Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
53 lines
1.4 KiB
C#
53 lines
1.4 KiB
C#
using System.Collections;
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using UnityEngine;
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public class SetShaderGlobalColorBG : MonoBehaviour
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{
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private readonly Color FROM_COLOR = new Color(1f, 1f, 1f, 1f);
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private readonly Color TO_COLOR = new Color(0.3529412f, 0.3529412f, 0.3529412f, 1f);
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private readonly float fadeTime = 0.3f;
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private IEnumerator interpolateGlobalShaderColor;
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public bool IsFadeIn { get; private set; }
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public void Start()
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{
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interpolateGlobalShaderColor = InterpolateGlobalShaderColor(FROM_COLOR, TO_COLOR, 0f);
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Shader.SetGlobalColor("_ColorBG", new Color(1f, 1f, 1f, 1f));
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}
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public void ChangeGlobalShaderColorFadeIn()
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{
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ChangeGlobalShaderColor(FROM_COLOR, TO_COLOR);
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IsFadeIn = true;
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}
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public void ChangeGlobalShaderColorFadeOut()
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{
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ChangeGlobalShaderColor(TO_COLOR, FROM_COLOR);
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IsFadeIn = false;
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}
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private void ChangeGlobalShaderColor(Color baseColor, Color changeColor)
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{
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StopCoroutine(interpolateGlobalShaderColor);
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interpolateGlobalShaderColor = InterpolateGlobalShaderColor(baseColor, changeColor, Time.time);
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StartCoroutine(interpolateGlobalShaderColor);
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}
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private IEnumerator InterpolateGlobalShaderColor(Color fromColor, Color toColor, float startTime)
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{
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float t = 0f;
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while (t < 1f)
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{
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t = (Time.time - startTime) / fadeTime;
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Color value = Color.Lerp(fromColor, toColor, t);
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Shader.SetGlobalColor("_ColorBG", value);
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yield return null;
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}
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}
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}
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