Implemented proper sprite, flickering, and dropdown menu

There's now a "type" dropdown menu that allows you to choose between "Normal", "Yellow", "Blue", and "Custom". Custom will use the color specified in the Custom Color field
This commit is contained in:
Carson Kompon 2022-02-26 01:31:35 -05:00
parent c557c62b32
commit 26b9497114
8 changed files with 187 additions and 93 deletions

View file

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View file

@ -8,6 +8,22 @@ namespace RhythmHeavenMania.Games.KarateMan
{
public class KarateMan : Minigame
{
public enum LightBulbType
{
Normal = 0,
Blue = 1,
Yellow = 2,
Custom = 3
}
public Color[] LightBulbColors = new Color[]
{
new Color(0, 0, 0, 0),
new Color(2, 207, 255),
new Color(233, 233, 0),
new Color(0, 0, 0, 0)
};
const float hitVoiceOffset = 0.042f;
public GameObject Pot, Bomb;
@ -116,10 +132,9 @@ namespace RhythmHeavenMania.Games.KarateMan
case 1:
outSnd = "karateman/lightbulbOut";
p.hitSnd = "karateman/lightbulbHit";
SpriteRenderer sr = p.BottomSprite.GetComponent<SpriteRenderer>();
if (tint != default && tint != Color.black) {
sr.sprite = ObjectBottomSprites[type];
sr.color = tint;
p.BulbLightSprite.SetActive(true);
p.BulbLightSprite.GetComponent<SpriteRenderer>().color = tint;
}
break;
case 2:

View file

@ -15,10 +15,11 @@ namespace RhythmHeavenMania.Games.KarateMan
public GameObject Holder;
private GameObject newHolder;
public GameObject Sprite;
public GameObject BottomSprite;
public GameObject BulbLightSprite;
private SpriteRenderer spriteComp;
public GameObject Shadow;
private SpriteRenderer shadowSpriteComp;
private SpriteRenderer bulbLightSpriteComp;
public bool isThrown;
public bool isHit = false;
@ -59,9 +60,10 @@ namespace RhythmHeavenMania.Games.KarateMan
anim = GetComponent<Animator>();
spriteComp = Sprite.GetComponent<SpriteRenderer>();
shadowSpriteComp = Shadow.GetComponent<SpriteRenderer>();
bulbLightSpriteComp = BulbLightSprite.GetComponent<SpriteRenderer>();
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BottomSprite.transform.eulerAngles = Sprite.transform.eulerAngles;
BulbLightSprite.transform.eulerAngles = Sprite.transform.eulerAngles;
if (type == 2)
hitLength = 14f;
@ -201,12 +203,15 @@ namespace RhythmHeavenMania.Games.KarateMan
if (normalizedBeat > 1)
{
spriteComp.sortingOrder = -20;
bulbLightSpriteComp.sortingOrder = -20;
shadowSpriteComp.sortingOrder = -30;
}
else
{
// Pots closer to Joe are sorted further back.
spriteComp.sortingOrder = 60 - Mathf.RoundToInt(10f * normalizedBeat);
int newOrder = 60 - Mathf.RoundToInt(10f * normalizedBeat);
spriteComp.sortingOrder = newOrder;
bulbLightSpriteComp.sortingOrder = newOrder;
}
}
@ -291,6 +296,7 @@ namespace RhythmHeavenMania.Games.KarateMan
isHit = true;
spriteComp.sortingOrder = 49;
bulbLightSpriteComp.sortingOrder = 49;
}
public void Miss()
@ -307,6 +313,7 @@ namespace RhythmHeavenMania.Games.KarateMan
isThrown = false;
anim.enabled = false;
spriteComp.sortingOrder = 49;
bulbLightSpriteComp.sortingOrder = 49;
}
private void NewHolder()

View file

@ -230,9 +230,15 @@ namespace RhythmHeavenMania
{
new GameAction("bop", delegate { KarateMan.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 0.5f, true),
new GameAction("pot", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 0); }, 2),
new GameAction("bulb", delegate { var e = eventCaller.currentEntity; KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 1, tint: e.colorA); }, 2, false, new List<Param>()
new GameAction("bulb", delegate {
var e = eventCaller.currentEntity;
var c = KarateMan.instance.LightBulbColors[e.type];
if(e.type == 3) c = e.colorA;
KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 1, tint: c);
}, 2, false, new List<Param>()
{
new Param("colorA", Color.white, "Light Bulb Color")
new Param("type", KarateMan.LightBulbType.Normal, "Type"),
new Param("colorA", new Color(), "Custom Color")
}),
new GameAction("rock", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 2); }, 2),
new GameAction("ball", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 3); }, 2),

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@ -0,0 +1,24 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpriteFlicker : MonoBehaviour
{
public float flickerInterval;
SpriteRenderer sr;
// Start is called before the first frame update
void Start()
{
sr = GetComponent<SpriteRenderer>();
InvokeRepeating("ToggleVisibility", 0f, flickerInterval);
}
// Update is called once per frame
void ToggleVisibility()
{
sr.enabled = !sr.enabled;
}
}

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