move around fxType, cull some things :(
This commit is contained in:
parent
9359af042a
commit
67886ea256
|
|
@ -253,16 +253,16 @@ namespace HeavenStudio.Games.Loaders
|
||||||
},
|
},
|
||||||
new GameAction("set gameplay modifiers", "Flow/Gameplay Modifiers")
|
new GameAction("set gameplay modifiers", "Flow/Gameplay Modifiers")
|
||||||
{
|
{
|
||||||
function = delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetGameplayMods(e.beat, e["fxType"], e["type"], e["toggle"]); },
|
function = delegate {
|
||||||
|
var e = eventCaller.currentEntity;
|
||||||
|
KarateMan.instance.SetGameplayMods(e.beat, e["fxType"], e["type"], e["toggle"]);
|
||||||
|
},
|
||||||
defaultLength = 0.5f,
|
defaultLength = 0.5f,
|
||||||
parameters = new List<Param>()
|
parameters = new List<Param>()
|
||||||
{
|
{
|
||||||
new Param("fxType", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed"),
|
new Param("fxType", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed"),
|
||||||
new Param("type", KarateMan.NoriMode.None, "Flow Bar type", "The type of Flow bar to use", new List<Param.CollapseParam>()
|
new Param("type", KarateMan.NoriMode.None, "Flow Bar type", "The type of Flow bar to use"),
|
||||||
{
|
// new Param("hitsPerHeart", new EntityTypes.Float(0f, 20f, 0f), "Hits Per Heart", "How many hits it will take for each heart to light up (0 will do it automatically.)"),
|
||||||
new Param.CollapseParam((x, _) => (int)x != (int)KarateMan.NoriMode.None, new string[] { "hitsPerHeart" })
|
|
||||||
}),
|
|
||||||
new Param("hitsPerHeart", new EntityTypes.Float(0f, 20f, 0f), "Hits Per Heart", "How many hits will it take for each heart to light up? (0 will do it automatically.)"),
|
|
||||||
new Param("toggle", true, "Enable Combos", "Allow the player to combo? (Contextual combos will still be allowed even when off)"),
|
new Param("toggle", true, "Enable Combos", "Allow the player to combo? (Contextual combos will still be allowed even when off)"),
|
||||||
// new Param("toggle2", true, "Enable Kicks", "Allow the player to kick? (Contextual kicks will still be allowed even when off)"),
|
// new Param("toggle2", true, "Enable Kicks", "Allow the player to kick? (Contextual kicks will still be allowed even when off)"),
|
||||||
},
|
},
|
||||||
|
|
@ -272,13 +272,11 @@ namespace HeavenStudio.Games.Loaders
|
||||||
function = delegate {
|
function = delegate {
|
||||||
var e = eventCaller.currentEntity;
|
var e = eventCaller.currentEntity;
|
||||||
KarateMan.instance.BackgroundColor(
|
KarateMan.instance.BackgroundColor(
|
||||||
e.beat, e.length,
|
e.beat, e.length, e["fxType"],
|
||||||
e["presetBg"], e["startColor"], e["endColor"], e["ease"],
|
e["presetBg"], e["startColor"], e["endColor"], e["ease"],
|
||||||
e["shadowType"], e["shadowStart"], e["shadowEnd"],
|
e["shadowType"], e["shadowStart"], e["shadowEnd"],
|
||||||
e["textureType"], e["autoColor"], e["startTexture"], e["endTexture"]
|
e["textureType"], e["autoColor"], e["startTexture"], e["endTexture"]
|
||||||
);
|
);
|
||||||
// backwards compatibility
|
|
||||||
if (e["fxType"] != 3) KarateMan.instance.currentBgEffect = e["fxType"];
|
|
||||||
},
|
},
|
||||||
defaultLength = 0.5f,
|
defaultLength = 0.5f,
|
||||||
resizable = true,
|
resizable = true,
|
||||||
|
|
@ -298,6 +296,8 @@ namespace HeavenStudio.Games.Loaders
|
||||||
new Param("shadowStart", new Color(), "Start Shadow Color", "The shadow color to start with"),
|
new Param("shadowStart", new Color(), "Start Shadow Color", "The shadow color to start with"),
|
||||||
new Param("shadowEnd", new Color(), "End Shadow Color", "The shadow color to end with"),
|
new Param("shadowEnd", new Color(), "End Shadow Color", "The shadow color to end with"),
|
||||||
|
|
||||||
|
new Param("fxType", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed"),
|
||||||
|
|
||||||
new Param("textureType", KarateMan.BackgroundTextureType.Plain, "Texture", "The type of background texture to use", new List<Param.CollapseParam>()
|
new Param("textureType", KarateMan.BackgroundTextureType.Plain, "Texture", "The type of background texture to use", new List<Param.CollapseParam>()
|
||||||
{
|
{
|
||||||
new Param.CollapseParam((x, _) => (int)x != (int)KarateMan.BackgroundTextureType.Plain, new string[] { "startTexture", "endTexture" })
|
new Param.CollapseParam((x, _) => (int)x != (int)KarateMan.BackgroundTextureType.Plain, new string[] { "startTexture", "endTexture" })
|
||||||
|
|
@ -308,10 +308,6 @@ namespace HeavenStudio.Games.Loaders
|
||||||
}),
|
}),
|
||||||
new Param("startTexture", new Color(), "Start Texture Color", "The texture color to start with"),
|
new Param("startTexture", new Color(), "Start Texture Color", "The texture color to start with"),
|
||||||
new Param("endTexture", new Color(), "End Texture Color", "The texture color to end with"),
|
new Param("endTexture", new Color(), "End Texture Color", "The texture color to end with"),
|
||||||
new Param("fxType", new EntityTypes.Integer(0, 3, 3), "Check Tooltip", "Ping @AstrlJelly on discord if you see this; it should be hidden.", new List<Param.CollapseParam>()
|
|
||||||
{
|
|
||||||
new Param.CollapseParam((x, _) => false, new string[] { "fxType" })
|
|
||||||
}),
|
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
// new GameAction("set background effects", "Background Appearance (OLD)")
|
// new GameAction("set background effects", "Background Appearance (OLD)")
|
||||||
|
|
@ -531,6 +527,7 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
static List<RiqEntity> queuedCues = new();
|
static List<RiqEntity> queuedCues = new();
|
||||||
public static bool IsComboEnable = true; //only stops Out combo inputs, this basically makes combo contextual
|
public static bool IsComboEnable = true; //only stops Out combo inputs, this basically makes combo contextual
|
||||||
|
// public static bool IsKickEnable = true; //same as above, except with kick inputs
|
||||||
public bool IsNoriActive { get { return Nori.MaxNori > 0; } }
|
public bool IsNoriActive { get { return Nori.MaxNori > 0; } }
|
||||||
public float NoriPerformance { get { if (IsNoriActive) return Nori.Nori / Nori.MaxNori; else return 1f; } }
|
public float NoriPerformance { get { if (IsNoriActive) return Nori.Nori / Nori.MaxNori; else return 1f; } }
|
||||||
|
|
||||||
|
|
@ -760,15 +757,14 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
if (bg != null) {
|
if (bg != null) {
|
||||||
BackgroundColor(
|
BackgroundColor(
|
||||||
bg.beat, bg.length,
|
bg.beat, bg.length, bg["fxType"],
|
||||||
bg["presetBg"], bg["startColor"], bg["endColor"], bg["ease"],
|
bg["presetBg"], bg["startColor"], bg["endColor"], bg["ease"],
|
||||||
bg["shadowType"], bg["shadowStart"], bg["shadowEnd"],
|
bg["shadowType"], bg["shadowStart"], bg["shadowEnd"],
|
||||||
bg["textureType"], bg["autoColor"], bg["startTexture"], bg["endTexture"]
|
bg["textureType"], bg["autoColor"], bg["startTexture"], bg["endTexture"]
|
||||||
);
|
);
|
||||||
if (bg["fxType"] != 3) currentBgEffect = bg["fxType"];
|
|
||||||
} else {
|
} else {
|
||||||
var c = new Color();
|
var c = new Color();
|
||||||
BackgroundColor(0, 0, 0, c, c, (int)Util.EasingFunction.Ease.Instant, 0, c, c, 0, true, c, c);
|
BackgroundColor(0, 0, 0, 0, c, c, (int)Util.EasingFunction.Ease.Instant, 0, c, c, 0, true, c, c);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (obj != null) {
|
if (obj != null) {
|
||||||
|
|
@ -779,8 +775,15 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
// init modifier(s)
|
// init modifier(s)
|
||||||
RiqEntity bop = prevEntities.FindLast(c => c.beat < beat && c.datamodel == "karateman/bop");
|
RiqEntity bop = prevEntities.FindLast(c => c.beat < beat && c.datamodel == "karateman/bop");
|
||||||
|
RiqEntity flow = prevEntities.FindLast(c => c.beat < beat && c.datamodel == "karateman/set gameplay modifiers");
|
||||||
|
|
||||||
ToggleBop(0, 0, false, bop?["toggle"] ?? true);
|
ToggleBop(0, 0, false, bop?["toggle"] ?? true);
|
||||||
|
|
||||||
|
if (flow != null) {
|
||||||
|
int fxType = bg == null || flow.beat > bg.beat ? flow["fxType"] : bg["fxType"];
|
||||||
|
SetGameplayMods(beat, fxType, flow["type"], flow["toggle"]);
|
||||||
|
}
|
||||||
|
|
||||||
// get all entities to later check against eachother to cut out voices
|
// get all entities to later check against eachother to cut out voices
|
||||||
voiceEntities = prevEntities.FindAll(c => c.beat > beat && (c.datamodel is "karateman/kick" or "karateman/combo"));
|
voiceEntities = prevEntities.FindAll(c => c.beat > beat && (c.datamodel is "karateman/kick" or "karateman/combo"));
|
||||||
hitVoiceEntities = prevEntities.FindAll(c => c.beat > beat && (c.datamodel is "karateman/warnings" && c["whichWarning"] <= (int)HitThree.HitFour));
|
hitVoiceEntities = prevEntities.FindAll(c => c.beat > beat && (c.datamodel is "karateman/warnings" && c["whichWarning"] <= (int)HitThree.HitFour));
|
||||||
|
|
@ -1081,8 +1084,10 @@ namespace HeavenStudio.Games
|
||||||
return mobjDat;
|
return mobjDat;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void BackgroundColor(double beat, float length, int presetBG, Color colorStart, Color colorEnd, int colorEaseSet, int shadowType, Color shadowStart, Color shadowEnd, int textureType, bool autoColor, Color filterStart, Color filterEnd)
|
public void BackgroundColor(double beat, float length, int fxType, int presetBG, Color colorStart, Color colorEnd, int colorEaseSet, int shadowType, Color shadowStart, Color shadowEnd, int textureType, bool autoColor, Color filterStart, Color filterEnd)
|
||||||
{
|
{
|
||||||
|
currentBgEffect = fxType;
|
||||||
|
|
||||||
for (int i = 0; i < colorStarts.Length; i++) {
|
for (int i = 0; i < colorStarts.Length; i++) {
|
||||||
colorStartBeats[i] = beat;
|
colorStartBeats[i] = beat;
|
||||||
colorLengths[i] = length;
|
colorLengths[i] = length;
|
||||||
|
|
@ -1144,6 +1149,7 @@ namespace HeavenStudio.Games
|
||||||
Nori.SetNoriMode(beat, mode);
|
Nori.SetNoriMode(beat, mode);
|
||||||
currentBgEffect = fxType;
|
currentBgEffect = fxType;
|
||||||
IsComboEnable = combo;
|
IsComboEnable = combo;
|
||||||
|
// IsKickEnable = kick;
|
||||||
}
|
}
|
||||||
|
|
||||||
public enum StarColorOption
|
public enum StarColorOption
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue