Create a flashy intro

This commit is contained in:
Sweet Tini
2020-01-29 22:13:26 -05:00
parent f5e78fc15d
commit a3d274fdc1
17 changed files with 675 additions and 41 deletions

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@@ -0,0 +1,18 @@
using System.Collections;
using UnityEngine;
public abstract class Cutscene : MonoBehaviour
{
public IEnumerator Play()
{
OnSceneStart();
yield return OnScenePlay();
OnSceneEnd();
}
protected abstract IEnumerator OnScenePlay();
protected virtual void OnSceneStart() { }
protected virtual void OnSceneEnd() { }
}

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using UnityEngine;
public class CutsceneManager : MonoBehaviour
{
[SerializeField]
Cutscene cutscene;
void Start()
{
if (cutscene != null)
StartCoroutine(cutscene.Play());
}
}

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134
Assets/Scripts/Easing.cs Normal file
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using UnityEngine;
namespace Assets.Scripts
{
public static class Easing
{
public static float QuadIn(float t) => t * t;
public static float QuadOut(float t) => t * (2f - t);
public static float QuadInOut(float t)
{
return (t *= 2f) < 1f
? .5f * t * t
: -.5f * ((t -= 1f) * (t - 2f) - 1f);
}
public static float CubeIn(float t) => t * t * t;
public static float CubeOut(float t) => 1f + ((t -= 1f) * t * t);
public static float CubeInOut(float t)
{
return (t *= 2f) < 1f
? .5f * t * t * t
: .5f * ((t -= 2f) * t * t + 2f);
}
public static float QuartIn(float t) => t * t * t * t;
public static float QuartOut(float t) => 1f - ((t -= 1f) * t * t * t);
public static float QuartInOut(float t)
{
return (t *= 2f) < 1f
? .5f * t * t * t * t
: -.5f * ((t -= 2f) * t * t * t - 2f);
}
public static float QuintIn(float t) => t * t * t * t * t;
public static float QuintOut(float t) => 1f + ((t -= 1f) * t * t * t * t);
public static float QuintInOut(float t)
{
return (t *= 2f) < 1f
? .5f * t * t * t * t * t
: .5f * ((t -= 2f) * t * t * t * t + 2f);
}
public static float SineIn(float t) => 1f - Mathf.Cos(t * Mathf.PI / 2f);
public static float SineOut(float t) => Mathf.Sin(t * Mathf.PI / 2f);
public static float SineInOut(float t) => .5f * (1f - Mathf.Cos(Mathf.PI * t));
public static float ExpoIn(float t) => t == 0f ? 0f : Mathf.Pow(1024f, t - 1f);
public static float ExpoOut(float t) => t == 1f ? 1f : 1f - Mathf.Pow(2f, -10f * t);
public static float ExpoInOut(float t)
{
if (t == 0f || t == 1f) return t;
return (t *= 2f) < 1f
? .5f * Mathf.Pow(1024f, t - 1f)
: .5f * (-Mathf.Pow(2f, -10f * (t - 1f)) + 2f);
}
public static float CircIn(float t) => 1f - Mathf.Sqrt(1f - t * t);
public static float CircOut(float t) => Mathf.Sqrt(1f - ((t -= 1f) * t));
public static float CircInOut(float t)
{
return (t *= 2f) < 1f
? -.5f * (Mathf.Sqrt(1f - t * t) - 1)
: .5f * (Mathf.Sqrt(1f - (t -= 2f) * t) + 1f);
}
public static float ElastIn(float t)
{
if (t == 0f || t == 1f) return t;
return -Mathf.Pow(2f, 10f * (t -= 1f))
* Mathf.Sin((t - 0.1f) * (2f * Mathf.PI) / .4f);
}
public static float ElastOut(float t)
{
if (t == 0f || t == 1f) return t;
return Mathf.Pow(2f, -10f * t)
* Mathf.Sin((t - .1f) * (2f * Mathf.PI) / .4f) + 1f;
}
public static float ElastInOut(float t)
{
return (t *= 2f) < 1f
? -.5f * Mathf.Pow(2f, 10f * (t -= 1f))
* Mathf.Sin((t - .1f) * (2f * Mathf.PI) / .4f)
: Mathf.Pow(2f, -10f * (t -= 1f))
* Mathf.Sin((t - .1f) * (2f * Mathf.PI) / .4f) * .5f + 1f;
}
public static float BackIn(float t) => t * t * (2.70158f * t - 1.70158f);
public static float BackOut(float t) => (t -= 1f) * t * (2.70158f * t + 1.70158f) + 1f;
public static float BackInOut(float t)
{
return (t *= 2f) < 1f
? .5f * (t * t * ((2.5949095f + 1f) * t - 2.5949095f))
: .5f * ((t -= 2f) * t * ((2.5949095f + 1f) * t + 2.5949095f) + 2f);
}
public static float BounceIn(float t) => 1f - BounceOut(1f - t);
public static float BounceOut(float t)
{
if (t < (1f / 2.75f)) return 7.5625f * t * t;
else if (t < (2f / 2.75f)) return 7.5625f * (t -= 1.5f / 2.75f) * t + .75f;
else if (t < (2.5f / 2.75f)) return 7.5625f * (t -= 2.25f / 2.75f) * t + .9375f;
else return 7.5625f * (t -= 2.625f / 2.75f) * t + .984375f;
}
public static float BounceInOut(float t)
{
return t < 0.5f
? BounceIn(t * 2f) * .5f
: BounceOut(t * 2f - 1f) * .5f + .5f;
}
}
}

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using Assets.Scripts;
using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LogoIntroCutscene : Cutscene
{
[SerializeField]
GameObject logoCubic;
[SerializeField]
GameObject logoFull;
[SerializeField]
SpriteRenderer logoFullRenderer;
protected override void OnSceneStart()
{
logoFull.SetActive(false);
logoCubic.SetActive(true);
logoCubic.transform.eulerAngles = Vector3.up * 90f;
}
protected override IEnumerator OnScenePlay()
{
yield return RotateCube();
yield return new WaitForSeconds(.2f);
yield return FadeInLogo();
yield return new WaitForSeconds(.5f);
}
protected override void OnSceneEnd()
{
// TODO: Go to the next scene.
}
IEnumerator RotateCube()
{
const int maxTicks = 80;
var angle = logoCubic.transform.eulerAngles;
for (int i = 0; i <= maxTicks; i++)
{
var percent = Easing.SineOut(1f * i / maxTicks);
var angleLerp = new Vector3(
Mathf.Lerp(angle.x, angle.x + 360f, percent),
Mathf.Lerp(angle.y, angle.y + 360f, percent),
Mathf.Lerp(angle.z, angle.z + 360f, percent));
logoCubic.transform.eulerAngles = angleLerp;
yield return null;
}
}
IEnumerator FadeInLogo()
{
const int maxTicks = 45;
var clearWhite = new Color(1f, 1f, 1f, 0f);
logoFull.SetActive(true);
for (int i = 0; i <= maxTicks; i++)
{
var percent = Easing.SineIn(1f * i / maxTicks);
logoFullRenderer.color = Color.Lerp(clearWhite, Color.white, percent);
yield return null;
}
}
}

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using UnityEngine;
public class RotatingLogo : MonoBehaviour
{
public Vector3 speed;
void Update()
{
transform.Rotate(speed);
}
}

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