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b9754e0d81
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b9754e0d81 | |||
16f8f244ab | |||
5f20f5d0a0 | |||
02e54d6518 |
7 changed files with 594 additions and 23 deletions
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@ -1,6 +1,6 @@
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# figura-skin
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my figura avatar!! this currently targets version **0.15**
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my figura avatar!! this currently targets version **0.1.5**
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`textures/main.png` contains the skins base, which can be used as your default minecraft skin if you so choose
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@ -8,4 +8,4 @@ my figura avatar!! this currently targets version **0.15**
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to get proper typings, find the correct branch for your figura version [on this repository](github.com/GrandpaScout/FiguraRewriteVSDocs/). then, copy everything from the `src/` folder into your current working folder here
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unfortunately, 0.15 typings aren't done yet, so just make sure it works :)
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unfortunately, 0.1.5 typings aren't done yet, so just make sure it works :)
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@ -4,7 +4,8 @@
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"authors": [
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"reidlab",
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"mrsirsquishy: Squishy's API",
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"purpledeni + Manuel_: Gradient Scroll Nickname",
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"Agapurnis: Gradient and nameplate script",
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"skyevg: Oklab script",
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"adristel: Wet Clothes/Fur Script"
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],
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"color": "#d87b5a",
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370
scripts/libs/gradient.lua
Normal file
370
scripts/libs/gradient.lua
Normal file
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@ -0,0 +1,370 @@
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-- work in pewgross
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-- do not share !!
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---@class UnitRGBA: Vector4 [r, g, b, a]; all values are 0-1.
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local UnitRGBA = {};
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---@param vector Vector4 a Vector4 matching the format of UnitRGBA ([r, g, b, a]; all values are 0-1)
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---@return UnitRGBA? output nil the vector with the new metatable if valid, otherwise nil
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---@return string? error a string describing the error if invalid, otherwise nil
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---@nodiscard
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---@see UnitRGBA.fromUnitStrict to throw an error instead of returning nil
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function UnitRGBA.fromUnit(vector)
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for i, v in ipairs({vector:unpack()}) do
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if type(v) ~= "number" then
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return nil, "Vector component " .. i .. " is not a number";
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end
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if v < 0 or v > 1 then
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return nil, "Vector component " .. i .. " is not in the range 0-1; got " .. v;
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end
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end
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return setmetatable({ vector = vector }, UnitRGBA), nil;
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end
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---@param vector Vector4 a Vector4 matching the format of UnitRGBA ([r, g, b, a]; all values are 0-1)
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---@return UnitRGBA vector the vector with the new metatable if valid. otherwise, an error is thrown
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---@nodiscard
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---@see UnitRGBA.fromUnit to return nil instead of throwing an error
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function UnitRGBA.fromUnitStrict(vector)
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local result, why = UnitRGBA.fromUnit(vector);
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if result == nil then
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error("Invalid vector: " .. why);
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end
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return result;
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end
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---@param vector Vector4 a Vector4 matching the format of UnitRGBA ([r, g, b, a]; all values are 0-255)
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---@return UnitRGBA? output nil the vector with the new metatable if valid, otherwise nil
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---@return string? error a string describing the error if invalid, otherwise nil
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---@nodiscard
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---@see UnitRGBA.fromU8Strict to throw an error instead of returning nil
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function UnitRGBA.fromU8(vector)
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for i, v in ipairs(vector) do
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if type(v) ~= "number" then
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return nil, "Vector component " .. i .. " is not a number";
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end
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if v < 0 or v > 255 then
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return nil, "Vector component " .. i .. " is not in the range 0-255";
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end
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end
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return setmetatable({ vector = vector / 255 }, UnitRGBA), nil;
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end
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---@param vector Vector4 a Vector4 matching the format of UnitRGBA ([r, g, b, a]; all values are 0-255)
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---@return UnitRGBA vector the vector with the new metatable if valid. otherwise, an error is thrown
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---@nodiscard
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---@see UnitRGBA.fromU8 to return nil instead of throwing an error
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function UnitRGBA.fromU8Strict(vector)
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local result, why = UnitRGBA.fromU8(vector);
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if result == nil then
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error("Invalid vector: " .. why);
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end
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return result;
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end
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---@param vector Vector4 a Vector4 matching the format of UnitRGBA ([r, g, b, a]; all values are 0-1)
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---@return UnitRGBA vector the vector with the new metatable
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---@nodiscard
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function UnitRGBA.fromUnitClamping(vector)
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vector[1] = math.clamp(vector[1], 0, 1);
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vector[2] = math.clamp(vector[2], 0, 1);
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vector[3] = math.clamp(vector[3], 0, 1);
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vector[4] = math.clamp(vector[4], 0, 1);
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return setmetatable({ vector = vector }, UnitRGBA);
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end
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---@param hex string a color in hexadecimal format (e.g. "#FF00FF")
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---@return UnitRGBA? output the color with the new metatable if valid, otherwise nil
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---@return string? error a string describing the error if invalid, otherwise nil
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---@nodiscard
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---@see UnitRGBA.fromHexStrict to throw an error instead of returning nil
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function UnitRGBA.fromHex(hex)
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if type(hex) ~= "string" then
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return nil, "not a string";
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end
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if hex:sub(1, 1) == "#" then
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hex = hex:sub(2);
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end
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if hex:len() ~= 6 and hex:len() ~= 8 then
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return nil, "not 6 or 8 characters long";
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end
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local vector = vec(0, 0, 0, 1);
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for i = 1, 3 do
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local value = tonumber(hex:sub(i * 2 - 1, i * 2), 16);
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if value == nil then
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return nil, "contains non-hex characters";
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end
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vector[i] = value / 255;
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end
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if hex:len() == 8 then
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local value = tonumber(hex:sub(7, 8), 16);
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if value == nil then
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return nil, "contains non-hex characters";
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end
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vector[4] = value / 255;
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else
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vector[4] = 1;
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end
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return setmetatable({ vector = vector }, UnitRGBA), nil;
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end
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---@param hex string a color in hexadecimal format (e.g. "#FF00FF")
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---@return UnitRGBA color the color with the new metatable if valid. otherwise, an error is thrown
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---@nodiscard
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---@see UnitRGBA.fromHex to return nil instead of throwing an error
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function UnitRGBA.fromHexStrict(hex)
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local result, why = UnitRGBA.fromHex(hex);
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if result == nil then
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error("Invalid hex color: " .. why);
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end
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return result;
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end
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---@return boolean opaque whether the color is *fully opaque* (as in, a == 1, not just a > 0).
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---@see UnitRGBA:isTranslucent to see if the color is partially or fully transparent.
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---@see UnitRGBA:isTransparent to see if the color is fully transparent.
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---@nodiscard
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function UnitRGBA:isOpaque()
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return self.vector[4] == 1;
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end
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---@return boolean transparent whether the color is *fully transparent* (as in, a == 0, not just a < 1).
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---@see UnitRGBA:isTranslucent to see if the color is partially transparent.
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---@see UnitRGBA:isOpaque to see if the color is fully opaque.
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---@nodiscard
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function UnitRGBA:isTransparent()
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return self.vector[4] == 0;
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end
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---@return boolean translucent whether the color is *translucent* (as in, a < 1).
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---@see UnitRGBA:isTransparent to see if the color is fully transparent.
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---@see UnitRGBA:isOpaque to see if the color is fully opaque.
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---@nodiscard
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function UnitRGBA:isTranslucent()
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return self.vector[4] < 1;
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end
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function UnitRGBA:toVec3()
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return vec(self.vector[1], self.vector[2], self.vector[3]);
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end
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---@return Vector4 vector Vector4 with format ([r, g, b, a]; all values are 0-255)
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---@nodiscard
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function UnitRGBA:toU8vec4()
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return vec(self.vector[1] * 255, self.vector[2] * 255, self.vector[3] * 255, self.vector[4] * 255);
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end
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---@return Vector3 vector Vector3 with format ([r, g, b]; all values are 0-255)
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---@nodiscard
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function UnitRGBA:toU8vec3()
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local a = vec(self.vector[1] * 255, self.vector[2] * 255, self.vector[3] * 255)
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return a
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end
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---@param hash? boolean? whether to include the hash symbol (#) in the output. defaults to true
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---@param alpha? boolean? whether to include the alpha channel in the output. defaults to true
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---@return string hex the color in RGBA hexadecimal format (e.g. "#FF00FF")
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---@nodiscard
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function UnitRGBA:toHex(hash, alpha)
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local hex = (hash == nil or hash) and "#" or "";
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local iter = (alpha == nil or alpha) and 4 or 3;
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for i = 1, iter do
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local value = math.round(self.vector[i] * 255);
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hex = hex .. string.format("%02X", value);
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end
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return hex;
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end
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function UnitRGBA:__index(key)
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return rawget(UnitRGBA, key) or self.vector[key];
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end
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function UnitRGBA:__tostring()
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return "UnitRGBA(" .. table.concat(self.vector, ", ") .. ")";
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end
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function UnitRGBA:__sub(other)
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return UnitRGBA.fromUnitClamping(vec(
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self.vector[1] - other.vector[1],
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self.vector[2] - other.vector[2],
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self.vector[3] - other.vector[3],
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self.vector[4] - other.vector[4]
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));
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end
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--- Transparent white.
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UnitRGBA.TRANSPARENT_WHITE = UnitRGBA.fromUnitStrict(vec(1, 1, 1, 0));
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--- Transparent black.
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UnitRGBA.TRANSPARENT_BLACK = UnitRGBA.fromUnitStrict(vec(0, 0, 0, 0));
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--- Opaque white.
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UnitRGBA.WHITE = UnitRGBA.fromUnitStrict(vec(1, 1, 1, 1));
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--- Opaque black.
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UnitRGBA.BLACK = UnitRGBA.fromUnitStrict(vec(0, 0, 0, 1));
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---@class Keypoint - A keypoint (interpolation point definition) in a gradient.
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---@field public color UnitRGBA color of the keypoint
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---@field public time number a number between 0 and 1 (inclusive on both ends)
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local Keypoint = {};
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---Returns a new Keypoint object.
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---@param color UnitRGBA color of the keypoint
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---@param time number a number between 0 and 1 (inclusive on both ends)
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---@return Keypoint
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---@nodiscard
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function Keypoint.new(color, time)
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return setmetatable({
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color = color,
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time = time
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}, Keypoint);
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end
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---@class Gradient A gradient definition.
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---@field public keypoints Keypoint[] a list of keypoint objects
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---@field public loop boolean whether the gradient should loop when given out-of-bounds time values. if false, an error is instead thrown.
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local Gradient = {};
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---Returns a new Gradient object.
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---@param keypoints Keypoint[] a list of keypoint objects
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---@param loop boolean? whether the gradient should loop when given out-of-bounds time values. if false, an error is instead thrown. defaults to true.
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---@return Gradient
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---@nodiscard
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function Gradient.new(keypoints, loop)
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return setmetatable({
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keypoints = keypoints,
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loop = loop == nil or loop
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}, Gradient);
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end
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local function easeInOutQuad(t)
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return t < 0.5 and 2 * t * t or 1 - (-2 * t + 2)^2 / 2
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end
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local oklab = require("scripts.libs.oklab")
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---Returns the color of the gradient at a given time.
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---@param time number a number between 0 and 1 (inclusive on both ends) (can extend beyond this range if Gradient.loop is true)
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---@return UnitRGBA? color the color of the gradient at the given time, or nil if the time is out of bounds and Gradient.loop is false
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function Gradient:at(time)
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if time < 0 or time > 1 then
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if not self.loop then
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return nil;
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end
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time = time % 1;
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end
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if time == 0 then return self.keypoints[1].color
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elseif time == 1 then return self.keypoints[#self.keypoints].color
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end
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for i = 1, #self.keypoints - 1 do
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local this = self.keypoints[i]
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local next = self.keypoints[i + 1]
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if time >= this.time and time < next.time then
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local t = easeInOutQuad((time - this.time) / (next.time - this.time));
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local alpha = math.lerp(this.color.a, next.color.a, t)
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local La, Aa, Ba = oklab.srgbToLinear(this.color.xyz):unpack()
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local Lb, Ab, Bb = oklab.srgbToLinear(next.color.xyz):unpack()
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local mixed = vec(
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math.lerp(La, Lb, easeInOutQuad(t)),
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math.lerp(Aa, Ab, t),
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math.lerp(Ba, Bb, t)
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)
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mixed = oklab.linearToSrgb(mixed);
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mixed = vec(mixed.x, mixed.y, mixed.z, alpha)
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return UnitRGBA.fromUnitClamping(mixed);
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end
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end
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if #self.keypoints == 1 then
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return self.keypoints[1].color;
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end
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error("Gradient.at: time " .. time .. " is out of bounds");
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end
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---@param colors string[] a list of colors in hexadecimal format (e.g. "#FF00FF")
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---@param loop boolean? whether the gradient should loop when given out-of-bounds time values. if false, an error is instead thrown. defaults to true.
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---@return Gradient gradient the gradient with the new metatable if valid. otherwise, an error is thrown
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function Gradient.distributedHex(colors, loop)
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local keypoints = {};
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for i, hex in ipairs(colors) do
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local time = (i - 1) / (#colors - 1);
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local color = UnitRGBA.fromHexStrict(hex);
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table.insert(keypoints, Keypoint.new(color, time));
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end
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return Gradient.new(keypoints, loop);
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end
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function Gradient:__index(key)
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return rawget(Gradient, key) or self[key];
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end
|
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---@class SimpleGradientBuilder
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---@field public colors UnitRGBA[] a list of colors
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local SimpleGradientBuilder = {};
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---@return SimpleGradientBuilder builder a simple gradient builder
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function SimpleGradientBuilder.new()
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return setmetatable({ colors = {} }, { __index = SimpleGradientBuilder });
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end
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---Reflect the colors of the gradient; this makes it nicer when looping.
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---@param reflect_last boolean? whether to also reflect the final color, such that it would appear twice in a row at the middle. if false, it'll only be present once
|
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---@return SimpleGradientBuilder self builder for chaining
|
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function SimpleGradientBuilder:reflect(reflect_last)
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---@type UnitRGBA[]
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local reflected = {};
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for i = 1, #self.colors - 1 do
|
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table.insert(reflected, self.colors[i]);
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end
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table.insert(reflected, self.colors[#self.colors])
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if reflect_last then
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table.insert(reflected, self.colors[#self.colors])
|
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end
|
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for i = #self.colors - 1, 1, -1 do
|
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table.insert(reflected, self.colors[i])
|
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end
|
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self.colors = reflected
|
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return self;
|
||||
end
|
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---"Thicken" the gradient by duplicating every keypoint. This means that the actual colors themselves will have as much presence as the transitions.
|
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---@param amount? integer how many times to duplicate each keypoint. defaults to 1.
|
||||
---@return SimpleGradientBuilder self builder for chaining
|
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function SimpleGradientBuilder:thicken(amount)
|
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amount = amount or 1;
|
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local thickened = {};
|
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for i = 1, #self.colors do
|
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for _ = 0, amount do
|
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table.insert(thickened, self.colors[i])
|
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end
|
||||
end
|
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self.colors = thickened;
|
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return self;
|
||||
end
|
||||
---@param loop boolean? whether the gradient should loop when given out-of-bounds time values. if false, an error is instead thrown. defaults to true.
|
||||
---@return Gradient gradient the constructed gradient
|
||||
function SimpleGradientBuilder:build(loop)
|
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loop = loop == nil or loop;
|
||||
|
||||
---@type Keypoint[]
|
||||
local keypoints = {};
|
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for i, color in ipairs(self.colors) do
|
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table.insert(keypoints, Keypoint.new(color, (i - 1) / (#self.colors - 1)));
|
||||
end
|
||||
|
||||
return setmetatable({
|
||||
keypoints = keypoints,
|
||||
loop = loop
|
||||
}, Gradient);
|
||||
end
|
||||
---@param colors string[] | string hexadecimal color(s) to add
|
||||
function SimpleGradientBuilder:add(colors)
|
||||
if type(colors) == "string" then
|
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colors = {colors}
|
||||
end
|
||||
for _, color in ipairs(colors) do
|
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table.insert(self.colors, UnitRGBA.fromHexStrict(color))
|
||||
end
|
||||
return self;
|
||||
end
|
||||
|
||||
return {
|
||||
UnitRGBA = UnitRGBA,
|
||||
Keypoint = Keypoint,
|
||||
Gradient = Gradient,
|
||||
SimpleGradientBuilder = SimpleGradientBuilder,
|
||||
}
|
113
scripts/libs/oklab.lua
Normal file
113
scripts/libs/oklab.lua
Normal file
|
@ -0,0 +1,113 @@
|
|||
local lib = {}
|
||||
|
||||
---@param x number
|
||||
---@return number
|
||||
local function fromLinear(x)
|
||||
if x >= 0.0031308 then
|
||||
return 1.055 * math.pow(x, 1.0/2.4) - 0.055
|
||||
else
|
||||
return 12.92 * x
|
||||
end
|
||||
end
|
||||
|
||||
---@param x number
|
||||
---@return number
|
||||
local function toLinear(x)
|
||||
if x >= 0.04045 then
|
||||
return math.pow((x + 0.055)/(1 + 0.055), 2.4)
|
||||
else
|
||||
return x / 12.92
|
||||
end
|
||||
end
|
||||
|
||||
---Converts from sRGB to Linear sRGB
|
||||
---@param color Vector3
|
||||
---@return Vector3
|
||||
function lib.srgbToLinear(color)
|
||||
return vec(toLinear(color.x), toLinear(color.y), toLinear(color.z))
|
||||
end
|
||||
|
||||
---Converts from Linear sRGB to sRGB
|
||||
---@param color Vector3
|
||||
---@return Vector3
|
||||
function lib.linearToSrgb(color)
|
||||
return vec(fromLinear(color.x), fromLinear(color.y), fromLinear(color.z))
|
||||
end
|
||||
|
||||
---Converts from Linear sRGB to OKLAB
|
||||
---@param color Vector3
|
||||
---@return Vector3
|
||||
function lib.linearToOklab(color)
|
||||
local l = 0.4122214708 * color.r + 0.5363325363 * color.g + 0.0514459929 * color.b
|
||||
local m = 0.2119034982 * color.r + 0.6806995451 * color.g + 0.1073969566 * color.b
|
||||
local s = 0.0883024619 * color.r + 0.2817188376 * color.g + 0.6299787005 * color.b
|
||||
|
||||
local l_ = math.pow(l, 1/3)
|
||||
local m_ = math.pow(m, 1/3)
|
||||
local s_ = math.pow(s, 1/3)
|
||||
|
||||
return vec(
|
||||
0.2104542553*l_ + 0.7936177850*m_ - 0.0040720468*s_,
|
||||
1.9779984951*l_ - 2.4285922050*m_ + 0.4505937099*s_,
|
||||
0.0259040371*l_ + 0.7827717662*m_ - 0.8086757660*s_
|
||||
)
|
||||
end
|
||||
|
||||
---Converts from OKLAB to Linear sRGB
|
||||
---@param color Vector3
|
||||
---@return Vector3
|
||||
function lib.oklabToLinear(color)
|
||||
local l_ = color.x + 0.3963377774 * color.y + 0.2158037573 * color.z;
|
||||
local m_ = color.x - 0.1055613458 * color.y - 0.0638541728 * color.z;
|
||||
local s_ = color.x - 0.0894841775 * color.y - 1.2914855480 * color.z;
|
||||
|
||||
local l = l_*l_*l_;
|
||||
local m = m_*m_*m_;
|
||||
local s = s_*s_*s_;
|
||||
|
||||
return vec(
|
||||
4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s,
|
||||
-1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s,
|
||||
-0.0041960863 * l - 0.7034186147 * m + 1.7076147010 * s
|
||||
)
|
||||
end
|
||||
|
||||
---Converts from LAB to LCh
|
||||
---@param color Vector3
|
||||
---@return Vector3
|
||||
function lib.labToLch(color)
|
||||
return vec(
|
||||
color.x,
|
||||
math.sqrt(color.y * color.y + color.z * color.z),
|
||||
math.deg(math.atan2(color.z, color.y))
|
||||
)
|
||||
end
|
||||
|
||||
---Converts from LCh to LAB
|
||||
---@param color Vector3
|
||||
---@return Vector3
|
||||
function lib.lchToLab(color)
|
||||
return vec(
|
||||
color.x,
|
||||
color.y * math.cos(math.rad(color.z)),
|
||||
color.y * math.sin(math.rad(color.z))
|
||||
)
|
||||
end
|
||||
|
||||
|
||||
|
||||
---Converts from sRGB to OKLCh
|
||||
---@param color Vector3
|
||||
---@return Vector3
|
||||
function lib.srgbToOklch(color)
|
||||
return lib.labToLch(lib.linearToOklab(lib.srgbToLinear(color)))
|
||||
end
|
||||
|
||||
---Converts from OKLCh to sRGB
|
||||
---@param color Vector3
|
||||
---@return Vector3
|
||||
function lib.oklchToSrgb(color)
|
||||
return lib.linearToSrgb(lib.oklabToLinear(lib.lchToLab(color)))
|
||||
end
|
||||
|
||||
return lib
|
|
@ -1,22 +1,110 @@
|
|||
local name = "reidlab!"
|
||||
local colors = { "#d87b5a", "#e0ab91" }
|
||||
local offset = 0.05
|
||||
local speed = 0.05
|
||||
local g = require("scripts.libs.gradient")
|
||||
|
||||
colors[#colors + 1] = colors[1]
|
||||
offset = offset / speed
|
||||
---@class ColoredText
|
||||
---@field text string
|
||||
---@field color string
|
||||
|
||||
events.TICK:register(function ()
|
||||
local newName = "["
|
||||
|
||||
for i = 1, #name, 1 do
|
||||
local counter = (((world.getTime() + offset * i) * speed) % (#colors - 1)) + 1
|
||||
local counterFloored = math.floor(counter)
|
||||
local color = math.lerp(vectors.hexToRGB(colors[counterFloored]), vectors.hexToRGB(colors[counterFloored + 1]), counter - counterFloored)
|
||||
newName = newName .. '{"text":"' .. name:sub(i,i) .. '","color":"#' .. vectors.rgbToHex(color) .. '"},'
|
||||
avatar:setColor(color)
|
||||
---@param name string
|
||||
---@param gradient Gradient
|
||||
---@param nameplates Nameplate | Nameplate[] where to use the animated name
|
||||
---@param count number number of gradients to be present in the span
|
||||
---@param phase_shift_rate number how fast to shift the gradient
|
||||
---@returns fun():void # function to unregister
|
||||
local function animate_gradient_name(name, gradient, nameplates, count, phase_shift_rate)
|
||||
if type(nameplates) ~= "table" then
|
||||
nameplates = {nameplates}
|
||||
end
|
||||
|
||||
newName = newName:sub(1, #newName - 1) .. "]"
|
||||
nameplate.ALL:setText(newName)
|
||||
end)
|
||||
local string_width = client.getTextWidth(name) / count;
|
||||
local string_width_chars = {};
|
||||
for i = 1, #name do
|
||||
string_width_chars[i] = client.getTextWidth(name:sub(i, i))
|
||||
end
|
||||
|
||||
---@type ColoredText[]
|
||||
local result = {}
|
||||
|
||||
local phase_shift = 0;
|
||||
local function render()
|
||||
if client.isPaused() then
|
||||
return
|
||||
end
|
||||
|
||||
local acc = 0;
|
||||
for i = 1, #name do
|
||||
local offset = acc + string_width_chars[i];
|
||||
local color = gradient:at((offset / string_width) + phase_shift);
|
||||
acc = offset
|
||||
|
||||
result[i] = {
|
||||
text = name:sub(i, i),
|
||||
color = color:toHex(true, false)
|
||||
}
|
||||
end
|
||||
|
||||
phase_shift = phase_shift + phase_shift_rate
|
||||
|
||||
local json = toJson(result);
|
||||
for _, nameplate in pairs(nameplates) do
|
||||
nameplate:setText(json)
|
||||
end
|
||||
end
|
||||
|
||||
events.render:register(render)
|
||||
return function ()
|
||||
events.render:remove(render)
|
||||
end
|
||||
end
|
||||
|
||||
---@param name string
|
||||
---@param gradient Gradient
|
||||
---@param nameplates Nameplate | Nameplate[] where to use the static name
|
||||
---@param count number number of gradients to be present in the span
|
||||
---@param phase_shift number shift of the gradient
|
||||
local function static_gradient_name(name, gradient, nameplates, count, phase_shift)
|
||||
if type(nameplates) ~= "table" then
|
||||
nameplates = {nameplates}
|
||||
end
|
||||
|
||||
local string_width = client.getTextWidth(name) / count;
|
||||
local string_width_chars = {};
|
||||
for i = 1, #name do
|
||||
string_width_chars[i] = client.getTextWidth(name:sub(i, i))
|
||||
end
|
||||
|
||||
---@type ColoredText[]
|
||||
local result = {}
|
||||
|
||||
local acc = 0;
|
||||
for i = 1, #name do
|
||||
local offset = acc + string_width_chars[i];
|
||||
local color = gradient:at((offset / string_width) + phase_shift);
|
||||
acc = offset
|
||||
|
||||
result[i] = {
|
||||
text = name:sub(i, i),
|
||||
color = color:toHex(true, false)
|
||||
}
|
||||
end
|
||||
|
||||
local json = toJson(result);
|
||||
for _, nameplate in pairs(nameplates) do
|
||||
nameplate:setText(json)
|
||||
end
|
||||
end
|
||||
|
||||
local name = "reidlab!"
|
||||
local gradient_count = 1
|
||||
local gradient = g.SimpleGradientBuilder.new()
|
||||
:add({ "#d87b5a", "#e0ab91" })
|
||||
:reflect(false)
|
||||
:build()
|
||||
|
||||
animate_gradient_name(name, gradient, {
|
||||
nameplate.ENTITY,
|
||||
nameplate.LIST
|
||||
}, gradient_count, 0.005)
|
||||
|
||||
static_gradient_name(name, gradient, {
|
||||
nameplate.CHAT
|
||||
}, gradient_count, 0)
|
||||
|
|
|
@ -24,7 +24,6 @@ events.TICK:register(function ()
|
|||
if world.getTime() % driptime == 0 and tw ~= 1 and not (player:isUnderwater()) then for _ = 0, driptime*0.5 do particles:newParticle("falling_dripstone_water",player:getPos():add(offset+vec(0,0.7,0)),offset2) end end
|
||||
if world.getTime() % driptime == 0 and bw ~= 1 and not (player:isInWater()) then for _ = 0, driptime*0.5 do particles:newParticle("falling_dripstone_water",player:getPos():add(offset),offset2:mul(0.5)) end end
|
||||
|
||||
|
||||
utils.forEachNonGroup(models.models.main.LeftArm, function (part) part:setColor(tw,tw,tw) end)
|
||||
utils.forEachNonGroup(models.models.main.RightArm, function (part) part:setColor(tw,tw,tw) end)
|
||||
utils.forEachNonGroup(models.models.main.Head, function (part) part:setColor(tw,tw,tw) end)
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
for _, vanillaModel in ipairs({
|
||||
for _, vanillaModel in pairs({
|
||||
vanilla_model.PLAYER,
|
||||
vanilla_model.ARMOR
|
||||
}) do
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue