it's getting too real
AND the game breaking bug is gone!
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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_OutlineColor ("Outline Color", Color) = (0,0,0,0)
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[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
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SubShader
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{
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Blend One OneMinusSrcAlpha
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile _ PIXELSNAP_ON
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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fixed4 _Color;
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fixed4 _OutlineColor;
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = IN.texcoord;
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OUT.color = IN.color * _Color;
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#ifdef PIXELSNAP_ON
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|
OUT.vertex = UnityPixelSnap (OUT.vertex);
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#endif
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|
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return OUT;
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}
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sampler2D _MainTex;
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sampler2D _AlphaTex;
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float _AlphaSplitEnabled;
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fixed4 SampleSpriteTexture (float2 uv)
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{
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fixed4 color = tex2D (_MainTex, uv);
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|
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#if UNITY_TEXTURE_ALPHASPLIT_ALLOWED
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|
if (_AlphaSplitEnabled)
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|
color.a = tex2D (_AlphaTex, uv).r;
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#endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED
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|
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|
return color;
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|
}
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|
fixed4 frag(v2f IN) : SV_Target
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|
{
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fixed4 c = SampleSpriteTexture (IN.texcoord);
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|
float3 outlinedRGB = lerp(IN.color.rgb, _OutlineColor.rgb, 1 - c.r);
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c = fixed4(outlinedRGB.r, outlinedRGB.g, outlinedRGB.b, c.a);
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c *= _Color;
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c.rgb *= c.a;
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return c;
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}
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ENDCG
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}
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}
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}
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%YAML 1.1
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--- !u!21 &2100000
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@ -24624,7 +24624,7 @@ MonoBehaviour:
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@ -30367,7 +30367,7 @@ RectTransform:
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m_Pivot: {x: 0.5, y: 1}
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m_Pivot: {x: 0.5, y: 1}
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--- !u!222 &1154875945
|
--- !u!222 &1154875945
|
||||||
|
|
|
@ -176,6 +176,7 @@ namespace HeavenStudio.Games
|
||||||
[SerializeField] GameObject countBubble;
|
[SerializeField] GameObject countBubble;
|
||||||
[SerializeField] Island IslandBase;
|
[SerializeField] Island IslandBase;
|
||||||
[SerializeField] Material chickenColors;
|
[SerializeField] Material chickenColors;
|
||||||
|
[SerializeField] Material chickenColorsWater;
|
||||||
[SerializeField] SpriteRenderer headlightColor;
|
[SerializeField] SpriteRenderer headlightColor;
|
||||||
|
|
||||||
public enum TextOptions
|
public enum TextOptions
|
||||||
|
@ -944,13 +945,10 @@ namespace HeavenStudio.Games
|
||||||
public void SpawnJourney(double beat, double length)
|
public void SpawnJourney(double beat, double length)
|
||||||
{
|
{
|
||||||
//pass along the next island data
|
//pass along the next island data
|
||||||
staleIsland = currentIsland;
|
if (currentIsland != null) Destroy(currentIsland.gameObject);
|
||||||
currentIsland = nextIsland;
|
currentIsland = nextIsland;
|
||||||
nextIsland = Instantiate(IslandBase, transform).GetComponent<Island>();
|
nextIsland = Instantiate(IslandBase, transform).GetComponent<Island>();
|
||||||
|
|
||||||
//despawn old islands
|
|
||||||
if (staleIsland != null) Destroy(staleIsland.gameObject);
|
|
||||||
|
|
||||||
nextIsland.SetUpCollapse(beat + length);
|
nextIsland.SetUpCollapse(beat + length);
|
||||||
|
|
||||||
nextIsland.transform.localPosition = new Vector3((float)(length * platformDistanceConstant * platformsPerBeat + (platformDistanceConstant / 2)), 0, 0);
|
nextIsland.transform.localPosition = new Vector3((float)(length * platformDistanceConstant * platformsPerBeat + (platformDistanceConstant / 2)), 0, 0);
|
||||||
|
@ -1102,6 +1100,8 @@ namespace HeavenStudio.Games
|
||||||
BeatAction.New(GameManager.instance, new List<BeatAction.Action>()
|
BeatAction.New(GameManager.instance, new List<BeatAction.Action>()
|
||||||
{
|
{
|
||||||
new BeatAction.Action(journeyIntendedLength + (currentIsland.journeyLength * 2) + 1, delegate {
|
new BeatAction.Action(journeyIntendedLength + (currentIsland.journeyLength * 2) + 1, delegate {
|
||||||
|
currentIsland.isMoving = false;
|
||||||
|
nextIsland.isMoving = false;
|
||||||
SuccessAnim();
|
SuccessAnim();
|
||||||
}),
|
}),
|
||||||
});
|
});
|
||||||
|
@ -1178,9 +1178,6 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
if (!isInputting) return;
|
if (!isInputting) return;
|
||||||
|
|
||||||
currentIsland.PositionIsland(0);
|
|
||||||
currentIsland.transform.localPosition = new Vector3(0, 0, 0);
|
|
||||||
|
|
||||||
isInputting = false;
|
isInputting = false;
|
||||||
nextIsland.journeyEnd = nextIsland.journeyLength * platformDistanceConstant * platformsPerBeat;
|
nextIsland.journeyEnd = nextIsland.journeyLength * platformDistanceConstant * platformsPerBeat;
|
||||||
currentIsland.journeyEnd = 0;
|
currentIsland.journeyEnd = 0;
|
||||||
|
@ -1468,6 +1465,7 @@ namespace HeavenStudio.Games
|
||||||
float normalizedBeatFG = Mathf.Clamp01(cond.GetPositionFromBeat(fgLightStartBeat, fgLightLength));
|
float normalizedBeatFG = Mathf.Clamp01(cond.GetPositionFromBeat(fgLightStartBeat, fgLightLength));
|
||||||
float newLight = func(lightFrom, lightTo, normalizedBeatFG);
|
float newLight = func(lightFrom, lightTo, normalizedBeatFG);
|
||||||
chickenColors.color = new Color(newLight, newLight, newLight);
|
chickenColors.color = new Color(newLight, newLight, newLight);
|
||||||
|
chickenColorsWater.color = new Color(newLight, newLight, newLight);
|
||||||
|
|
||||||
newLight = func(lightFrom2, lightTo2, normalizedBeatFG);
|
newLight = func(lightFrom2, lightTo2, normalizedBeatFG);
|
||||||
headlightColor.color = new Color(1, 1, 1, newLight);
|
headlightColor.color = new Color(1, 1, 1, newLight);
|
||||||
|
|
|
@ -21,10 +21,11 @@ namespace HeavenStudio.Games.Scripts_ChargingChicken
|
||||||
[SerializeField] public GameObject SmallLandmass;
|
[SerializeField] public GameObject SmallLandmass;
|
||||||
[SerializeField] public GameObject FullLandmass;
|
[SerializeField] public GameObject FullLandmass;
|
||||||
[SerializeField] public GameObject StonePlatform;
|
[SerializeField] public GameObject StonePlatform;
|
||||||
|
|
||||||
[SerializeField] public GameObject Platform1;
|
[SerializeField] public GameObject Platform1;
|
||||||
[SerializeField] public GameObject Platform2;
|
[SerializeField] public GameObject Platform2;
|
||||||
[SerializeField] public GameObject Platform3;
|
[SerializeField] public GameObject Platform3;
|
||||||
|
[SerializeField] public ParticleSystem IslandCollapse;
|
||||||
|
[SerializeField] public ParticleSystem StoneSplashEffect;
|
||||||
|
|
||||||
[NonSerialized]public double journeySave = 0;
|
[NonSerialized]public double journeySave = 0;
|
||||||
[NonSerialized]public double journeyStart = 0;
|
[NonSerialized]public double journeyStart = 0;
|
||||||
|
@ -129,6 +130,7 @@ namespace HeavenStudio.Games.Scripts_ChargingChicken
|
||||||
SoundByte.PlayOneShotGame("chargingChicken/SE_CHIKEN_LAND_RESET", volume: 0.7f);
|
SoundByte.PlayOneShotGame("chargingChicken/SE_CHIKEN_LAND_RESET", volume: 0.7f);
|
||||||
BigLandmass.SetActive(false);
|
BigLandmass.SetActive(false);
|
||||||
SmallLandmass.SetActive(true);
|
SmallLandmass.SetActive(true);
|
||||||
|
IslandCollapse.Play();
|
||||||
}),
|
}),
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
@ -137,6 +139,7 @@ namespace HeavenStudio.Games.Scripts_ChargingChicken
|
||||||
{
|
{
|
||||||
SoundByte.PlayOneShotGame("chargingChicken/SE_CHIKEN_LAND_RESET", volume: 0.7f);
|
SoundByte.PlayOneShotGame("chargingChicken/SE_CHIKEN_LAND_RESET", volume: 0.7f);
|
||||||
SmallLandmass.SetActive(false);
|
SmallLandmass.SetActive(false);
|
||||||
|
IslandCollapse.Play();
|
||||||
}
|
}
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
@ -170,7 +173,11 @@ namespace HeavenStudio.Games.Scripts_ChargingChicken
|
||||||
|
|
||||||
public void StoneSplash()
|
public void StoneSplash()
|
||||||
{
|
{
|
||||||
if (IslandPos.localPosition.x > -8) SoundByte.PlayOneShotGame("chargingChicken/SE_CHIKEN_BLOCK_FALL_WATER_PITCH400", pitch: SoundByte.GetPitchFromCents(UnityEngine.Random.Range(-400, 401), false), volume: 0.5f);
|
if (IslandPos.localPosition.x > -8)
|
||||||
|
{
|
||||||
|
SoundByte.PlayOneShotGame("chargingChicken/SE_CHIKEN_BLOCK_FALL_WATER_PITCH400", pitch: SoundByte.GetPitchFromCents(UnityEngine.Random.Range(-400, 401), false), volume: 0.5f);
|
||||||
|
StoneSplashEffect.Play();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ThisIsNotMoving()
|
public void ThisIsNotMoving()
|
||||||
|
|