recolorable sky
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m_enableAutoSizing: 1
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||||
|
|
@ -13012,7 +13012,7 @@ MonoBehaviour:
|
|||
m_TargetGraphic: {fileID: 171581557}
|
||||
m_HandleRect: {fileID: 171581556}
|
||||
m_Direction: 2
|
||||
m_Value: 0
|
||||
m_Value: 1
|
||||
m_Size: 1
|
||||
m_NumberOfSteps: 0
|
||||
m_OnValueChanged:
|
||||
|
|
@ -24624,7 +24624,7 @@ MonoBehaviour:
|
|||
m_HandleRect: {fileID: 1589389271}
|
||||
m_Direction: 2
|
||||
m_Value: 1
|
||||
m_Size: 0.9897467
|
||||
m_Size: 1
|
||||
m_NumberOfSteps: 0
|
||||
m_OnValueChanged:
|
||||
m_PersistentCalls:
|
||||
|
|
@ -30367,7 +30367,7 @@ RectTransform:
|
|||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0, y: 0.5}
|
||||
m_AnchorMax: {x: 1, y: 0.5}
|
||||
m_AnchoredPosition: {x: 0, y: 121.101654}
|
||||
m_AnchoredPosition: {x: 0, y: 76.36735}
|
||||
m_SizeDelta: {x: 0, y: 0}
|
||||
m_Pivot: {x: 0.5, y: 1}
|
||||
--- !u!222 &1154875945
|
||||
|
|
@ -39827,8 +39827,8 @@ MonoBehaviour:
|
|||
m_TargetGraphic: {fileID: 1220118245}
|
||||
m_HandleRect: {fileID: 1220118244}
|
||||
m_Direction: 2
|
||||
m_Value: 1.0000005
|
||||
m_Size: 0.60513115
|
||||
m_Value: 1.0000002
|
||||
m_Size: 0.23447229
|
||||
m_NumberOfSteps: 0
|
||||
m_OnValueChanged:
|
||||
m_PersistentCalls:
|
||||
|
|
|
|||
|
|
@ -1,8 +1,8 @@
|
|||
using System;
|
||||
|
||||
public static class AppInfo {
|
||||
public const string Version = "1.0.6";
|
||||
public static readonly DateTime Date = new DateTime(2024, 03, 02, 01, 37, 04, 692, DateTimeKind.Utc);
|
||||
public const string Version = "1.0.7";
|
||||
public static readonly DateTime Date = new DateTime(2024, 03, 04, 16, 30, 24, 733, DateTimeKind.Utc);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -101,6 +101,20 @@ namespace HeavenStudio.Games.Loaders
|
|||
}
|
||||
},
|
||||
|
||||
new GameAction("fade background", "Background Color")
|
||||
{
|
||||
function = delegate {Airboarder.instance.BackgroundColor(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["colorStart"], eventCaller.currentEntity["colorEnd"], eventCaller.currentEntity["ease"]); },
|
||||
defaultLength = 4f,
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("colorStart", Color.white, "Start Color", "Set the color at the start of the event."),
|
||||
new Param("colorEnd", Airboarder.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("camera", "Camera Controls")
|
||||
{
|
||||
function = delegate {
|
||||
|
|
@ -118,6 +132,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("additive", true, "Additive Rotation", "Toggle if the above rotation should be added to the current angle instead of setting the target angle to travel to.")
|
||||
}
|
||||
},
|
||||
|
||||
|
||||
|
||||
},
|
||||
|
|
@ -145,7 +160,12 @@ namespace HeavenStudio.Games
|
|||
|
||||
public static Airboarder instance;
|
||||
|
||||
public static Color defaultBGColor = new Color(0.9921569f, 0.7686275f, 0.9921569f);
|
||||
|
||||
public bool wantsCrouch;
|
||||
[Header("Materials")]
|
||||
[SerializeField] private Material bgMaterial;
|
||||
[SerializeField] private Material[] floorMaterial;
|
||||
|
||||
[Header("Camera")]
|
||||
[SerializeField] Transform cameraPivot;
|
||||
|
|
@ -155,6 +175,7 @@ namespace HeavenStudio.Games
|
|||
[Header("Objects")]
|
||||
[SerializeField] Arch archBasic;
|
||||
[SerializeField] Wall wallBasic;
|
||||
[SerializeField] GameObject floor;
|
||||
|
||||
[Header("Animators")]
|
||||
[SerializeField] public Animator CPU1;
|
||||
|
|
@ -190,10 +211,12 @@ namespace HeavenStudio.Games
|
|||
GameCamera.AdditionalPosition = cameraPos.position + (Quaternion.Euler(cameraPos.rotation.eulerAngles) * Vector3.forward * 10f);
|
||||
GameCamera.AdditionalRotEuler = cameraPos.rotation.eulerAngles;
|
||||
GameCamera.AdditionalFoV = cameraFOV;
|
||||
|
||||
}
|
||||
|
||||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
|
||||
List<BeatAction.Action> actions = new()
|
||||
{};
|
||||
wantsCrouch = false;
|
||||
|
|
@ -228,12 +251,14 @@ namespace HeavenStudio.Games
|
|||
wallBasic.CueJump(e.beat);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
PersistColor (beat);
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
EntityPreCheck(Conductor.instance.songPositionInBeatsAsDouble);
|
||||
bgMaterial.color = defaultBGColor;
|
||||
}
|
||||
|
||||
void EntityPreCheck(double beat)
|
||||
|
|
@ -289,6 +314,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
var cond = Conductor.instance;
|
||||
var currentBeat = cond.songPositionInBeatsAsDouble;
|
||||
BackgroundColorUpdate();
|
||||
|
||||
float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, 5f);
|
||||
|
||||
|
|
@ -339,7 +365,30 @@ namespace HeavenStudio.Games
|
|||
|
||||
}
|
||||
|
||||
private ColorEase bgColorEase = new();
|
||||
|
||||
//call this in update
|
||||
private void BackgroundColorUpdate()
|
||||
{
|
||||
bgMaterial.color = bgColorEase.GetColor();
|
||||
|
||||
}
|
||||
public void BackgroundColor(double beat, float length, Color startColor, Color endColor, int ease)
|
||||
{
|
||||
bgColorEase = new(beat, length, startColor, endColor, ease);
|
||||
}
|
||||
|
||||
|
||||
private void PersistColor(double beat)
|
||||
{
|
||||
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("airboarder", new string[] { "fade background" }).FindAll(x => x.beat < beat);
|
||||
if (allEventsBeforeBeat.Count > 0)
|
||||
{
|
||||
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
||||
var lastEvent = allEventsBeforeBeat[^1];
|
||||
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["colorStart"], lastEvent["colorEnd"], lastEvent["ease"]);
|
||||
}
|
||||
}
|
||||
|
||||
public void ForceCharge()
|
||||
{
|
||||
|
|
|
|||
|
|
@ -42,11 +42,12 @@ namespace HeavenStudio.Games.Scripts_Airboarder
|
|||
|
||||
public void CueDuck(double duckBeat)
|
||||
{
|
||||
game.wantsCrouch = false;
|
||||
|
||||
game.ScheduleInput(duckBeat, 3f, Minigame.InputAction_BasicPress, DuckSuccess, DuckMiss, DuckEmpty);
|
||||
BeatAction.New(game, new List<BeatAction.Action>() {
|
||||
|
||||
new BeatAction.Action(duckBeat, delegate {
|
||||
game.wantsCrouch = false;
|
||||
game.cpu1CantBop = true;
|
||||
game.CPU1.DoScaledAnimationAsync("letsgo", 1f, 0, 1);
|
||||
} ),
|
||||
|
|
@ -73,12 +74,11 @@ namespace HeavenStudio.Games.Scripts_Airboarder
|
|||
|
||||
public void CueCrouch(double crouchBeat)
|
||||
{
|
||||
game.wantsCrouch = true;
|
||||
game.ScheduleInput(crouchBeat, 3f, Minigame.InputAction_BasicPress, CrouchSuccess, CrouchMiss, CrouchEmpty);
|
||||
|
||||
|
||||
game.ScheduleInput(crouchBeat, 3f, Minigame.InputAction_BasicPress, CrouchSuccess, CrouchMiss, CrouchEmpty);
|
||||
BeatAction.New(game, new List<BeatAction.Action>() {
|
||||
new BeatAction.Action(crouchBeat, delegate {
|
||||
game.wantsCrouch = true;
|
||||
game.cpu1CantBop = true;
|
||||
game.CPU1.DoScaledAnimationAsync("letsgo", 1f, 0, 1);
|
||||
}),
|
||||
|
|
|
|||
53
Assets/Shaders/StandardMapped.shader
Normal file
53
Assets/Shaders/StandardMapped.shader
Normal file
|
|
@ -0,0 +1,53 @@
|
|||
Shader "Custom/StandardMapped"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Color ("Color", Color) = (1,1,1,1)
|
||||
_MainTex ("Albedo (RGB)", 2D) = "white" {}
|
||||
_Glossiness ("Smoothness", Range(0,1)) = 0.5
|
||||
_Metallic ("Metallic", Range(0,1)) = 0.0
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType"="Opaque" }
|
||||
LOD 200
|
||||
|
||||
CGPROGRAM
|
||||
// Physically based Standard lighting model, and enable shadows on all light types
|
||||
#pragma surface surf Standard fullforwardshadows
|
||||
|
||||
// Use shader model 3.0 target, to get nicer looking lighting
|
||||
#pragma target 3.0
|
||||
|
||||
sampler2D _MainTex;
|
||||
|
||||
struct Input
|
||||
{
|
||||
float2 uv_MainTex;
|
||||
};
|
||||
|
||||
half _Glossiness;
|
||||
half _Metallic;
|
||||
fixed4 _Color;
|
||||
|
||||
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
|
||||
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
|
||||
// #pragma instancing_options assumeuniformscaling
|
||||
UNITY_INSTANCING_BUFFER_START(Props)
|
||||
// put more per-instance properties here
|
||||
UNITY_INSTANCING_BUFFER_END(Props)
|
||||
|
||||
void surf (Input IN, inout SurfaceOutputStandard o)
|
||||
{
|
||||
// Albedo comes from a texture tinted by color
|
||||
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
|
||||
o.Albedo = c.rgb;
|
||||
// Metallic and smoothness come from slider variables
|
||||
o.Metallic = _Metallic;
|
||||
o.Smoothness = _Glossiness;
|
||||
o.Alpha = c.a;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
}
|
||||
10
Assets/Shaders/StandardMapped.shader.meta
Normal file
10
Assets/Shaders/StandardMapped.shader.meta
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
fileFormatVersion: 2
|
||||
guid: fc134ad1a02fcd040949946dea95b304
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -134,7 +134,7 @@ PlayerSettings:
|
|||
16:10: 1
|
||||
16:9: 1
|
||||
Others: 1
|
||||
bundleVersion: 1.0.6
|
||||
bundleVersion: 1.0.7
|
||||
preloadedAssets:
|
||||
- {fileID: 102900000, guid: 5348c08b82446e0478cee8bda6c02cfc, type: 3}
|
||||
metroInputSource: 0
|
||||
|
|
@ -158,11 +158,11 @@ PlayerSettings:
|
|||
applicationIdentifier:
|
||||
Standalone: com.RHeavenStudio.Heaven-Studio
|
||||
buildNumber:
|
||||
Standalone: 100006
|
||||
Standalone: 100007
|
||||
iPhone: 0
|
||||
tvOS: 0
|
||||
overrideDefaultApplicationIdentifier: 0
|
||||
AndroidBundleVersionCode: 100006
|
||||
AndroidBundleVersionCode: 100007
|
||||
AndroidMinSdkVersion: 22
|
||||
AndroidTargetSdkVersion: 0
|
||||
AndroidPreferredInstallLocation: 1
|
||||
|
|
|
|||
|
|
@ -17,85 +17,9 @@ MonoBehaviour:
|
|||
DenseViewWidthThreshold: 512
|
||||
_disableAutoReloadInBackground: 0
|
||||
ImportedScriptPaths:
|
||||
- Assets/Scripts/Games/Tunnel/Tunnel.cs
|
||||
- Assets/Scripts/Games/ClappyTrio/ClappyTrio.cs
|
||||
- Assets/Scripts/LevelEditor/RemixPropertiesDialog/RemixPropertiesDialog.cs
|
||||
- Assets/Scripts/Games/TotemClimb/TotemClimb.cs
|
||||
- Assets/Plugins/StandaloneFileBrowser/IStandaloneFileBrowser.cs
|
||||
- Assets/Scripts/LevelEditor/Commands/CommandManager.cs
|
||||
- Assets/Scripts/Games/FirstContact/Translator.cs
|
||||
- Assets/Scripts/LevelEditor/TooltipGiver.cs
|
||||
- Assets/Scripts/InputSystem/USG.g/InitInputControllers.PlayerInput.ControllerLoaderGenerator.g.cs
|
||||
- Assets/Scripts/Games/DrummingPractice/DrummerHit.cs
|
||||
- Assets/Scripts/LevelEditor/TempoFinder/TempoFinder.cs
|
||||
- Assets/Scripts/LevelEditor/EventSelector/EventParameterManager.cs
|
||||
- Assets/Scripts/StudioDance/Dancer.cs
|
||||
- Assets/Scripts/LevelEditor/EventSelector/EventPropertyPrefab.cs
|
||||
- Assets/Scripts/Games/Lockstep/Lockstep.cs
|
||||
- Assets/Scripts/Games/TotemClimb/TCTotemManager.cs
|
||||
- Assets/Scripts/UI/Overlays/TimingAccuracyDisplay.cs
|
||||
- Assets/Scripts/Games/MunchyMonk/MunchyMonk.cs
|
||||
- Assets/Scripts/Games/ForkLifter/ForkLifterPlayer.cs
|
||||
- Assets/Scripts/Games/DoubleDate/SoccerBall.cs
|
||||
- Assets/Scripts/Games/RhythmTweezers/Tweezers.cs
|
||||
- Assets/Scripts/Games/WorkingDough/WorkingDough.cs
|
||||
- Assets/Scripts/Games/TotemClimb/TCFrog.cs
|
||||
- Assets/Scripts/UI/SettingsDialog/Tabs/ControllerSettings.cs
|
||||
- Assets/Scripts/Games/SpaceDance/SpaceDance.cs
|
||||
- Assets/Scripts/Games/MrUpbeat/UpbeatMan.cs
|
||||
- Assets/Scripts/Games/OctopusMachine/OctopusMachine.cs
|
||||
- Assets/Scripts/Games/TotemClimb/TCPillarManager.cs
|
||||
- Assets/Scripts/Games/Fireworks/Fireworks.cs
|
||||
- Assets/Scripts/Games/FlipperFlop/FlipperFlop.cs
|
||||
- Assets/Scripts/Games/WizardsWaltz/Wizard.cs
|
||||
- Assets/Scripts/Games/MonkeyWatch/MonkeyWatch.cs
|
||||
- Assets/Scripts/Games/MonkeyWatch/WatchMonkeyHandler.cs
|
||||
- Assets/Scripts/Games/MonkeyWatch/WatchBackgroundHandler.cs
|
||||
- Assets/Scripts/Games/MonkeyWatch/MonkeyClockArrow.cs
|
||||
- Assets/Scripts/Games/MonkeyWatch/BalloonHandler.cs
|
||||
- Assets/Scripts/Games/MonkeyWatch/WatchMonkey.cs
|
||||
- Assets/Scripts/Games/LumBEARjack/LumBEARjack.cs
|
||||
- Assets/Scripts/Games/LumBEARjack/LBJBigObject.cs
|
||||
- Assets/Scripts/Games/LumBEARjack/LBJSmallObject.cs
|
||||
- Assets/Scripts/Games/LumBEARjack/LBJBear.cs
|
||||
- Assets/Scripts/Games/LumBEARjack/LBJHugeObject.cs
|
||||
- Assets/Scripts/Games/LumBEARjack/LBJCatMove.cs
|
||||
- Assets/Scripts/Util/ParticleSystemHelpers.cs
|
||||
- Assets/Scripts/Games/LumBEARjack/LBJBGCat.cs
|
||||
- Assets/Scripts/Games/LumBEARjack/LBJBaby.cs
|
||||
- Assets/Scripts/Games/LumBEARjack/LBJObjectRotate.cs
|
||||
- Assets/Scripts/Games/LumBEARjack/LBJMissObject.cs
|
||||
- Assets/Scripts/LevelEditor/RemixPropertiesDialog/PropertyPrefabs/BoolChartPropertyPrefab.cs
|
||||
- Assets/Plugins/Starpelly/Textures.cs
|
||||
- Assets/Plugins/Starpelly/OS.cs
|
||||
- Assets/Plugins/Color picker/ColorPreview.cs
|
||||
- Assets/Scripts/Games/Manzai/Manzai.cs
|
||||
- Assets/Plugins/Starpelly/Starpelly.cs
|
||||
- Assets/Scripts/LevelEditor/Tooltip.cs
|
||||
- Assets/Scripts/Games/SoundEffects.cs
|
||||
- Assets/Plugins/Starpelly/Random.cs
|
||||
- Assets/Plugins/Starpelly/OperatingSystem/Linux.cs
|
||||
- Assets/Plugins/Starpelly/Utils.cs
|
||||
- Assets/Plugins/Starpelly/Enums/Windows.cs
|
||||
- Assets/Plugins/Starpelly/OperatingSystem/Windows.cs
|
||||
- Assets/Plugins/Starpelly/Pelly.cs
|
||||
- Assets/Plugins/Starpelly/Enums/StringType.cs
|
||||
- Assets/Plugins/Starpelly/OperatingSystem/User32.cs
|
||||
- Assets/Plugins/Starpelly/Extensions.cs
|
||||
- Assets/Plugins/Starpelly/ScreenUtility.cs
|
||||
- Assets/Plugins/Starpelly/Properties/Strings.cs
|
||||
- Assets/Plugins/Starpelly/Anchors.cs
|
||||
- Assets/Plugins/Starpelly/Properties/Arrays.cs
|
||||
- Assets/Plugins/Starpelly/OperatingSystem/IOperatingSystem.cs
|
||||
- Assets/Scripts/LevelEditor/RemixPropertiesDialog/RemixPropertyPrefab.cs
|
||||
- Assets/Scripts/LevelEditor/Timeline/LayerLabel.cs
|
||||
- Assets/Plugins/Starpelly/Transformer.cs
|
||||
- Assets/Plugins/Starpelly/RendererExtensions.cs
|
||||
- Assets/Scripts/Util/StringUtils.cs
|
||||
- Assets/Plugins/Starpelly/OperatingSystem/MacOS.cs
|
||||
- Assets/Plugins/Starpelly/Common.cs
|
||||
- Assets/Scripts/Games/LumBEARjack/LBJBomb.cs
|
||||
- Assets/Scripts/Games/SumoBrothers/SumoBrothers.cs
|
||||
- Assets/Scripts/Games/RhythmTestGBA/RhythmTestGBA.cs
|
||||
- Assets/Scripts/Games/Airboarder/Arch.cs
|
||||
- Assets/Scripts/Games/Airboarder/Airboarder.cs
|
||||
- Assets/Scripts/AppInfo.cs
|
||||
- Assets/Scripts/Games/TossBoys/TossBoys.cs
|
||||
PathsToSkipImportEvent: []
|
||||
PathsToIgnoreOverwriteSettingOnAttribute: []
|
||||
|
|
|
|||
Loading…
Reference in a new issue