKeypoints[0][1];
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effectMeshPart.Transparency = effectKeypoints[0][4];
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effectMeshPart.Size = effectKeypoints[0][2];
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let effectDuration = 0
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effectMeshPart.CFrame = effectKeypoints[0][3];
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effectKeypoints.forEach(effectKeypoint => {
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effectMeshPart.Transparency = effectKeypoints[0][4];
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effectDuration += effectKeypoint[0]
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let effectDuration = 0
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effectKeypoints.forEach(effectKeypoint => {
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effectDuration += effectKeypoint[0]
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});
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effectMeshPart.CastShadow = false;
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effectMeshPart.CanCollide = false;
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effectMeshPart.Anchored = true;
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effectMeshPart.Parent = this.EFFECT_FOLDER;
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// Insert the effect before the effect that will end after it
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const effectsToRun = this.effectsToRun
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for (let index = 0; index < effectsToRun.size(); index += 1) {
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const effectInArray = effectsToRun[index];
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let effectInArrayDuration = -effectInArray[0]
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effectInArray[1].forEach(effectKeypoint => {
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effectInArrayDuration += effectKeypoint[0]
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});
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});
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effectMeshPart.CastShadow = false;
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if (effectInArrayDuration > effectDuration) {
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effectMeshPart.CanCollide = false;
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effectsToRun.insert(index, [0, effectKeypoints, effectMeshPart, priority || 0] as effect);
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effectMeshPart.Anchored = true;
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break
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effectMeshPart.Parent = this.EFFECT_FOLDER;
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// Insert the effect before the effect that will end after it
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const effectsToRun = this.effectsToRun
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for (let index = 0; index < effectsToRun.size(); index += 1) {
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const effectInArray = effectsToRun[index];
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let effectInArrayDuration = -effectInArray[0]
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effectInArray[1].forEach(effectKeypoint => {
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effectInArrayDuration += effectKeypoint[0]
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});
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if (effectInArrayDuration > effectDuration) {
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effectsToRun.insert(index, [0, effectKeypoints, effectMeshPart, priority || 0] as effect);
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break
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}
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}
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}
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effectsToRun.insert(effectsToRun.size(), [0, effectKeypoints, effectMeshPart, priority || 0] as effect);
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}
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},
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effectsToRun.insert(effectsToRun.size(), [0, effectKeypoints, effectMeshPart, priority || 0] as effect);
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particleEffect: function() {},
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}
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runEffects: function(timeSinceLastFrame: number) {
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particleEffect() {}
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let effectsToRun = this.effectsToRun
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runEffects(timeSinceLastFrame: number) {
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for (const effect of effectsToRun) {
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let effectsToRun = this.effectsToRun
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// Update the effect time
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for (const effect of effectsToRun) {
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let nextKeypoint = effect[1][1];
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// Update the effect time
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let timeOfNextKeypoint = nextKeypoint[0];
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let nextKeypoint = effect[1][1];
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let timeSinceLastKeypoint = effect[0] + timeSinceLastFrame;
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let timeOfNextKeypoint = nextKeypoint[0];
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while (timeSinceLastKeypoint >= timeOfNextKeypoint) {
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let timeSinceLastKeypoint = effect[0] + timeSinceLastFrame;
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if (effect[1][2]) {
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while (timeSinceLastKeypoint >= timeOfNextKeypoint) {
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timeSinceLastKeypoint -= timeOfNextKeypoint;
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if (effect[1][2]) {
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effect[1].remove(0);
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timeSinceLastKeypoint -= timeOfNextKeypoint;
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nextKeypoint = effect[1][1];
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effect[1].remove(0);
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timeOfNextKeypoint = nextKeypoint[0];
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nextKeypoint = effect[1][1];
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} else {
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timeOfNextKeypoint = nextKeypoint[0];
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effect[2].Destroy()
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effectsToRun.remove(0)
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continue // Move on if this effect is done
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}
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}
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effect[0] = timeSinceLastKeypoint;
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// Get the rest of the variables
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const currentKeypoint = effect[1][0];
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const easingStyle = currentKeypoint[5];
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const meshPart = effect[2];
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// Get the alpha
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let alpha = 0;
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if (easingStyle) {
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alpha = TweenService.GetValue(
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timeSinceLastKeypoint / timeOfNextKeypoint,
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easingStyle,
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currentKeypoint[6] || Enum.EasingDirection.InOut,
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);
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} else {
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} else {
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alpha = timeSinceLastKeypoint / timeOfNextKeypoint;
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effect[2].Destroy()
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effectsToRun.remove(0)
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continue // Move on if this effect is done
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}
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}
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// Alter the effect
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meshPart.Color = currentKeypoint[1].Lerp(nextKeypoint[1], alpha);
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meshPart.Position = currentKeypoint[2].Lerp(nextKeypoint[2], alpha);
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meshPart.CFrame = currentKeypoint[3].Lerp(nextKeypoint[3], alpha);
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meshPart.Transparency = currentKeypoint[4] + (nextKeypoint[4] - currentKeypoint[4]) * alpha;
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}
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}
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//this = effectsToRun;
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effect[0] = timeSinceLastKeypoint;
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},
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// Get the rest of the variables
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const currentKeypoint = effect[1][0];
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const easingStyle = currentKeypoint[5];
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const meshPart = effect[2];
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// Get the alpha
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let alpha = 0;
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if (easingStyle) {
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alpha = TweenService.GetValue(
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timeSinceLastKeypoint / timeOfNextKeypoint,
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easingStyle,
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currentKeypoint[6] || Enum.EasingDirection.InOut,
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);
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} else {
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alpha = timeSinceLastKeypoint / timeOfNextKeypoint;
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}
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// Alter the effect
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meshPart.Color = currentKeypoint[1].Lerp(nextKeypoint[1], alpha);
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meshPart.Position = currentKeypoint[2].Lerp(nextKeypoint[2], alpha);
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meshPart.CFrame = currentKeypoint[3].Lerp(nextKeypoint[3], alpha);
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meshPart.Transparency = currentKeypoint[4] + (nextKeypoint[4] - currentKeypoint[4]) * alpha;
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}
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//this = effectsToRun;
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}
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EFFECT_FOLDER: effectFolder,
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EFFECT_FOLDER: Folder;
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effectsToRun: [],
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effectsToRun: effect[] = [];
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} as effectHandler;
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}
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export function makeEffectRunner(effectFolder: Folder): effectRunner {
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return new effectHandler(effectFolder);
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}
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}
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/*
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/*
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local function horseEffModule(o,typ,a1,a2,a3,a4,a5,a6,a7)
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local function horseEffModule(o,typ,a1,a2,a3,a4,a5,a6,a7)
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@ -3,7 +3,7 @@ const Players = game.GetService("Players");
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const RunService = game.GetService("RunService");
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const RunService = game.GetService("RunService");
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import { bindToServerMessage, messageServer } from "./ClientMessenger";
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import { bindToServerMessage, messageServer } from "./ClientMessenger";
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import { handleGuiInput, drawGui, closeGui } from "./GuiHandler";
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import { handleGuiInput, drawGui, closeGui } from "./GuiHandler";
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import { makeEffectHandler, effectRunner } from "./EffectMaker";
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import { makeEffectRunner, effectRunner } from "./EffectMaker";
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const LOCALPLAYER = Players.LocalPlayer;
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const LOCALPLAYER = Players.LocalPlayer;
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const PLAYERGUI = LOCALPLAYER.WaitForChild("PlayerGui", 1) as PlayerGui;
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const PLAYERGUI = LOCALPLAYER.WaitForChild("PlayerGui", 1) as PlayerGui;
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assert(
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assert(
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