Added functions to EffectMaker (not functional)

This commit is contained in:
loplkc loplkc 2022-01-17 19:36:42 -05:00
parent c2711b4c11
commit d1680bf63c
3 changed files with 119 additions and 2 deletions

8
Test.lua Normal file
View file

@ -0,0 +1,8 @@
local TweenService = game:GetService("TweenService")
local clock = os.clock
local first = clock()
for i = 1, 500 do
local alpha = TweenService:GetValue(20/6, Enum.EasingStyle.Linear, Enum.EasingDirection.InOut)
end
local second = clock()
print(second-first)

View file

@ -1 +1,110 @@
export function kablooey() {} const TweenService = game.GetService("TweenService");
type effectKeypoint = [number, Color3, Vector3, CFrame, number, Enum.EasingStyle?, Enum.EasingDirection?];
export function meshPartEffect(
effectFolder: Folder,
meshPart: MeshPart,
material: Enum.Material,
effectKeypoints: effectKeypoint[],
) {
const effectMeshPart = meshPart.Clone();
effectMeshPart.Material = material;
effectMeshPart.Color = effectKeypoints[0][1];
effectMeshPart.Size = effectKeypoints[0][2];
effectMeshPart.CFrame = effectKeypoints[0][3];
effectMeshPart.Transparency = effectKeypoints[0][4];
effectMeshPart.CastShadow = false;
effectMeshPart.CanCollide = false;
effectMeshPart.Anchored = true;
effectMeshPart.Parent = effectFolder;
effectKeypoints.remove(0);
return [effectMeshPart, effectKeypoints, 0] as [MeshPart, effectKeypoint[], number];
// Do the interpolation on one thread somehow
}
function particleEffect() {}
/*
function getLerpKeypoint(time: number, pastKeypoint: effectKeypoint, futureKeypoint: effectKeypoint) {
let alpha = 0;
if (pastKeypoint[5]) {
alpha = TweenService.GetValue(time / futureKeypoint[0], pastKeypoint[5], Enum.EasingDirection.InOut);
} else {
alpha = time;
}
let new
for (let i = 1; i < 5; i += 1) {
}
}
*/
function runEffects(timeSinceLastFrame: number, effectsToRun: [MeshPart, effectKeypoint[], number][]) {
for (const effect of effectsToRun) {
const meshPart = effect[0];
const futureKeypoint = effect[1][1];
const timeToNext = futureKeypoint[0];
const timeSinceLastKeypoint = effect[2] + timeSinceLastFrame;
if (timeSinceLastKeypoint >= timeToNext) {
// Remove keypoint
// Set effect[3] to 0
// Delete effect if no keypoints left
} else {
effect[2] = timeSinceLastKeypoint;
}
const pastKeypoint = effect[1][0];
const easingStyle = pastKeypoint[5];
// Get the alpha
let alpha = 0;
if (easingStyle) {
alpha = TweenService.GetValue(
timeSinceLastKeypoint / timeToNext,
easingStyle,
pastKeypoint[6] || Enum.EasingDirection.InOut,
);
} else {
alpha = timeSinceLastKeypoint / timeToNext;
}
// Alter the effect
meshPart.Color = pastKeypoint[1].Lerp(futureKeypoint[1], alpha);
meshPart.Position = pastKeypoint[2].Lerp(futureKeypoint[2], alpha);
meshPart.CFrame = pastKeypoint[3].Lerp(futureKeypoint[3], alpha);
meshPart.Transparency = pastKeypoint[4] + (futureKeypoint[4] - pastKeypoint[4]) * alpha;
}
}
/*
local function horseEffModule(o,typ,a1,a2,a3,a4,a5,a6,a7)
return {
Color = a1,
Size = a2*typ[2],
["CFrame"] = (type(a3) == "table" and o.CFrame*a3[1]) or a3,
Transparency = a4
}
end
--sequence entry format:
--{color,size,cframe,transparency,time to next,easingstyle,easingdirection}
--horseeffect "typ" takes a table with a meshpart as the first value and a scale vector3 as the second
local function horseEff(typ,material,sequence) --I understand if you don't use this function. Not everyone is cool enough.
wrap(function()
local o = typ[1]:Clone()
o.CastShadow = false
o.Anchored = true
o.CanCollide = false
o.Material = material
o.Color = sequence[1][1]
o.Size = sequence[1][2]*typ[2]
o.CFrame = sequence[1][3]
o.Transparency = sequence[1][4]
o.Parent = efFolder or workspace
for i = 2, #sequence do
local g = horseEffModule(o,typ,unpack(sequence[i])) -- goes and gets the information to be tweened to with less table indices
local tinfo = TweenInfo.new(sequence[i-1][5] or sequence[1][5],sequence[i-1][6] or sequence[1][6],sequence[i-1][7] or sequence[1][7])
play(tweenServiceCreate(twS,o,tinfo,g))
wait(sequence[i-1][5] or sequence[1][5])
end
destroy(o)
end)()
end
*/

View file

@ -97,7 +97,7 @@ const guiTable: guiTable = {
Position: new UDim2(0.375, 0, 0.5, 0), Position: new UDim2(0.375, 0, 0.5, 0),
Size: new UDim2(0.25, 0, 0.125, 0), Size: new UDim2(0.25, 0, 0.125, 0),
Text: "Play", Text: "Play",
onClick: [["MessageServer", "EnterGame"]], // The main menu should disappear in respone onClick: [["MessageServer", "EnterGame"]], // The main menu should disappear in response
}, },
{ {
Type: "TextButton", Type: "TextButton",