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.
This commit is contained in:
RaffyTaffy14 2024-02-25 23:10:11 -05:00
parent 89237afe63
commit 3a4ce74efe
34 changed files with 1903 additions and 39 deletions

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@ -44,27 +44,28 @@ namespace HeavenStudio.Games.Loaders
}, },
new GameAction("background color", "Background Colors") 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, defaultLength = 0.5f,
resizable = true, resizable = true,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("bgColor", ClapTrap.defaultBgColor, "Background", "The background color"), new Param("bgColor", ClapTrap.defaultBgColor, "Start Color", "Set the color at the start of the event"),
new Param("fade", false, "Fade?", "Should the background color fade from the current color to the new one?"), new Param("bgColorEnd", ClapTrap.defaultBgColor, "End Color", "Set the color at the end of the event."),
new Param("spotlightBottom", ClapTrap.defaultBgColor, "Spotlight Bottom", "The color at the bottom of the spotlight"), new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
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 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, defaultLength = 0.5f,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("stageLeftHandColor", ClapTrap.defaultLeftColor, "Left Hand Color", "The color used on the dummy's hand (stage left)"), new Param("left", ClapTrap.defaultLeftColor, "Left Hand", "The color used on the doll's right hand."),
new Param("stageRightHandColor", ClapTrap.defaultRightColor, "Right Hand Color", "The color used on the dummy's hand (stage right)") 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")] [Header("Colors")]
public SpriteRenderer bg; 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; Tween bgColorTween;
public SpriteRenderer stageLeft; public SpriteRenderer stageLeft;
@ -161,6 +168,7 @@ namespace HeavenStudio.Games
public Material spotlightMaterial; public Material spotlightMaterial;
[Header("Animators")] [Header("Animators")]
public Animator doll;
public Animator dollHead; public Animator dollHead;
public Animator dollArms; public Animator dollArms;
public Animator dollBody; public Animator dollBody;
@ -195,6 +203,8 @@ namespace HeavenStudio.Games
spotlightMaterial.SetColor("_ColorDelta", defaultBgColor); spotlightMaterial.SetColor("_ColorDelta", defaultBgColor);
backgroundColor = defaultBgColor; backgroundColor = defaultBgColor;
colorStart = defaultBgColor;
colorEnd = defaultBgColor;
} }
private void Update() private void Update()
@ -213,6 +223,11 @@ namespace HeavenStudio.Games
}); });
} }
if (spotlight.activeSelf && currentSpotlightClaps == 0 && forceSpotlight == false)
{
spotlight.SetActive(false);
}
shadowHead.SetActive(spotlight.activeSelf); shadowHead.SetActive(spotlight.activeSelf);
shadowLeftArm.SetActive(spotlight.activeSelf); shadowLeftArm.SetActive(spotlight.activeSelf);
shadowLeftGlove.SetActive(spotlight.activeSelf); shadowLeftGlove.SetActive(spotlight.activeSelf);
@ -222,13 +237,8 @@ namespace HeavenStudio.Games
shadowRightGloveRim.SetActive(spotlight.activeSelf); shadowRightGloveRim.SetActive(spotlight.activeSelf);
if (spotlight.activeSelf) { dollBody.DoScaledAnimationAsync("BodyIdleLit", 0.5f); } if (spotlight.activeSelf) { dollBody.DoScaledAnimationAsync("BodyIdleLit", 0.5f); }
else { dollBody.DoScaledAnimationAsync("BodyIdle", 0.5f); } else { dollBody.DoScaledAnimationAsync("BodyIdle", 0.5f);
BackgroundColorUpdate();
if (spotlight.activeSelf && currentSpotlightClaps == 0 && forceSpotlight == false)
{
spotlight.SetActive(false);
bg.color = backgroundColor;
} }
} }
@ -324,9 +334,15 @@ namespace HeavenStudio.Games
backgroundColor = color; 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(bg.color, 0f);
ChangeBackgroundColor(end, length - 0.0001f); ChangeBackgroundColor(end, length - 0.0001f);
@ -334,19 +350,32 @@ namespace HeavenStudio.Games
else else
{ {
ChangeBackgroundColor(end, 0f); ChangeBackgroundColor(end, 0f);
}*/
} }
spotlightMaterial.SetColor("_ColorAlpha", topSpotlightColor); private void BackgroundColorUpdate() // stolen from tweezers too lol
spotlightMaterial.SetColor("_ColorBravo", glowSpotlightColor);
spotlightMaterial.SetColor("_ColorDelta", bottomSpotlightColor);
}
public void ChangeHandColor(Color stageLeftHandColor, Color stageRightHandColor)
{ {
stageLeft.color = stageLeftHandColor; float normalizedBeat = Mathf.Clamp01(Conductor.instance.GetPositionFromBeat(colorStartBeat, colorLength));
stageLeftRim.color = stageLeftHandColor;
stageRight.color = stageRightHandColor; var func = Util.EasingFunction.GetEasingFunction(colorEase);
stageRightRim.color = stageRightHandColor;
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);
} }
} }

View file

@ -16,6 +16,7 @@ namespace HeavenStudio.Games.Scripts_ClapTrap
private Animator dollHead; private Animator dollHead;
private Animator dollArms; private Animator dollArms;
private ClapTrap game; private ClapTrap game;
// Start is called before the first frame update // Start is called before the first frame update
@ -52,7 +53,7 @@ namespace HeavenStudio.Games.Scripts_ClapTrap
SoundByte.PlayOneShotGame($"clapTrap/barely{UnityEngine.Random.Range(1, 2)}"); SoundByte.PlayOneShotGame($"clapTrap/barely{UnityEngine.Random.Range(1, 2)}");
dollHead.DoScaledAnimationAsync("HeadBarely", 0.5f); dollHead.DoScaledAnimationAsync("HeadBarely", 0.5f);
} }
else if (state >= -0.01f && state <= 0.01f) else if (state >= -0.2 && state <= 0.2)
{ {
SoundByte.PlayOneShotGame($"clapTrap/aceClap{UnityEngine.Random.Range(1, 4)}"); SoundByte.PlayOneShotGame($"clapTrap/aceClap{UnityEngine.Random.Range(1, 4)}");
dollHead.DoScaledAnimationAsync("HeadHit", 0.5f); dollHead.DoScaledAnimationAsync("HeadHit", 0.5f);
@ -64,6 +65,7 @@ namespace HeavenStudio.Games.Scripts_ClapTrap
} }
dollArms.DoScaledAnimationAsync("ArmsHit", 0.5f); dollArms.DoScaledAnimationAsync("ArmsHit", 0.5f);
game.doll.DoScaledAnimationAsync("DollHit", 0.5f);
game.clapEffect.DoScaledAnimationAsync("ClapEffect", 0.5f); game.clapEffect.DoScaledAnimationAsync("ClapEffect", 0.5f);
gameObject.SetActive(true); gameObject.SetActive(true);
@ -79,6 +81,7 @@ namespace HeavenStudio.Games.Scripts_ClapTrap
SoundByte.PlayOneShotGame($"clapTrap/miss"); SoundByte.PlayOneShotGame($"clapTrap/miss");
dollHead.DoScaledAnimationAsync("HeadMiss", 0.5f); dollHead.DoScaledAnimationAsync("HeadMiss", 0.5f);
dollArms.DoScaledAnimationAsync("ArmsMiss", 0.5f); dollArms.DoScaledAnimationAsync("ArmsMiss", 0.5f);
game.doll.DoScaledAnimationAsync("DollMiss", 0.5f);
gameObject.SetActive(true); gameObject.SetActive(true);
GetComponent<Animator>().DoScaledAnimationAsync("sword" + cueType + "Miss", 0.5f); GetComponent<Animator>().DoScaledAnimationAsync("sword" + cueType + "Miss", 0.5f);