it's getting too real

AND the game breaking bug is gone!
This commit is contained in:
ThePurpleAnon 2024-03-06 00:28:30 -06:00
parent 725f158dac
commit a637f8dc42
31 changed files with 69748 additions and 18 deletions

View file

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Shader "Sprites/ChickenWater"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,0)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
fixed4 _Color;
fixed4 _OutlineColor;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
sampler2D _AlphaTex;
float _AlphaSplitEnabled;
fixed4 SampleSpriteTexture (float2 uv)
{
fixed4 color = tex2D (_MainTex, uv);
#if UNITY_TEXTURE_ALPHASPLIT_ALLOWED
if (_AlphaSplitEnabled)
color.a = tex2D (_AlphaTex, uv).r;
#endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED
return color;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = SampleSpriteTexture (IN.texcoord);
float3 outlinedRGB = lerp(IN.color.rgb, _OutlineColor.rgb, 1 - c.r);
c = fixed4(outlinedRGB.r, outlinedRGB.g, outlinedRGB.b, c.a);
c *= _Color;
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}

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View file

@ -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);

View file

@ -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()