More Animation work and Modernized BG Event
Added animations to move the whole doll on a just/missed input. Fixed bugs with the default hand object not properly playing its animations due to its names previously being changed. Modernized the BG Colors event to have the whole easing dropdown in place of the "Fade?" toggle. Combined the spotlight recoloring section of the BG Colors event with the Hand Colors event to make the Object Colors event.
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maxTextureSize: 2048
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||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: Server
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites: []
|
||||
outline: []
|
||||
physicsShape: []
|
||||
bones: []
|
||||
spriteID: 5e97eb03825dee720800000000000000
|
||||
internalID: 0
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
secondaryTextures: []
|
||||
nameFileIdTable: {}
|
||||
spritePackingTag:
|
||||
pSDRemoveMatte: 0
|
||||
pSDShowRemoveMatteOption: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -44,27 +44,28 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
new GameAction("background color", "Background Colors")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; ClapTrap.instance.FadeBackgroundColor(e["bgColor"], e["fade"], e["spotlightTop"], e["spotlightBottom"], e["spotlightGlow"], e.length); },
|
||||
function = delegate { var e = eventCaller.currentEntity; ClapTrap.instance.BackgroundColor(e["bgColor"], e["bgColorEnd"], e["ease"], e.length, e.beat); },
|
||||
defaultLength = 0.5f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("bgColor", ClapTrap.defaultBgColor, "Background", "The background color"),
|
||||
new Param("fade", false, "Fade?", "Should the background color fade from the current color to the new one?"),
|
||||
new Param("spotlightBottom", ClapTrap.defaultBgColor, "Spotlight Bottom", "The color at the bottom of the spotlight"),
|
||||
new Param("spotlightTop", ClapTrap.glowSpotlight, "Spotlight Top", "The color at the top of the spotlight"),
|
||||
new Param("spotlightGlow", ClapTrap.glowSpotlight, "Spotlight Glow", "The color that glows around the spotlight")
|
||||
new Param("bgColor", ClapTrap.defaultBgColor, "Start Color", "Set the color at the start of the event"),
|
||||
new Param("bgColorEnd", ClapTrap.defaultBgColor, "End Color", "Set the color at the end of the event."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
|
||||
|
||||
},
|
||||
},
|
||||
new GameAction("hand color", "Hand Colors")
|
||||
new GameAction("hand color", "Object Colors")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; ClapTrap.instance.ChangeHandColor(e["stageLeftHandColor"], e["stageRightHandColor"]); },
|
||||
function = delegate { var e = eventCaller.currentEntity; ClapTrap.instance.ChangeHandColor(e["left"], e["right"], e["spotlightTop"], e["spotlightBottom"], e["spotlightGlow"]); },
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("stageLeftHandColor", ClapTrap.defaultLeftColor, "Left Hand Color", "The color used on the dummy's hand (stage left)"),
|
||||
new Param("stageRightHandColor", ClapTrap.defaultRightColor, "Right Hand Color", "The color used on the dummy's hand (stage right)")
|
||||
new Param("left", ClapTrap.defaultLeftColor, "Left Hand", "The color used on the doll's right hand."),
|
||||
new Param("right", ClapTrap.defaultRightColor, "Right Hand", "The color used on the doll's left hand."),
|
||||
new Param("spotlightBottom", ClapTrap.defaultBgColor, "Spotlight Bottom", "The color at the bottom of the spotlight"),
|
||||
new Param("spotlightTop", ClapTrap.glowSpotlight, "Spotlight Top", "The color at the top of the spotlight"),
|
||||
new Param("spotlightGlow", ClapTrap.glowSpotlight, "Spotlight Glow", "The color that glows around the spotlight")
|
||||
},
|
||||
},
|
||||
|
||||
|
|
@ -146,6 +147,12 @@ namespace HeavenStudio.Games
|
|||
[Header("Colors")]
|
||||
public SpriteRenderer bg;
|
||||
|
||||
// i stole these from rhythm tweezers lol
|
||||
private double colorStartBeat = -1;
|
||||
private float colorLength = 0f;
|
||||
private Color colorStart; //obviously put to the default color of the game
|
||||
private Color colorEnd;
|
||||
private Util.EasingFunction.Ease colorEase; //putting Util in case this game is using jukebox
|
||||
Tween bgColorTween;
|
||||
|
||||
public SpriteRenderer stageLeft;
|
||||
|
|
@ -161,6 +168,7 @@ namespace HeavenStudio.Games
|
|||
public Material spotlightMaterial;
|
||||
|
||||
[Header("Animators")]
|
||||
public Animator doll;
|
||||
public Animator dollHead;
|
||||
public Animator dollArms;
|
||||
public Animator dollBody;
|
||||
|
|
@ -195,6 +203,8 @@ namespace HeavenStudio.Games
|
|||
spotlightMaterial.SetColor("_ColorDelta", defaultBgColor);
|
||||
|
||||
backgroundColor = defaultBgColor;
|
||||
colorStart = defaultBgColor;
|
||||
colorEnd = defaultBgColor;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
|
|
@ -213,6 +223,11 @@ namespace HeavenStudio.Games
|
|||
});
|
||||
}
|
||||
|
||||
if (spotlight.activeSelf && currentSpotlightClaps == 0 && forceSpotlight == false)
|
||||
{
|
||||
spotlight.SetActive(false);
|
||||
}
|
||||
|
||||
shadowHead.SetActive(spotlight.activeSelf);
|
||||
shadowLeftArm.SetActive(spotlight.activeSelf);
|
||||
shadowLeftGlove.SetActive(spotlight.activeSelf);
|
||||
|
|
@ -222,13 +237,8 @@ namespace HeavenStudio.Games
|
|||
shadowRightGloveRim.SetActive(spotlight.activeSelf);
|
||||
|
||||
if (spotlight.activeSelf) { dollBody.DoScaledAnimationAsync("BodyIdleLit", 0.5f); }
|
||||
else { dollBody.DoScaledAnimationAsync("BodyIdle", 0.5f); }
|
||||
|
||||
|
||||
if (spotlight.activeSelf && currentSpotlightClaps == 0 && forceSpotlight == false)
|
||||
{
|
||||
spotlight.SetActive(false);
|
||||
bg.color = backgroundColor;
|
||||
else { dollBody.DoScaledAnimationAsync("BodyIdle", 0.5f);
|
||||
BackgroundColorUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -324,9 +334,15 @@ namespace HeavenStudio.Games
|
|||
backgroundColor = color;
|
||||
}
|
||||
|
||||
public void FadeBackgroundColor(Color end, bool fade, Color topSpotlightColor, Color bottomSpotlightColor, Color glowSpotlightColor, float length)
|
||||
public void BackgroundColor(Color start, Color end, int ease, float length, double beat)
|
||||
{
|
||||
if (fade)
|
||||
colorStartBeat = beat;
|
||||
colorLength = length;
|
||||
colorStart = start;
|
||||
colorEnd = end;
|
||||
colorEase = (Util.EasingFunction.Ease)ease;
|
||||
|
||||
/*if (fade)
|
||||
{
|
||||
ChangeBackgroundColor(bg.color, 0f);
|
||||
ChangeBackgroundColor(end, length - 0.0001f);
|
||||
|
|
@ -334,19 +350,32 @@ namespace HeavenStudio.Games
|
|||
else
|
||||
{
|
||||
ChangeBackgroundColor(end, 0f);
|
||||
}
|
||||
|
||||
spotlightMaterial.SetColor("_ColorAlpha", topSpotlightColor);
|
||||
spotlightMaterial.SetColor("_ColorBravo", glowSpotlightColor);
|
||||
spotlightMaterial.SetColor("_ColorDelta", bottomSpotlightColor);
|
||||
}*/
|
||||
}
|
||||
|
||||
public void ChangeHandColor(Color stageLeftHandColor, Color stageRightHandColor)
|
||||
private void BackgroundColorUpdate() // stolen from tweezers too lol
|
||||
{
|
||||
stageLeft.color = stageLeftHandColor;
|
||||
stageLeftRim.color = stageLeftHandColor;
|
||||
stageRight.color = stageRightHandColor;
|
||||
stageRightRim.color = stageRightHandColor;
|
||||
float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
|
||||
|
||||
var func = Util.EasingFunction.GetEasingFunction(colorEase);
|
||||
|
||||
float newR = func(colorStart.r, colorEnd.r, normalizedBeat);
|
||||
float newG = func(colorStart.g, colorEnd.g, normalizedBeat);
|
||||
float newB = func(colorStart.b, colorEnd.b, normalizedBeat);
|
||||
|
||||
bg.color = new Color(newR, newG, newB);
|
||||
}
|
||||
|
||||
public void ChangeHandColor(Color leftHand, Color rightHand, Color topSpot, Color bottomSpot, Color glowSpot)
|
||||
{
|
||||
stageLeft.color = leftHand;
|
||||
stageLeftRim.color = leftHand;
|
||||
stageRight.color = rightHand;
|
||||
stageRightRim.color = rightHand;
|
||||
|
||||
spotlightMaterial.SetColor("_ColorAlpha", topSpot);
|
||||
spotlightMaterial.SetColor("_ColorBravo", glowSpot);
|
||||
spotlightMaterial.SetColor("_ColorDelta", bottomSpot);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -15,6 +15,7 @@ namespace HeavenStudio.Games.Scripts_ClapTrap
|
|||
|
||||
private Animator dollHead;
|
||||
private Animator dollArms;
|
||||
|
||||
|
||||
private ClapTrap game;
|
||||
|
||||
|
|
@ -52,7 +53,7 @@ namespace HeavenStudio.Games.Scripts_ClapTrap
|
|||
SoundByte.PlayOneShotGame($"clapTrap/barely{UnityEngine.Random.Range(1, 2)}");
|
||||
dollHead.DoScaledAnimationAsync("HeadBarely", 0.5f);
|
||||
}
|
||||
else if (state >= -0.01f && state <= 0.01f)
|
||||
else if (state >= -0.2 && state <= 0.2)
|
||||
{
|
||||
SoundByte.PlayOneShotGame($"clapTrap/aceClap{UnityEngine.Random.Range(1, 4)}");
|
||||
dollHead.DoScaledAnimationAsync("HeadHit", 0.5f);
|
||||
|
|
@ -64,6 +65,7 @@ namespace HeavenStudio.Games.Scripts_ClapTrap
|
|||
}
|
||||
|
||||
dollArms.DoScaledAnimationAsync("ArmsHit", 0.5f);
|
||||
game.doll.DoScaledAnimationAsync("DollHit", 0.5f);
|
||||
game.clapEffect.DoScaledAnimationAsync("ClapEffect", 0.5f);
|
||||
|
||||
gameObject.SetActive(true);
|
||||
|
|
@ -79,6 +81,7 @@ namespace HeavenStudio.Games.Scripts_ClapTrap
|
|||
SoundByte.PlayOneShotGame($"clapTrap/miss");
|
||||
dollHead.DoScaledAnimationAsync("HeadMiss", 0.5f);
|
||||
dollArms.DoScaledAnimationAsync("ArmsMiss", 0.5f);
|
||||
game.doll.DoScaledAnimationAsync("DollMiss", 0.5f);
|
||||
|
||||
gameObject.SetActive(true);
|
||||
GetComponent<Animator>().DoScaledAnimationAsync("sword" + cueType + "Miss", 0.5f);
|
||||
|
|
|
|||