Ignore time of day tint on Pokemon sprites in UI
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b831dd7835
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5 files changed
+14
-4
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@@ -16,6 +16,7 @@ varying float outTintEffect;
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varying vec4 outTint;
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uniform float time;
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uniform int ignoreTimeTint;
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uniform int isOutside;
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uniform vec3 dayTint;
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uniform vec3 duskTint;
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@@ -53,7 +54,7 @@ void main()
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}
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/* Apply day/night tint */
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if (color.a > 0.0) {
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if (color.a > 0.0 && ignoreTimeTint == 0) {
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vec3 dayNightTint;
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if (time < 0.25) {
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@@ -124,6 +125,7 @@ export default class FieldSpritePipeline extends Phaser.Renderer.WebGL.Pipelines
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onPreRender(): void {
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this.set1f('time', 0);
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this.set1i('ignoreTimeTint', 0);
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}
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onBind(gameObject: Phaser.GameObjects.GameObject): void {
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@@ -132,10 +134,14 @@ export default class FieldSpritePipeline extends Phaser.Renderer.WebGL.Pipelines
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const sprite = (gameObject as Phaser.GameObjects.Sprite);
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const scene = sprite.scene as BattleScene;
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const data = sprite.pipelineData;
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const ignoreTimeTint = data['ignoreTimeTint'] as boolean;
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let time = scene.currentBattle?.waveIndex
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? ((scene.currentBattle.waveIndex + scene.getWaveCycleOffset()) % 40) / 40 // ((new Date().getSeconds() * 1000 + new Date().getMilliseconds()) % 10000) / 10000
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: Utils.getCurrentTime();
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this.set1f('time', time);
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this.set1f('time', time);
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this.set1i('ignoreTimeTint', ignoreTimeTint ? 1 : 0);
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this.set1i('isOutside', scene.arena.isOutside() ? 1 : 0);
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this.set3fv('dayTint', scene.arena.getDayTint().map(c => c / 255));
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this.set3fv('duskTint', scene.arena.getDuskTint().map(c => c / 255));
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@@ -18,6 +18,7 @@ varying float outTintEffect;
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varying vec4 outTint;
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uniform float time;
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uniform int ignoreTimeTint;
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uniform int isOutside;
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uniform vec3 dayTint;
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uniform vec3 duskTint;
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@@ -87,7 +88,7 @@ void main()
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color.rgb += tone.rgb * (color.a / 255.0);
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/* Apply day/night tint */
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if (color.a > 0.0) {
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if (color.a > 0.0 && ignoreTimeTint == 0) {
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vec3 dayNightTint;
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if (time < 0.25) {
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