HeavenStudio/Assets/Scripts/Games/KarateMan/KarateMan.cs

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using System;
2021-12-29 06:52:48 +00:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
2022-03-14 14:21:05 +00:00
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
using Jukebox;
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
using System.Linq;
2021-12-29 06:52:48 +00:00
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class RvlNewKarateLoader
{
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
public static Minigame AddGame(EventCaller eventCaller)
{
RiqEntity WarningUpdater(string datamodel, RiqEntity e)
{
if (datamodel == "karateman/hitX")
{
if (e["type"] == null) return null;
int newWarning = (int)e["type"];
newWarning = (e["type"] < 7) ? newWarning + 1 : 0;
e.CreateProperty("whichWarning", newWarning);
e.CreateProperty("pitchVoice", false);
e.CreateProperty("forcePitch", 1);
e.CreateProperty("customLength", false);
e.CreateProperty("cutOut", true);
e.dynamicData.Remove("type");
e.datamodel = "karateman/warnings";
return e;
}
return null;
}
RiqBeatmap.OnUpdateEntity += WarningUpdater;
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
RiqEntity BackgroundUpdater(string datamodel, RiqEntity e)
{
if (e.datamodel == "karateman/set background effects")
{
var toRemove = e.dynamicData.Keys.Where(x => x != "track").ToList();
bool fade = e["type3"] == 3;
e.CreateProperty("presetBg", (int)e["type"]);
e.CreateProperty("startColor", e["colorA"]);
e.CreateProperty("shadowType", (int)e["type2"]);
e.CreateProperty("shadowStart", e["colorB"]);
e.CreateProperty("shadowEnd", e["colorB"]);
e.CreateProperty("textureType", (int)e["type4"]);
e.CreateProperty("autoColor", e["type5"] == (int)KarateMan.ShadowType.Tinted);
e.CreateProperty("startTexture", e["colorC"]);
e.CreateProperty("endTexture", e["colorC"]);
e.CreateProperty("endColor", fade ? e["colorD"] : e["colorA"]);
e.CreateProperty("ease", fade ? (int)Util.EasingFunction.Ease.Linear : (int)Util.EasingFunction.Ease.Instant);
e.CreateProperty("fxType", !fade ? (int)e["type3"] : 3);
foreach (var remove in toRemove) {
e.dynamicData.Remove(remove);
}
e.datamodel = "karateman/background appearance";
return e;
}
return null;
}
RiqBeatmap.OnUpdateEntity += BackgroundUpdater;
// RiqEntity GameCapitalizer(string datamodel, RiqEntity entity)
// {
// if (datamodel.Split('/')[0] == "karateman")
// {
// string name = datamodel.Split('/')[1];
// entity.datamodel = "karateman/" + name;
// var tempData = entity.dynamicData.ToDictionary(x => x.Key);
// foreach ((string key, dynamic item) in tempData)
// {
// if (item.GetType() == typeof(Newtonsoft.Json.Linq.JObject)) {
// entity.dynamicData[key] = new Color((float)item["r"], (float)item["g"], (float)item["b"]);
// }
// Debug.Log(key + ", " + item);
// }
// entity.version = 1;
// return entity;
// } else if (datamodel == "gameManager/switchGame/karateman") {
// entity.datamodel = "gameManager/switchGame/karateman";
// return entity;
// }
// return null;
// }
// RiqBeatmap.OnUpdateEntity += GameCapitalizer;
return new Minigame("karateman", "Karate Man", "fbca3e", false, false, new List<GameAction>()
{
new GameAction("bop", "Bop")
{
function = delegate { var e = eventCaller.currentEntity; KarateMan.instance.ToggleBop(e.beat, e.length, e["toggle2"], e["toggle"]); },
resizable = true,
parameters = new List<Param>()
{
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("toggle2", true, "Bop", "Toggle if Karate Joe should bop for the duration of this event."),
new Param("toggle", false, "Bop (Auto)", "Toggle if Karate Joe should automatically bop until another Bop event is reached.")
},
},
new GameAction("hit", "Toss Object") {
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
function = delegate {
var e = eventCaller.currentEntity;
KarateMan.instance.CreateItem(e.beat, e["type"], e["type2"]);
KarateMan.CreateItemSFX(e.beat, e["type"], e["mute"]);
},
inactiveFunction = delegate {
var e = eventCaller.currentEntity;
KarateMan.QueueCue(e);
KarateMan.CreateItemSFX(e.beat, e["type"], e["mute"]);
},
defaultLength = 2,
parameters = new List<Param>()
{
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("type", KarateMan.HitType.Pot, "Object", "Choose the object to throw."),
new Param("type2", KarateMan.KarateManFaces.Normal, "Success Expression", "Set the facial expression for Karate Joe to show if he hits the object."),
new Param("mute", false, "Mute", "Toggle if the cue should be muted."),
}
},
new GameAction("bulb", "Toss Lightbulb")
{
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
function = delegate {
var e = eventCaller.currentEntity;
KarateMan.instance.CreateBulbSpecial(e.beat, e["type"], e["colorA"], e["type2"], e["sfx"], e["hitSfx"]);
if (!e["mute"]) KarateMan.CreateBulbSFX(e.beat, e["type"], e["sfx"], e["throwSfx"]);
},
inactiveFunction = delegate {
var e = eventCaller.currentEntity;
KarateMan.QueueCue(e);
if (!e["mute"]) KarateMan.CreateBulbSFX(e.beat, e["type"], e["sfx"], e["throwSfx"]);
},
defaultLength = 2,
parameters = new List<Param>()
{
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("type", KarateMan.LightBulbType.Normal, "Type", "Choose the bulb type. Yellow is used for kicks, while Blue is used for combos", new List<Param.CollapseParam>()
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
{
new Param.CollapseParam((x, _) => (int)x == (int)KarateMan.LightBulbType.Custom, new string[] { "colorA" })
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
}),
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("colorA", new Color(1f,1f,1f), "Custom Color", "Choose the color to use."),
new Param("type2", KarateMan.KarateManFaces.Normal, "Success Expression", "Set the facial expression for Karate Joe to show if he hits the object."),
new Param("mute", false, "Mute", "Toggle if the cue should be muted."),
new Param("sfx", KarateMan.LightBulbSfx.Automatic, "SFX", "Choose the type of SFX to use for the bulb.", new List<Param.CollapseParam>()
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
{
new Param.CollapseParam((x, _) => (int)x == (int)KarateMan.LightBulbSfx.Custom, new string[] { "throwSfx", "hitSfx" }),
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
}),
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("throwSfx", "lightbulbOut", "Throw SFX", "Choose the type of SFX to use for throwing the bulb."),
new Param("hitSfx", "lightbulbHit", "Hit SFX", "Choose the type of SFX to use for hitting the bulb."),
},
},
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new GameAction("kick", "Kick")
{
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
function = delegate {
var e = eventCaller.currentEntity;
KarateMan.instance.Kick(e.beat, e["toggle"], e["shouldGlow"], e["type"], e["pitchVoice"], e["forcePitch"], e["cutOut"], e["disableVoice"], e["woodColor"], e["hoopColor"]);
KarateMan.KickSFX();
},
inactiveFunction = delegate {
var e = eventCaller.currentEntity;
KarateMan.QueueCue(e);
KarateMan.KickSFX();
},
defaultLength = 4f,
parameters = new List<Param>()
{
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("toggle", false, "Ball", "Toggle if the barrel should contain a ball instead of a bomb."),
new Param("shouldGlow", true, "Bomb Glow", "Toggle if Joe should be lit up by the bomb in the barrel."),
new Param("type", KarateMan.KarateManFaces.Smirk, "Success Expression", "Set the facial expression for Karate Joe to show if he hits the object."),
new Param("pitchVoice", false, "Pitch Voice", "Toggle if the voice should be pitched.", new List<Param.CollapseParam>()
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "forcePitch" }),
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
}),
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("forcePitch", new EntityTypes.Float(0.5f, 2f, 1f), "Force Pitch", "Set the pitching of the voice, or keep it at 1 for automatic pitching."),
new Param("cutOut", true, "Cut Out Voice", "Toggle if this cue will be cut out if another voiced cue plays."),
new Param("disableVoice", false, "Mute Voice", "Toggle if the voice should be muted."),
new Param("woodColor", new Color(0.451f, 0.302f, 0.271f), "Barrel Wood Color", "Choose the color of the barrel's wood."),
new Param("hoopColor", new Color(0.714f, 0.309f, 0.424f), "Barrel Hoop Color", "Choose the color of the barrel's hoops."),
}
},
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new GameAction("combo", "Combo")
{
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
function = delegate {
var e = eventCaller.currentEntity;
KarateMan.instance.Combo(e.beat, e["type"], e["pitchVoice"], e["forcePitch"], e["cutOut"], e["disableVoice"]);
KarateMan.ComboSFX();
},
inactiveFunction = delegate {
var e = eventCaller.currentEntity;
KarateMan.QueueCue(e);
KarateMan.ComboSFX();
},
defaultLength = 4,
parameters = new List<Param>()
{
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("type", KarateMan.KarateManFaces.Happy, "Success Expression", "Set the facial expression for Karate Joe to show if he hits the object."),
new Param("pitchVoice", false, "Pitch Voice", "Toggle if the voice should be pitched.", new List<Param.CollapseParam>()
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "forcePitch" }),
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
}),
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("forcePitch", new EntityTypes.Float(0.5f, 2f, 1f), "Force Pitch", "Set the pitching of the voice, or keep it at 1 for automatic pitching."),
new Param("cutOut", true, "Cut Out Voice", "Toggle if this cue will be cut out if another voiced cue plays."),
new Param("disableVoice", false, "Mute Voice", "Toggle if the voice should be muted."),
}
},
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new GameAction("warnings", "Text Warnings")
{
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
function = delegate {
var e = eventCaller.currentEntity;
KarateMan.instance.DoWord(e.beat, e.length, e["whichWarning"], e["pitchVoice"], e["forcePitch"], e["customLength"]);
},
defaultLength = 1f,
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
resizable = true,
parameters = new List<Param>()
{
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("whichWarning", KarateMan.HitThree.HitThree, "Warning", "Choose the warning text to show and the sfx to play."),
new Param("pitchVoice", false, "Pitch Voice", "Toggle if the voice should be pitched.", new List<Param.CollapseParam>()
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
{
new Param.CollapseParam((x, _) => (bool)x, new string[] { "forcePitch" }),
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
}),
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("forcePitch", new EntityTypes.Float(0.5f, 2f, 1f), "Force Pitch", "Set the pitching of the voice, or keep it at 1 for automatic pitching."),
new Param("customLength", false, "Stretchable Length", "Toggle if the text should appear for the entire length of the event."),
new Param("cutOut", true, "Cut Out Voice", "Toggle if this cue will be cut out if another voiced cue plays."),
},
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
inactiveFunction = delegate {
var e = eventCaller.currentEntity;
KarateMan.DoWordSound(e.beat, e.length, e["whichWarning"], e["pitchVoice"], e["forcePitch"], e["customLength"]);
}
},
new GameAction("special camera", "Special Camera")
{
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
function = delegate { var e = eventCaller.currentEntity; KarateMan.DoSpecialCamera(e.beat, e.length, e["toggle"]); },
defaultLength = 8f,
resizable = true,
parameters = new List<Param>()
{
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("toggle", true, "Return Camera", "Toggle if the camera should zoom back in."),
},
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
inactiveFunction = delegate { var e = eventCaller.currentEntity; KarateMan.DoSpecialCamera(e.beat, e.length, e["toggle"]); }
},
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new GameAction("prepare", "Prepare")
{
function = delegate { var e = eventCaller.currentEntity; KarateMan.instance.Prepare(e.beat, e.length);},
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
resizable = true,
},
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
new GameAction("set gameplay modifiers", "Flow/Gameplay Modifiers")
{
function = delegate {
var e = eventCaller.currentEntity;
KarateMan.instance.SetGameplayMods(e.beat, e["fxType"], e["type"], e["toggle"]);
},
defaultLength = 0.5f,
parameters = new List<Param>()
{
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("fxType", KarateMan.BackgroundFXType.None, "FX Type", "Set the background effect to be displayed."),
new Param("type", KarateMan.NoriMode.None, "Flow Bar", "Set the type of Flow bar to use."),
// new Param("hitsPerHeart", new EntityTypes.Float(0f, 20f, 0f), "Hits Per Heart", "How many hits it will take for each heart to light up (0 will do it automatically.)"),
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("toggle", true, "Enable Combos", "Toggle if Karate Joe will be able to perform combos. This will not affect Touch Style controls."),
// new Param("toggle2", true, "Enable Kicks", "Allow the player to kick? (Contextual kicks will still be allowed even when off)"),
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
},
},
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
new GameAction("background appearance", "Background Appearance")
2022-08-13 01:06:41 +00:00
{
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
function = delegate {
var e = eventCaller.currentEntity;
KarateMan.instance.BackgroundColor(
e.beat, e.length, e["fxType"],
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
e["presetBg"], e["startColor"], e["endColor"], e["ease"],
e["shadowType"], e["shadowStart"], e["shadowEnd"],
e["textureType"], e["autoColor"], e["startTexture"], e["endTexture"]
);
},
defaultLength = 0.5f,
resizable = true,
parameters = new List<Param>() // uncomment these collapses when overlapping collapses are implemented
{
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("presetBg", KarateMan.BackgroundType.Yellow, "BG Color", "Set the background type. This will fade from the existing background color for the length of the event..", new List<Param.CollapseParam>()
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
{
new Param.CollapseParam((x, _) => (int)x == (int)KarateMan.BackgroundType.Custom, new string[] { "startColor", "endColor" }),
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
}),
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("startColor", new Color(0.985f, 0.79f, 0.243f), "Start BG Color", "Set the color at the start of the event."),
new Param("endColor", new Color(0.985f, 0.79f, 0.243f), "End BG Color", "Set the color at the end of the event."),
new Param("ease", Util.EasingFunction.Ease.Instant, "Ease", "Set the easing of the action."),
new Param("shadowType", KarateMan.ShadowType.Tinted, "Shadow", "Set the shadow type. If Tinted doesn't work with your background color, try Custom.", new List<Param.CollapseParam>()
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
{
new Param.CollapseParam((x, _) => (int)x == (int)KarateMan.ShadowType.Custom, new string[] { "shadowStart", "shadowEnd" }),
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
}),
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("shadowStart", new Color(), "Start Shadow Color", "Set the color at the start of the event."),
new Param("shadowEnd", new Color(), "End Shadow Color", "Set the color at the end of the event."),
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("fxType", KarateMan.BackgroundFXType.None, "FX Type", "Set the background effect to be displayed."),
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("textureType", KarateMan.BackgroundTextureType.Plain, "Texture", "Set the type of background texture to use", new List<Param.CollapseParam>()
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
{
new Param.CollapseParam((x, _) => (int)x != (int)KarateMan.BackgroundTextureType.Plain, new string[] { "startTexture", "endTexture" })
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
}),
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("autoColor", true, "Use BG Color For Texture", "Toggle if the texture should use a tint of the BG Color.", new List<Param.CollapseParam>()
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
{
new Param.CollapseParam((x, _) => !(bool)x, new string[] { "startTexture", "endTexture" })
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
}),
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("startTexture", new Color(), "Start Texture Color", "Set the color at the start of the event."),
new Param("endTexture", new Color(), "End Texture Color", "Set the color at the end of the event."),
},
},
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
// new GameAction("set background effects", "Background Appearance (OLD)")
// {
// function = delegate {
// var e = eventCaller.currentEntity;
// KarateMan.instance.SetBgAndShadowCol(e.beat, e.length, e["type"], e["type2"], e["colorA"], e["colorB"], e["type3"]);
// KarateMan.instance.SetBgFx(e["type4"], e["type5"], e["colorC"], e["colorD"]);
// },
// defaultLength = 0.5f,
// resizable = true,
// parameters = new List<Param>()
// {
// new Param("type", KarateMan.BackgroundType.Yellow, "Background Type", "The preset background type"),
// new Param("type2", KarateMan.ShadowType.Tinted, "Shadow Type", "The shadow type. If Tinted doesn't work with your background color try Custom"),
// new Param("colorA", new Color(), "Custom Background Color", "The background color to use when background type is set to Custom"),
// new Param("colorB", new Color(), "Custom Shadow Color", "The shadow color to use when shadow type is set to Custom. When fading the background colour shadows fade to this color"),
// new Param("type3", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed. Fade uses the entity length to determine colour fading speed"),
// new Param("type4", KarateMan.BackgroundTextureType.Plain, "Texture", "The type of background texture to use"),
// new Param("type5", KarateMan.ShadowType.Tinted, "Color Filter Type", "The method used to apply colour to the texture"),
// new Param("colorC", new Color(), "Custom Filter Color", "The filter color to use when color filter type is set to Custom"),
// new Param("colorD", new Color(), "Fading Filter Color", "When using the Fade background effect, make filter colour fade to this colour"),
// },
// },
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new GameAction("set object colors", "Object Appearance")
{
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
function = delegate {
var e = eventCaller.currentEntity;
KarateMan.instance.UpdateMaterialColour(e["colorA"], e["colorB"], e["colorC"], e["colorD"], e["star"]);
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
},
defaultLength = 0.5f,
parameters = new List<Param>()
{
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("colorA", new Color(1,1,1,1), "Joe Body Color", "Set the color to use for Karate Joe's body."),
new Param("colorB", new Color(0.81f,0.81f,0.81f,1), "Joe Highlight Color", "Set the color to use for Karate Joe's highlights."),
new Param("colorC", new Color(1,1,1,1), "Item Color", "Set the color to use for the thrown items."),
new Param("star", KarateMan.StarColorOption.ItemColor, "Star Color Options", "Set if the color of the stars that appear on hit should be based on the item color.", new()
{
new((x, _) => (int)x == (int)KarateMan.StarColorOption.Custom, new string[] { "colorD" })
}),
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("colorD", new Color(1,1,1,1), "Star Color", "Set the color to use for star particles."),
},
},
new GameAction("particle effects", "Particle Effects")
{
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
function = delegate {
var e = eventCaller.currentEntity;
KarateMan.instance.SetParticleEffect(e.beat, e["type"], e["instant"], e["valA"], e["valB"]);
},
defaultLength = 0.5f,
parameters = new List<Param>()
{
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("type", KarateMan.ParticleType.None, "Particle", "Set the type of particle effect to spawn. Using \"None\" will stop all effects."),
new Param("instant", false, "Instant", "Toggle if the particles should start or stop instantly."),
new Param("valA", new EntityTypes.Float(0f, 64f, 1f), "Wind Strength", "Set the strength of the particle wind."),
new Param("valB", new EntityTypes.Float(1f, 16f, 1f), "Particle Intensity", "Set the intensity of the particle effect.")
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
},
},
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new GameAction("force facial expression", "Facial Expression")
{
function = delegate { KarateMan.instance.SetFaceExpression(eventCaller.currentEntity["type"]); },
defaultLength = 0.5f,
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
resizable = true,
parameters = new List<Param>()
{
Mass Text Update (#615) * Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00
new Param("type", KarateMan.KarateManFaces.Normal, "Facial Expression", "Set the facial expression to force Karate Joe to. Special moves may override this.")
}
},
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
// blah blah blah compatibility
new GameAction("hitX", "Old Warning (you shouldn't see this.)")
{
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
hidden = true,
parameters = new List<Param>(){
new Param("type", KarateMan.HitThree.HitThree, "Which Warning", "The warning text to show and the sfx to play"),
},
},
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
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new GameAction("set background effects", "Background Appearance (OLD)")
{
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
hidden = true,
parameters = new List<Param>()
{
new Param("type", KarateMan.BackgroundType.Yellow, "Background Type", "The preset background type"),
new Param("type2", KarateMan.ShadowType.Tinted, "Shadow Type", "The shadow type. If Tinted doesn't work with your background color try Custom"),
new Param("colorA", new Color(), "Custom Background Color", "The background color to use when background type is set to Custom"),
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
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new Param("colorB", new Color(), "Custom Shadow Color", "The shadow color to use when shadow type is set to Custom. When fading the background colour shadows fade to this color"),
new Param("type3", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed. Fade uses the entity length to determine colour fading speed"),
new Param("type4", KarateMan.BackgroundTextureType.Plain, "Texture", "The type of background texture to use"),
new Param("type5", KarateMan.ShadowType.Tinted, "Color Filter Type", "The method used to apply colour to the texture"),
new Param("colorC", new Color(), "Custom Filter Color", "The filter color to use when color filter type is set to Custom"),
new Param("colorD", new Color(), "Fading Filter Color", "When using the Fade background effect, make filter colour fade to this colour"),
},
},
},
new List<string>() {"agb", "ntr", "rvl", "ctr", "pco", "normal"},
"karate", "en",
new List<string>() {"en"}
);
}
}
}
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namespace HeavenStudio.Games
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{
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using Scripts_KarateMan;
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public class KarateMan : Minigame
{
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
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#region Enums
public enum HitType
{
Pot = 0,
Lightbulb = 1,
Rock = 2,
Ball = 3,
CookingPot = 6,
Alien = 7,
Bomb = 8,
TacoBell = 999
}
public enum HitThree
{
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
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HitOne, // 0
HitTwo, // 1
HitThree, // 2
HitThreeAlt, // 3
HitFour, // 4
Grr, // 5
Warning, // 6
Combo, // 7
}
public enum LightBulbType
{
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Normal,
Blue,
Yellow,
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
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Custom
}
public enum LightBulbSfx
{
Automatic,
Megamix,
DS,
Custom
}
public enum BackgroundType
{
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Yellow,
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Fuchsia,
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Blue,
Red,
Orange,
Pink,
Custom
}
public enum BackgroundFXType
{
None,
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Sunburst,
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
Rings
}
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public enum BackgroundTextureType
{
Plain,
Gradient,
Radial,
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Blood,
SeniorGradient
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}
public enum ShadowType
{
Tinted,
Custom
}
public enum CameraAngle
{
Normal,
Special
}
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public enum ParticleType
{
None,
Snow,
Fire,
Rain
}
public enum KarateManFaces
{
Normal,
Smirk,
Surprise,
Sad,
Lenny,
Happy,
VerySad,
Blush
}
2022-08-06 01:19:18 +00:00
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public enum NoriMode
{
None,
Tengoku,
Mania,
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
ManiaHorizontal,
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}
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
#endregion
static List<RiqEntity> queuedCues = new();
public static bool IsComboEnable = true; //only stops Out combo inputs, this basically makes combo contextual
// public static bool IsKickEnable = true; //same as above, except with kick inputs
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public bool IsNoriActive { get { return Nori.MaxNori > 0; } }
public float NoriPerformance { get { if (IsNoriActive) return Nori.Nori / Nori.MaxNori; else return 1f; } }
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public Color[] LightBulbColors;
public Color[] BackgroundColors;
//camera positions (normal, special)
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[Header("Camera Positions")]
public Transform[] CameraPosition;
Vector3 cameraPosition;
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
// for future astrl : maybe make these not static? (use a RiqEntity check on game switch)
static double startCamSpecial = double.MinValue;
static double wantsReturn = double.MinValue;
static float cameraReturnLength = 0f;
static CameraAngle cameraAngle = CameraAngle.Normal;
//pot trajectory stuff
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[Header("References")]
public Transform ItemHolder;
public GameObject Item;
public KarateManJoe Joe;
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public GameObject NoriGO;
public KarateManNoriController Nori;
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[Header("Colour Map")]
public Material MappingMaterial;
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
public Color BodyColor = Color.white;
public Color HighlightColor = new Color(0.81f, 0.81f, 0.81f);
public Color ItemColor = Color.white;
[NonSerialized] public bool useItemColorForStar = true;
public Color StarColor = Color.white;
2022-08-11 23:36:47 +00:00
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[Header("Word")]
public Animator Word;
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
static double wordStartTime = double.MinValue;
static double wordClearTime = double.MinValue;
2022-08-06 01:19:18 +00:00
[Header("Backgrounds")]
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
// 0 = bg color, 1 = shadow color, 2 = filter color
private double[] colorStartBeats = new double[3] {
-1,
-1,
-1
};
private float[] colorLengths = new float[3];
private Color[] colorStarts, colorEnds = new Color[3];
private Util.EasingFunction.Ease[] colorEases = new Util.EasingFunction.Ease[3];
public int currentBgEffect = (int)BackgroundFXType.None;
public SpriteRenderer BGPlane;
public GameObject BGEffect;
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
public SpriteRenderer[] BGTextures;
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Animator bgEffectAnimator;
SpriteRenderer bgEffectSpriteRenderer;
2022-08-06 01:19:18 +00:00
[Header("Particles")]
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
// wind
2022-08-06 01:19:18 +00:00
public WindZone Wind;
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
public ParticleSystem[] Effects;
2022-08-06 01:19:18 +00:00
[Header("Unloaded Game Calls")]
//public static Queue<Beatmap.Entity> ItemQueue = new Queue<Beatmap.Entity>();
public static bool WantBop = true;
public static bool WantNori = true;
public static int WantNoriType = (int) NoriMode.None;
public static double WantBgChangeStart = double.MinValue;
public static float WantBgChangeLength = 0f;
const int IAAltDownCat = IAMAXCAT;
const int IAAltUpCat = IAMAXCAT + 1;
protected static bool IA_PadAnyDown(out double dt)
{
return PlayerInput.GetPadDown(InputController.ActionsPad.East, out dt)
|| PlayerInput.GetPadDown(InputController.ActionsPad.Up, out dt)
|| PlayerInput.GetPadDown(InputController.ActionsPad.Down, out dt)
|| PlayerInput.GetPadDown(InputController.ActionsPad.Left, out dt)
|| PlayerInput.GetPadDown(InputController.ActionsPad.Right, out dt);
}
protected static bool IA_PadAnyUp(out double dt)
{
return PlayerInput.GetPadUp(InputController.ActionsPad.East, out dt)
|| PlayerInput.GetPadUp(InputController.ActionsPad.Up, out dt)
|| PlayerInput.GetPadUp(InputController.ActionsPad.Down, out dt)
|| PlayerInput.GetPadUp(InputController.ActionsPad.Left, out dt)
|| PlayerInput.GetPadUp(InputController.ActionsPad.Right, out dt);
}
protected static bool IA_PadAny(out double dt)
{
dt = 0;
return PlayerInput.GetPad(InputController.ActionsPad.East)
|| PlayerInput.GetPad(InputController.ActionsPad.Up)
|| PlayerInput.GetPad(InputController.ActionsPad.Down)
|| PlayerInput.GetPad(InputController.ActionsPad.Left)
|| PlayerInput.GetPad(InputController.ActionsPad.Right);
}
protected static bool IA_TouchDown(out double dt)
{
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
&& !instance.IsExpectingInputNow(InputAction_AltDown);
}
protected static bool IA_TouchUp(out double dt)
{
return PlayerInput.GetTouchUp(InputController.ActionsTouch.Tap, out dt)
&& !instance.IsExpectingInputNow(InputAction_AltDown);
}
protected static bool IA_EmptyTouchUp(out double dt)
{
return PlayerInput.GetTouchUp(InputController.ActionsTouch.Tap, out dt) && !PlayerInput.GetFlick(out _);
}
protected static bool IA_PadAltDown(out double dt)
{
return PlayerInput.GetPadDown(InputController.ActionsPad.South, out dt);
}
protected static bool IA_BatonAltDown(out double dt)
{
return PlayerInput.GetSqueezeDown(out dt);
}
protected static bool IA_TouchAltDown(out double dt)
{
return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
&& instance.IsExpectingInputNow(InputAction_AltDown);
}
protected static bool IA_PadAltUp(out double dt)
{
return PlayerInput.GetPadUp(InputController.ActionsPad.South, out dt);
}
protected static bool IA_BatonAltUp(out double dt)
{
return PlayerInput.GetSqueezeUp(out dt);
}
protected static bool IA_TouchAltUp(out double dt)
{
return PlayerInput.GetFlick(out dt)
&& instance.IsExpectingInputNow(InputAction_AltUp);
}
public static PlayerInput.InputAction InputAction_Press =
new("KaratePress", new int[] { IAPressCat, IAPressCat, IAPressCat },
IA_PadAnyDown, IA_TouchDown, IA_BatonBasicPress);
public static PlayerInput.InputAction InputAction_Flick =
new("KaratePress", new int[] { IAFlickCat, IAFlickCat, IAFlickCat },
IA_PadAnyUp, IA_TouchFlick, IA_BatonBasicRelease);
public static PlayerInput.InputAction InputAction_Pressing =
new("KaratePress", new int[] { IAPressingCat, IAPressingCat, IAPressingCat },
IA_PadAny, IA_TouchBasicPressing, IA_BatonBasicPressing);
public static PlayerInput.InputAction InputAction_AltDown =
new("KarateAltDown", new int[] { IAAltDownCat, IAAltDownCat, IAAltDownCat },
IA_PadAltDown, IA_TouchAltDown, IA_BatonAltDown);
public static PlayerInput.InputAction InputAction_AltUp =
new("KarateAltUp", new int[] { IAAltUpCat, IAAltUpCat, IAAltUpCat },
IA_PadAltUp, IA_TouchAltUp, IA_BatonAltUp);
public static PlayerInput.InputAction InputAction_TouchUp =
new("KarateAltUp", new int[] { IAEmptyCat, IAReleaseCat, IAEmptyCat },
IA_PadAltUp, IA_EmptyTouchUp, IA_BatonAltUp);
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
public List<RiqEntity> voiceEntities, hitVoiceEntities = new();
public static KarateMan instance;
2021-12-29 06:52:48 +00:00
private void Awake()
{
instance = this;
SetupBopRegion("karateman", "bop", "toggle");
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
KarateManPot.ResetLastCombo();
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
bgEffectAnimator = BGEffect.GetComponent<Animator>();
bgEffectSpriteRenderer = BGEffect.GetComponent<SpriteRenderer>();
colorEnds =
colorStarts = new Color[] {
BackgroundColors[0],
TintColor(BackgroundColors[0]),
new Color(),
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
};
Update();
}
private void Start()
{
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
Update();
}
public override void OnGameSwitch(double beat)
{
// queued objects
if (queuedCues.Count > 0) {
foreach (var e in queuedCues) {
switch (e.datamodel) {
case "karateman/hit" : CreateItem(e.beat, e["type"], e["type2"]); break;
case "karateman/bulb" : CreateBulbSpecial(e.beat, e["type"], e["colorA"], e["type2"], e["sfx"], e["hitSfx"]); break;
case "karateman/kick" : Kick(e.beat, e["toggle"], e["shouldGlow"], e["type"], e["pitchVoice"], e["forcePitch"], e["cutOut"], e["disableVoice"], e["woodColor"], e["hoopColor"]); break;
case "karateman/combo": Combo(e.beat, e["type"], e["pitchVoice"], e["forcePitch"], e["cutOut"], e["disableVoice"]); break;
default : Debug.LogError($"Karate Man has failed to cue an object with datamodel {e.datamodel} at beat {e.beat}"); break;
}
}
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
queuedCues.Clear();
}
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
EntityPreCheck(beat);
}
public override void OnPlay(double beat)
{
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
EntityPreCheck(beat);
}
void EntityPreCheck(double beat)
{
List<RiqEntity> prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.datamodel.Split(0) == "karateman");
RiqEntity voice = prevEntities.FindLast(c => c.beat < beat && c.datamodel == "karateman/warnings");
if (wordClearTime > beat && wordStartTime < beat && voice != null) {
DoWord(voice.beat, voice.length, voice["whichWarning"], false, 1, voice["customLength"], false);
}
// init colors
RiqEntity bg = prevEntities.FindLast(c => c.beat <= beat && c.datamodel == "karateman/background appearance");
RiqEntity obj = prevEntities.FindLast(c => c.beat <= beat && c.datamodel == "karateman/set object colors");
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
if (bg != null) {
BackgroundColor(
bg.beat, bg.length, bg["fxType"],
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
bg["presetBg"], bg["startColor"], bg["endColor"], bg["ease"],
bg["shadowType"], bg["shadowStart"], bg["shadowEnd"],
bg["textureType"], bg["autoColor"], bg["startTexture"], bg["endTexture"]
);
} else {
var c = new Color();
BackgroundColor(0, 0, 0, 0, c, c, (int)Util.EasingFunction.Ease.Instant, 0, c, c, 0, true, c, c);
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
}
if (obj != null) {
UpdateMaterialColour(obj["colorA"], obj["colorB"], obj["colorC"], obj["colorD"], obj["star"]);
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
} else {
UpdateMaterialColour(Color.white, new Color(0.81f, 0.81f, 0.81f), Color.white, Color.white, (int)StarColorOption.ItemColor);
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
}
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
// init modifier(s)
RiqEntity bop = prevEntities.FindLast(c => c.beat < beat && c.datamodel == "karateman/bop");
RiqEntity flow = prevEntities.FindLast(c => c.beat < beat && c.datamodel == "karateman/set gameplay modifiers");
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
ToggleBop(0, 0, false, bop?["toggle"] ?? true);
2022-08-06 01:19:18 +00:00
if (flow != null) {
int fxType = bg == null || flow.beat > bg.beat ? flow["fxType"] : bg["fxType"];
SetGameplayMods(beat, fxType, flow["type"], flow["toggle"]);
}
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
// get all entities to later check against eachother to cut out voices
voiceEntities = prevEntities.FindAll(c => c.beat > beat && (c.datamodel is "karateman/kick" or "karateman/combo"));
hitVoiceEntities = prevEntities.FindAll(c => c.beat > beat && (c.datamodel is "karateman/warnings" && c["whichWarning"] <= (int)HitThree.HitFour));
2021-12-29 06:52:48 +00:00
}
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
private void Update()
2022-01-20 01:48:52 +00:00
{
var cond = Conductor.instance;
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
var songPos = cond.songPositionInBeatsAsDouble;
if (!cond.isPlaying) {
EntityPreCheck(songPos);
}
switch (currentBgEffect)
{
case (int) BackgroundFXType.Sunburst:
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
bgEffectAnimator.DoNormalizedAnimation("Sunburst", (float)(songPos * 0.5) % 1f);
break;
case (int) BackgroundFXType.Rings:
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
bgEffectAnimator.DoNormalizedAnimation("Rings", (float)(songPos * 0.5) % 1f);
break;
default:
bgEffectAnimator.Play("NoPose", -1, 0);
break;
}
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
if (songPos >= wordClearTime || songPos < wordStartTime) {
Word.Play("NoPose");
2022-01-20 01:48:52 +00:00
}
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
if (songPos >= startCamSpecial && songPos <= wantsReturn)
{
float camX = 0f;
float camY = 0f;
float camZ = 0f;
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
if (songPos <= startCamSpecial + cameraReturnLength)
{
2022-08-06 01:19:18 +00:00
float prog = cond.GetPositionFromBeat(startCamSpecial, cameraReturnLength);
camX = Util.EasingFunction.EaseOutCubic(CameraPosition[0].position.x, CameraPosition[1].position.x, prog);
camY = Util.EasingFunction.EaseOutCubic(CameraPosition[0].position.y, CameraPosition[1].position.y, prog);
camZ = Util.EasingFunction.EaseOutCubic(CameraPosition[0].position.z, CameraPosition[1].position.z, prog);
cameraPosition = new Vector3(camX, camY, camZ);
}
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
else if (songPos >= wantsReturn - cameraReturnLength)
{
2022-08-06 01:19:18 +00:00
float prog = cond.GetPositionFromBeat(wantsReturn - cameraReturnLength, cameraReturnLength);
camX = Util.EasingFunction.EaseOutQuad(CameraPosition[1].position.x, CameraPosition[0].position.x, prog);
camY = Util.EasingFunction.EaseOutQuad(CameraPosition[1].position.y, CameraPosition[0].position.y, prog);
camZ = Util.EasingFunction.EaseOutQuad(CameraPosition[1].position.z, CameraPosition[0].position.z, prog);
cameraPosition = new Vector3(camX, camY, camZ);
}
else
{
cameraPosition = CameraPosition[1].position;
}
}
else
{
2022-08-06 01:19:18 +00:00
if (cameraAngle == CameraAngle.Special)
cameraAngle = CameraAngle.Normal;
cameraPosition = CameraPosition[0].position;
}
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
BackgroundColorUpdate();
GameCamera.AdditionalPosition = cameraPosition - GameCamera.defaultPosition;
BGEffect.transform.position = new Vector3(GameCamera.instance.transform.position.x, GameCamera.instance.transform.position.y, 0);
}
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
private void OnDestroy()
{
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
foreach (var evt in scheduledInputs) {
evt.Disable();
}
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
if (!Conductor.instance.NotStopped()) {
if (queuedCues.Count > 0) queuedCues.Clear();
startCamSpecial = double.MinValue;
wantsReturn = double.MinValue;
cameraReturnLength = 0f;
cameraAngle = CameraAngle.Normal;
}
}
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
private Color TintColor(Color color) => Color.LerpUnclamped(color, new Color(195 / 255f, 48 / 255f, 2 / 255f), 0.45f);
public static void DoSpecialCamera(double beat, float length, bool returns)
{
2022-08-06 01:19:18 +00:00
if (cameraAngle == CameraAngle.Normal)
{
startCamSpecial = beat;
cameraAngle = CameraAngle.Special;
}
wantsReturn = returns ? beat + length - 0.001f : double.MaxValue;
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
cameraReturnLength = Mathf.Min(2f, length * 0.5f);
2022-01-20 01:48:52 +00:00
}
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
public void DoWord(double beat, double length, int type, bool pitchVoice, float forcePitch, bool customLength, bool doSound = true)
{
Word.Play(DoWordSound(beat, length, type, pitchVoice, forcePitch, customLength, doSound));
}
public static string DoWordSound(double beat, double length, int type, bool bpmPitch = false, float forcePitch = 1, bool customLength = false, bool doSound = true)
{
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
double clear = type switch {
<= (int)HitThree.HitFour => beat + 4f,
<= (int)HitThree.Warning => beat + 1f,
_ => beat + 3f,
};
if (type <= (int)HitThree.HitFour && doSound)
{
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
string number = ((HitThree)type).ToString()[3..];
number = char.ToLower(number[0]).ToString() + number[1..];
var sounds = new MultiSound.Sound[] {
new MultiSound.Sound($"karateman/{(type == (int)HitThree.HitThreeAlt ? "hitAlt" : "hit")}", beat + 0.5f, offset: 0.042f),
new MultiSound.Sound($"karateman/{number}", beat + 1f),
};
Array.ForEach(sounds, x => x.pitch = bpmPitch ? Conductor.instance.GetBpmAtBeat(x.beat) / 125 : forcePitch);
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
MultiSound.Play(sounds, forcePlay: true);
}
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
var songPos = Conductor.instance.songPositionInBeatsAsDouble;
if (songPos <= clear && songPos >= beat) {
wordClearTime = customLength ? (beat + length) : clear;
wordStartTime = beat;
}
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
return $"Word0{(type < (int)HitThree.HitThreeAlt ? type : type - 1)}";
}
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
public static void QueueCue(RiqEntity entity)
{
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
queuedCues.Add(entity);
}
2022-03-01 20:37:06 +00:00
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
public static void CreateItemSFX(double beat, int type, bool muteSound = false)
{
if (!muteSound) SoundByte.PlayOneShotGame($"karateman/{(beat % 1.0 == 0.5 ? $"offbeatObject" : "object")}Out", forcePlay: true);
}
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
public static void CreateBulbSFX(double beat, int type, int sfx, string throwSfx)
{
string obj = sfx switch {
(int)LightBulbSfx.Automatic => type == (int)LightBulbType.Yellow ? "LightbulbNtr" : "Lightbulb",
(int)LightBulbSfx.DS => "LightbulbNtr",
(int)LightBulbSfx.Custom => throwSfx,
_ => "Lightbulb",
};
if (sfx != (int)LightBulbSfx.Custom) {
obj = (beat % 1.0 == 0.5) ? $"offbeat{obj}Out" : obj.ToLower() + "Out";
}
SoundByte.PlayOneShotGame($"karateman/{obj}", forcePlay: true);
}
public void CreateItem(double beat, int type, int expression)
{
switch (type)
{
case (int) HitType.Pot:
CreateItemInstance(beat, "Item00", expression);
break;
case (int) HitType.Lightbulb:
var mobj = CreateItemInstance(beat, "Item01", expression, KarateManPot.ItemType.Bulb);
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
mobj.SetBulbColor(LightBulbColors[0]);
break;
case (int) HitType.Rock:
CreateItemInstance(beat, "Item02", expression, KarateManPot.ItemType.Rock);
break;
case (int) HitType.Ball:
CreateItemInstance(beat, "Item03", expression, KarateManPot.ItemType.Ball);
break;
case (int) HitType.CookingPot:
CreateItemInstance(beat, "Item06", expression, KarateManPot.ItemType.Cooking);
break;
case (int) HitType.Alien:
CreateItemInstance(beat, "Item07", expression, KarateManPot.ItemType.Alien);
break;
case (int) HitType.Bomb:
CreateItemInstance(beat, "Item04", expression, KarateManPot.ItemType.Bomb);
break;
case (int) HitType.TacoBell:
CreateItemInstance(beat, "Item99", expression, KarateManPot.ItemType.TacoBell);
break;
default:
CreateItemInstance(beat, "Item00", expression);
break;
}
}
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
public void CreateBulbSpecial(double beat, int type, Color color, int expression, int sfx, string hitSfx = "")
{
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
string obj = sfx switch {
(int)LightBulbSfx.Automatic => type == (int)LightBulbType.Yellow ? "LightbulbNtr" : "Lightbulb",
(int)LightBulbSfx.DS => "LightbulbNtr",
(int)LightBulbSfx.Custom => hitSfx,
_ => "Lightbulb",
};
if (sfx != (int)LightBulbSfx.Custom) obj += "Hit";
var mobj = CreateItemInstance(beat, "Item01", expression, KarateManPot.ItemType.Bulb, hitSfxOverride: $"karateman/{obj}");
mobj.SetBulbColor((type == (int)LightBulbType.Custom) ? color : LightBulbColors[type]);
2021-12-29 06:52:48 +00:00
}
2022-01-19 05:40:49 +00:00
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
public static void ComboSFX()
{
SoundByte.PlayOneShotGame("karateman/barrelOutCombos", forcePlay: true);
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
}
public void Combo(double beat, int expression, bool bpmPitch, float forcePitch, bool cutOut, bool noVoice)
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
{
int comboId = KarateManPot.GetNewCombo();
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
BeatAction.New(this, new List<BeatAction.Action>()
{
new BeatAction.Action(beat, delegate { CreateItemInstance(beat, "Item00", 0, KarateManPot.ItemType.ComboPot1, comboId); }),
new BeatAction.Action(beat + 0.25f, delegate { CreateItemInstance(beat + 0.25f, "Item00", 0, KarateManPot.ItemType.ComboPot2, comboId); }),
new BeatAction.Action(beat + 0.5f, delegate { CreateItemInstance(beat + 0.5f, "Item00", 0, KarateManPot.ItemType.ComboPot3, comboId); }),
new BeatAction.Action(beat + 0.75f, delegate { CreateItemInstance(beat + 0.75f, "Item00", 0, KarateManPot.ItemType.ComboPot4, comboId); }),
new BeatAction.Action(beat + 1f, delegate { CreateItemInstance(beat + 1f, "Item00", 0, KarateManPot.ItemType.ComboPot5, comboId); }),
new BeatAction.Action(beat + 1.5f, delegate { CreateItemInstance(beat + 1.5f, "Item05", expression, KarateManPot.ItemType.ComboBarrel, comboId); }),
});
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
if (noVoice) return;
List<MultiSound.Sound> sounds = new() {
new MultiSound.Sound("karateman/punchy1", beat + 1f),
new MultiSound.Sound("karateman/punchy2", beat + 1.25f),
new MultiSound.Sound("karateman/punchy3", beat + 1.5f),
new MultiSound.Sound("karateman/punchy4", beat + 1.75f),
new MultiSound.Sound("karateman/ko", beat + 2f),
new MultiSound.Sound("karateman/pow", beat + 2.5f)
};
if (voiceEntities.Count > 0 && cutOut)
{
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
RiqEntity firstVoice = voiceEntities.Find(x => x.beat >= beat + 1);
RiqEntity firstHitVoice = hitVoiceEntities.Find(x => x.beat >= beat + 1);
if (firstVoice != null) sounds.RemoveAll(x => x.beat > firstVoice.beat);
if (firstHitVoice != null) sounds.RemoveAll(x => x.beat > firstHitVoice.beat - 0.5);
}
sounds.ForEach(x => x.pitch = bpmPitch ? Conductor.instance.GetBpmAtBeat(x.beat) / 125 : forcePitch);
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
MultiSound.Play(sounds.ToArray(), forcePlay: true);
2022-01-19 05:40:49 +00:00
}
2022-02-27 03:28:15 +00:00
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
public static void KickSFX()
2022-07-29 19:26:59 +00:00
{
SoundByte.PlayOneShotGame("karateman/barrelOutKicks", forcePlay: true);
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
}
2022-07-29 19:26:59 +00:00
public void Kick(double beat, bool ball, bool glow, int expression, bool bpmPitch, float forcePitch, bool cutOut, bool noVoice, Color woodColor, Color hoopColor)
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
{
var barrel = CreateItemInstance(beat, "Item05", expression, KarateManPot.ItemType.KickBarrel, content: ball, shouldGlow: glow);
// red : new Color(0.451f, 0.302f, 0.271f)
// green : new Color(0.302f, 0.169f, 0.035f) - unused?
// blue : new Color(0.714f, 0.31f, 0.424f)
barrel.ItemBarrelMap[0] = woodColor;
barrel.ItemBarrelMap[2] = hoopColor;
if (noVoice) return;
List<MultiSound.Sound> sounds = new() {
new MultiSound.Sound("karateman/punchKick1", beat + 1f),
new MultiSound.Sound("karateman/punchKick2", beat + 1.5f),
new MultiSound.Sound("karateman/punchKick3", beat + 1.75f),
new MultiSound.Sound("karateman/punchKick4", beat + 2.5f),
};
2022-07-29 19:26:59 +00:00
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
if (voiceEntities.Count > 0 && cutOut)
2022-07-29 19:26:59 +00:00
{
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
RiqEntity firstVoice = voiceEntities.Find(x => x.beat >= beat + 1);
RiqEntity firstHitVoice = hitVoiceEntities.Find(x => x.beat >= beat + 1);
if (firstVoice != null) sounds.RemoveAll(x => x.beat > firstVoice.beat);
if (firstHitVoice != null) sounds.RemoveAll(x => x.beat > firstHitVoice.beat);
}
sounds.ForEach(x => x.pitch = bpmPitch ? Conductor.instance.GetBpmAtBeat(x.beat) / 125 : forcePitch);
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
MultiSound.Play(sounds.ToArray(), forcePlay: true);
2022-07-29 19:26:59 +00:00
}
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
public KarateManPot CreateItemInstance(double beat, string awakeAnim, int successExpression, KarateManPot.ItemType type = KarateManPot.ItemType.Pot, int comboId = -1, bool content = false, bool shouldGlow = false, string hitSfxOverride = null)
2022-02-27 03:28:15 +00:00
{
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
GameObject mobj = Instantiate(Item, ItemHolder);
KarateManPot mobjDat = mobj.GetComponent<KarateManPot>();
mobjDat.type = type;
mobjDat.startBeat = beat;
mobjDat.awakeAnim = awakeAnim;
mobjDat.comboId = comboId;
mobjDat.OnHitExpression = successExpression;
mobjDat.KickBarrelContent = content;
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
mobjDat.ShouldGlow = shouldGlow;
mobjDat.hitSfxOverride = hitSfxOverride;
mobj.SetActive(true);
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
return mobjDat;
2022-02-27 03:28:15 +00:00
}
public void BackgroundColor(double beat, float length, int fxType, int presetBG, Color colorStart, Color colorEnd, int colorEaseSet, int shadowType, Color shadowStart, Color shadowEnd, int textureType, bool autoColor, Color filterStart, Color filterEnd)
{
currentBgEffect = fxType;
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
for (int i = 0; i < colorStarts.Length; i++) {
colorStartBeats[i] = beat;
colorLengths[i] = length;
colorEases[i] = (Util.EasingFunction.Ease)colorEaseSet;
}
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
bool preset = presetBG != (int)BackgroundType.Custom;
bool tinted = shadowType == (int)ShadowType.Tinted;
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
Color bgColorStart = preset ? BGPlane.color : colorStart;
colorStarts = new Color[] {
bgColorStart,
tinted ? TintColor(bgColorStart) : shadowStart,
autoColor ? TintColor(bgColorStart): filterStart,
};
Color bgColorEnd = preset ? BackgroundColors[presetBG] : colorEnd;
colorEnds = new Color[] {
bgColorEnd,
tinted ? TintColor(bgColorEnd) : shadowEnd,
autoColor ? TintColor(bgColorEnd) : filterEnd,
};
for (int i = 0; i < BGTextures.Length; i++) {
BGTextures[i].gameObject.SetActive(textureType == (i + 1));
2022-08-19 23:46:37 +00:00
}
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
BackgroundColorUpdate();
}
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
private void BackgroundColorUpdate()
{
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
SpriteRenderer[][] spriteRenderers = new[] {
new[] { BGPlane },
Joe.Shadows,
BGTextures,
};
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
for (int i = 0; i < spriteRenderers.Length; i++)
{
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeats[i], colorLengths[i]));
if (double.IsNaN(normalizedBeat)) normalizedBeat = 0; // happens if the game is stopped onto the first beat
var func = Util.EasingFunction.GetEasingFunction(colorEases[i]);
float[] color = new float[3] {
func(colorStarts[i].r, colorEnds[i].r, normalizedBeat),
func(colorStarts[i].g, colorEnds[i].g, normalizedBeat),
func(colorStarts[i].b, colorEnds[i].b, normalizedBeat),
};
foreach (var renderer in spriteRenderers[i]) {
renderer.color = new Color(color[0], color[1], color[2]);
}
}
}
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
public void SetGameplayMods(double beat, int fxType, int mode, bool combo)
2022-08-13 01:06:41 +00:00
{
NoriGO.SetActive(true);
Nori.SetNoriMode(beat, mode);
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
currentBgEffect = fxType;
2022-08-13 01:06:41 +00:00
IsComboEnable = combo;
// IsKickEnable = kick;
2022-08-13 01:06:41 +00:00
}
public enum StarColorOption
{
ItemColor,
Custom
}
public void UpdateMaterialColour(Color mainCol, Color highlightCol, Color objectCol, Color starCol, int starColOption)
{
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
BodyColor = mainCol;
HighlightColor = highlightCol;
ItemColor = objectCol;
StarColor = starCol;
useItemColorForStar = starColOption == 0;
}
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
public void SetParticleEffect(double beat, int type, bool instant, float windStrength, float particleStrength)
{
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
if (type == (int) ParticleType.None) {
foreach (var eff in Effects) eff.Stop();
return;
}
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
ParticleSystem particleSystem = Effects[type - 1];
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
particleSystem.gameObject.SetActive(true);
particleSystem.Play();
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
var emm = particleSystem.emission;
var main = particleSystem.main;
2022-08-06 01:19:18 +00:00
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
emm.rateOverTime = particleStrength * (type == (int)ParticleType.Rain ? 32f : 6f);
main.prewarm = instant;
2022-08-11 23:36:47 +00:00
2022-08-06 01:19:18 +00:00
Wind.windMain = windStrength;
}
public override void OnBeatPulse(double beat)
{
bool autoBop = BeatIsInBopRegion(beat);
Joe.bop.length = autoBop ? float.MaxValue : 0;
Joe.RequestBop();
}
public void ToggleBop(double beat, float length, bool toggle, bool autoBop)
{
if (toggle)
{
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
var actions = new List<BeatAction.Action>();
for (int i = 0; i < length; i++) actions.Add(new(beat + i, delegate { Joe.Bop(); }));
BeatAction.New(instance, actions);
}
}
public void Prepare(double beat, float length)
{
Joe.Prepare(beat, length);
}
public void SetFaceExpression(int face)
{
Joe.SetFaceExpression(face);
}
2021-12-29 06:52:48 +00:00
}
Karate Man Additions Part 1 (#559) * starting out with adding so many things * voiceless kicks and combos (that one was easy) * queuing objects/specials * starting on cutting out the voice -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice * got rid of basically all of the static variables in favor of checking the last color blocks -also means that the bg and object colors getting held over between remixes shouldn't happen anymore * removed all of the super backwards compatibility -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues * convert karateman to karateMan * conversion stuff start * voice cutting fully works and is consistent now color conversion isn't working, but ill fix it eventually background color isn't working rn either, and moving to the new system has caused a lot of errors * it compiles now this Background Appearance block got hands :bangbang: working on converting everything to the new bg color system this will be so annoying to build a RiqUpdater for. * bunch of small stuff i got this done while i was at a cabin * bg still broken :( * unconvert karateman from karateMan, bg finally works well. bg ALMOST finally works i'll be doing the fx stuff after, and ill combine it with the flow block * bg nearly done * i just might give up on bg compatibility i tried for like an hour and a half to convert it but i couldn't. minenice might be able to but idk. * background + lightbulb stuffs * FINALLY got old bg blocks updating + better bulb sfx store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys. bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues :smiley: moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list camera bug fixed (call update in awake and start) recolorable barrels lol * and with that, it's finished! added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector * fixed a bug the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block * oops forgot to remove a debug log
2023-10-07 18:14:06 +00:00
}