local H=require((game:GetService("\082\101\112\108\105\099\097\116\101\100\083\116\111\114\097\103\101")):WaitForChild("\078\101\118\101\114\109\111\114\101"))local A=H("\077\097\116\104")local Q=H("\083\112\114\105\110\103")local u={}u.ClassName="\082\111\116\097\116\105\110\103\067\104\097\114\097\099\116\101\114"u._transparency=0 local T=96 local V={Target=true;Velocity=true,Speed=true;Position=true;Value=true,Damper=true}function u.new(H)local A=setmetatable({},u)A.Gui=H A._label=A.Gui.Label A._labelTwo=A._label.SecondLabel A._spring=Q.new(0)A.TargetCharacter=" "A.Character=A.TargetCharacter A.TransparencyList=setmetatable({},{__newindex=function(H,A,Q)rawset(H,A,{Gui=Q,Default={TextTransparency=Q.TextTransparency;TextStrokeTransparency=Q.TextStrokeTransparency}})end})A.TransparencyList[1]=A._label A.TransparencyList[2]=A._labelTwo A.Transparency=A.Transparency return A end function u.__index(Q,H)if H=="\067\104\097\114\097\099\116\101\114"then return Q:_intToChar(Q.Value)elseif H=="\073\115\068\111\110\101\065\110\105\109\097\116\105\110\103"then return math.abs(Q.Velocity)<.05 and math.abs(Q.Target-Q.Value)<.05 elseif H=="\078\101\120\116\067\104\097\114\097\099\116\101\114"then return Q:_intToChar(Q.Value+1)elseif V[H]then return Q._spring[H]elseif H=="\084\097\114\103\101\116\067\104\097\114\097\099\116\101\114"then return Q:_intToChar(Q.Target)elseif H=="\084\114\097\110\115\112\097\114\101\110\099\121"then return Q._transparency elseif H=="\084\114\097\110\115\112\097\114\101\110\099\121\077\097\112"then local H=Q.Position%1 H=A.map(H,0,1,math.clamp(math.abs((Q.Velocity*2)/Q.Speed),0,.25),1)local u=1-Q.Transparency return{[Q._label]=H*u;[Q._labelTwo]=(1-H)*u}else return u[H]end end function u.__newindex(u,H,Q)if H=="\067\104\097\114\097\099\116\101\114"then assert(#Q==1,"\067\104\097\114\097\099\116\101\114 \109\117\115\116 \098\101 \108\101\110\103\116\104 \049 \040\097\116\041 "..#Q)u.Value=u:CharToInt(Q)elseif H=="\084\097\114\103\101\116\067\104\097\114\097\099\116\101\114"then assert(#Q==1,"\067\104\097\114\097\099\116\101\114 \109\117\115\116 \098\101 \108\101\110\103\116\104 \049 \040\097\116\041 "..#Q)u.Target=u:CharToInt(Q)elseif V[H]then u._spring[H]=Q elseif H=="\084\114\097\110\115\112\097\114\101\110\099\121"then u._transparency=Q u:UpdatePositionRender()local H=u.TransparencyMap for Q,u in pairs(u.TransparencyList)do local T=H[u.Gui]or error("\071\117\105 \110\111\116 \105\110 \116\114\097\110\115\112\097\114\101\110\099\121 \109\097\112")for H,Q in pairs(u.Default)do u.Gui[H]=A.map(T,0,1,Q,1)end end else rawset(u,H,Q)end end function u.UpdatePositionRender(H)H._label.Text=H.Character H._labelTwo.Text=H.NextCharacter H._label.Position=UDim2.new(0,0,-(H.Position%1),0)end function u.UpdateRender(H)H.Transparency=H.Transparency return H.IsDoneAnimating end function u._intToChar(A,H)H=math.floor(H)return H==T and" "or string.char(H)end function u.CharToInt(A,H)return H==" "and T or string.byte(H)end function u.Destroy(H)H.Gui:Destroy()H.Gui=nil setmetatable(H,nil)end return u
--- Character that rotates for animations
-- @classmod RotatingCharacter

local require = require(game:GetService("ReplicatedStorage"):WaitForChild("Nevermore"))

local Math = require("Math")
local Spring = require("Spring")

local RotatingCharacter = {}
RotatingCharacter.ClassName = "RotatingCharacter"
RotatingCharacter._transparency = 0

-- The key to use (ASCII) that acts as a space. So we get animations that move to this as a hidden value.
local SPACE_CODE = 96
local SPRING_VALUES = {
	Target = true;
	Velocity = true;
	Speed = true;
	Position = true;
	Value = true;
	Damper = true;
}

function RotatingCharacter.new(Gui)
	local self = setmetatable({}, RotatingCharacter)

	self.Gui = Gui

	self._label = self.Gui.Label
	self._labelTwo = self._label.SecondLabel
	self._spring = Spring.new(0)

	self.TargetCharacter = " "
	self.Character = self.TargetCharacter

	self.TransparencyList = setmetatable({}, {
		__newindex = function(transparencyList, index, value)
			rawset(transparencyList, index, {
				Gui = value;
				Default = {
					TextTransparency = value.TextTransparency;
					TextStrokeTransparency = value.TextStrokeTransparency;
				};
			})
		end;
	})
	self.TransparencyList[1] = self._label
	self.TransparencyList[2] = self._labelTwo
	self.Transparency = self.Transparency -- Force update

	return self
end

function RotatingCharacter:__index(index)
	if index == "Character" then
		return self:_intToChar(self.Value)
	elseif index == "IsDoneAnimating" then
		return math.abs(self.Velocity) < 0.05 and math.abs(self.Target - self.Value) < 0.05
	elseif index == "NextCharacter" then
		return self:_intToChar(self.Value+1) -- For rendering purposes.
	elseif SPRING_VALUES[index] then
		return self._spring[index]
	elseif index == "TargetCharacter" then
		return self:_intToChar(self.Target)
	elseif index == "Transparency" then
		return self._transparency
	elseif index == "TransparencyMap" then
		local default = (self.Position % 1)

		-- Adjust transparency upwards based upon velocity
		default = Math.map(default, 0, 1, math.clamp(math.abs(self.Velocity*2/self.Speed), 0, 0.25), 1)

		local modifier = (1 - self.Transparency)

		return {
			[self._label] = default*modifier;
			[self._labelTwo] = (1 - default)*modifier;
		}
	else
		return RotatingCharacter[index]
	end
end

function RotatingCharacter:__newindex(index, value)
	if index == "Character" then
		assert(#value == 1, "Character must be length 1 (at) " .. #value)
		self.Value = self:CharToInt(value)
	elseif index == "TargetCharacter" then
		assert(#value == 1, "Character must be length 1 (at) " .. #value)
		self.Target = self:CharToInt(value)
	elseif SPRING_VALUES[index] then
		self._spring[index] = value
	elseif index == "Transparency" then
		self._transparency = value

		-- We need to call this because if transparency updates and we hit past "IsDoneAnimating" but not past
		-- actual position updates, the TransparencyMap is wrong.
		self:UpdatePositionRender()

		local transparencyMap = self.TransparencyMap

		for _, data in pairs(self.TransparencyList) do
			local transparency = transparencyMap[data.Gui] or error("Gui not in transparency map");
			for property, propValue in pairs(data.Default) do
				data.Gui[property] = Math.map(transparency, 0, 1, propValue, 1)
			end
		end
	else
		rawset(self, index, value)
	end
end

function RotatingCharacter:UpdatePositionRender()
	self._label.Text = self.Character
	self._labelTwo.Text = self.NextCharacter
	self._label.Position = UDim2.new(0, 0, -(self.Position % 1), 0)
end

function RotatingCharacter:UpdateRender()
	--self:UpdatePositionRender() -- Covered by setting transparency. Yeah. This is weird.
	self.Transparency = self.Transparency

	return self.IsDoneAnimating
end

function RotatingCharacter:_intToChar(value)
	value = math.floor(value)
	return value == SPACE_CODE and " " or string.char(value)
end

function RotatingCharacter:CharToInt(char)
	return char == " " and SPACE_CODE or string.byte(char)
end

function RotatingCharacter:Destroy()
	self.Gui:Destroy()
	self.Gui = nil
	setmetatable(self, nil)
end

return RotatingCharacter