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:
parent
c557c62b32
commit
26b9497114
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@ -18328,3 +18251,99 @@ SpriteRenderer:
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@ -46,7 +46,7 @@ TextureImporter:
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spriteMeshType: 1
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alignment: 0
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spriteSheet:
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@ -8,6 +8,22 @@ namespace RhythmHeavenMania.Games.KarateMan
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{
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public class KarateMan : Minigame
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{
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public enum LightBulbType
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{
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Normal = 0,
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Blue = 1,
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Yellow = 2,
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Custom = 3
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}
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public Color[] LightBulbColors = new Color[]
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{
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new Color(0, 0, 0, 0),
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new Color(2, 207, 255),
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new Color(233, 233, 0),
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new Color(0, 0, 0, 0)
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};
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const float hitVoiceOffset = 0.042f;
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public GameObject Pot, Bomb;
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@ -116,10 +132,9 @@ namespace RhythmHeavenMania.Games.KarateMan
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case 1:
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outSnd = "karateman/lightbulbOut";
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p.hitSnd = "karateman/lightbulbHit";
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SpriteRenderer sr = p.BottomSprite.GetComponent<SpriteRenderer>();
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if (tint != default && tint != Color.black) {
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sr.sprite = ObjectBottomSprites[type];
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sr.color = tint;
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p.BulbLightSprite.SetActive(true);
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p.BulbLightSprite.GetComponent<SpriteRenderer>().color = tint;
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}
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break;
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case 2:
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@ -15,10 +15,11 @@ namespace RhythmHeavenMania.Games.KarateMan
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public GameObject Holder;
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private GameObject newHolder;
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public GameObject Sprite;
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public GameObject BottomSprite;
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public GameObject BulbLightSprite;
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private SpriteRenderer spriteComp;
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public GameObject Shadow;
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private SpriteRenderer shadowSpriteComp;
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private SpriteRenderer bulbLightSpriteComp;
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public bool isThrown;
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public bool isHit = false;
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anim = GetComponent<Animator>();
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spriteComp = Sprite.GetComponent<SpriteRenderer>();
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shadowSpriteComp = Shadow.GetComponent<SpriteRenderer>();
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bulbLightSpriteComp = BulbLightSprite.GetComponent<SpriteRenderer>();
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Sprite.transform.eulerAngles = new Vector3(0, 0, Random.Range(0, 360));
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BottomSprite.transform.eulerAngles = Sprite.transform.eulerAngles;
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BulbLightSprite.transform.eulerAngles = Sprite.transform.eulerAngles;
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if (type == 2)
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hitLength = 14f;
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if (normalizedBeat > 1)
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{
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spriteComp.sortingOrder = -20;
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bulbLightSpriteComp.sortingOrder = -20;
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shadowSpriteComp.sortingOrder = -30;
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}
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else
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{
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// Pots closer to Joe are sorted further back.
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spriteComp.sortingOrder = 60 - Mathf.RoundToInt(10f * normalizedBeat);
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int newOrder = 60 - Mathf.RoundToInt(10f * normalizedBeat);
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spriteComp.sortingOrder = newOrder;
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bulbLightSpriteComp.sortingOrder = newOrder;
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}
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}
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@ -291,6 +296,7 @@ namespace RhythmHeavenMania.Games.KarateMan
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isHit = true;
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spriteComp.sortingOrder = 49;
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bulbLightSpriteComp.sortingOrder = 49;
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}
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public void Miss()
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isThrown = false;
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anim.enabled = false;
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spriteComp.sortingOrder = 49;
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bulbLightSpriteComp.sortingOrder = 49;
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}
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private void NewHolder()
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@ -230,9 +230,15 @@ namespace RhythmHeavenMania
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{
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new GameAction("bop", delegate { KarateMan.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 0.5f, true),
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new GameAction("pot", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 0); }, 2),
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new GameAction("bulb", delegate { var e = eventCaller.currentEntity; KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 1, tint: e.colorA); }, 2, false, new List<Param>()
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new GameAction("bulb", delegate {
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var e = eventCaller.currentEntity;
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var c = KarateMan.instance.LightBulbColors[e.type];
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if(e.type == 3) c = e.colorA;
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KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 1, tint: c);
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}, 2, false, new List<Param>()
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{
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new Param("colorA", Color.white, "Light Bulb Color")
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new Param("type", KarateMan.LightBulbType.Normal, "Type"),
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new Param("colorA", new Color(), "Custom Color")
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}),
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new GameAction("rock", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 2); }, 2),
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new GameAction("ball", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 3); }, 2),
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24
Assets/Scripts/SpriteFlicker.cs
Normal file
24
Assets/Scripts/SpriteFlicker.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class SpriteFlicker : MonoBehaviour
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{
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public float flickerInterval;
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SpriteRenderer sr;
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// Start is called before the first frame update
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void Start()
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{
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sr = GetComponent<SpriteRenderer>();
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InvokeRepeating("ToggleVisibility", 0f, flickerInterval);
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}
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// Update is called once per frame
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void ToggleVisibility()
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{
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sr.enabled = !sr.enabled;
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}
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}
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11
Assets/Scripts/SpriteFlicker.cs.meta
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11
Assets/Scripts/SpriteFlicker.cs.meta
Normal file
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