unloaded support for the setup entities
- not tested too much but it seems to work so far
This commit is contained in:
parent
009b593a42
commit
b59e39a5de
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@ -14,9 +14,11 @@ namespace HeavenStudio.Games.Loaders
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return new Minigame("karateman", "Karate Man [INDEV REWORK]", "70A8D8", false, false, new List<GameAction>()
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{
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new GameAction("bop", delegate { KarateMan.instance.ToggleBop(eventCaller.currentEntity.toggle); }, 0.5f, false, new List<Param>()
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{
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new Param("toggle", true, "Bop", "Whether to bop to the beat or not")
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}),
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{
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new Param("toggle", true, "Bop", "Whether to bop to the beat or not")
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},
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inactiveFunction: delegate { KarateMan.ToggleBopUnloaded(eventCaller.currentEntity.toggle); }
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),
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new GameAction("hit", delegate { var e = eventCaller.currentEntity; KarateMan.instance.CreateItem(e.beat, e.type); }, 2, false,
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new List<Param>()
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{
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@ -34,11 +36,15 @@ namespace HeavenStudio.Games.Loaders
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new List<Param>()
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{
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new Param("type", KarateMan.HitThree.HitThree, "Type", "The warning text to show")
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}),
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new GameAction("special camera", delegate { var e = eventCaller.currentEntity; KarateMan.instance.DoSpecialCamera(e.beat, e.length, e.toggle); }, 8f, true, new List<Param>()
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{
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new Param("toggle", true, "Return Camera", "Camera zooms back in?"),
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}),
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},
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inactiveFunction: delegate { var e = eventCaller.currentEntity; KarateMan.DoWordSound(e.beat, e.type); }
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),
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new GameAction("special camera", delegate { var e = eventCaller.currentEntity; KarateMan.DoSpecialCamera(e.beat, e.length, e.toggle); }, 8f, true, new List<Param>()
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{
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new Param("toggle", true, "Return Camera", "Camera zooms back in?"),
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},
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inactiveFunction: delegate { var e = eventCaller.currentEntity; KarateMan.DoSpecialCamera(e.beat, e.length, e.toggle); }
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),
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new GameAction("prepare", delegate { var e = eventCaller.currentEntity; KarateMan.instance.Prepare(e.beat, e.length);}, 1f, true),
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new GameAction("set gameplay modifiers", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetGameplayMods(e.beat, e.type, e.toggle); }, 0.5f, false, new List<Param>()
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{
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@ -46,24 +52,28 @@ namespace HeavenStudio.Games.Loaders
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new Param("toggle", true, "Enable Combos", "Allow the player to combo? (Contextual combos will still be allowed even when off)"),
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}),
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new GameAction("set background effects", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgAndShadowCol(e.beat, e.length, e.type, e.type2, e.colorA, e.colorB, e.type3); KarateMan.instance.SetBgTexture(e.type4, e.type5, e.colorC, e.colorD); }, 0.5f, true, new List<Param>()
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{
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new Param("type", KarateMan.BackgroundType.Yellow, "Background Type", "The preset background type"),
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new Param("type2", KarateMan.ShadowType.Tinted, "Shadow Type", "The shadow type. If Tinted doesn't work with your background color try Custom"),
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new Param("colorA", new Color(), "Custom Background Color", "The background color to use when background type is set to Custom"),
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new Param("colorB", new Color(), "Custom Shadow Color", "The shadow color to use when shadow type is set to Custom. When fading the background colour shadows fade to this color"),
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new Param("type3", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed. Fade uses the entity length to determine colour fading speed"),
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new Param("type4", KarateMan.BackgroundTextureType.Plain, "Texture", "The type of background texture to use"),
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new Param("type5", KarateMan.ShadowType.Tinted, "Color Filter Type", "The method used to apply colour to the texture"),
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new Param("colorC", new Color(), "Custom Filter Color", "The filter color to use when color filter type is set to Custom"),
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new Param("colorD", new Color(), "Fading Filter Color", "When using the Fade background effect, make filter colour fade to this colour"),
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{
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new Param("type", KarateMan.BackgroundType.Yellow, "Background Type", "The preset background type"),
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new Param("type2", KarateMan.ShadowType.Tinted, "Shadow Type", "The shadow type. If Tinted doesn't work with your background color try Custom"),
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new Param("colorA", new Color(), "Custom Background Color", "The background color to use when background type is set to Custom"),
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new Param("colorB", new Color(), "Custom Shadow Color", "The shadow color to use when shadow type is set to Custom. When fading the background colour shadows fade to this color"),
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new Param("type3", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed. Fade uses the entity length to determine colour fading speed"),
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new Param("type4", KarateMan.BackgroundTextureType.Plain, "Texture", "The type of background texture to use"),
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new Param("type5", KarateMan.ShadowType.Tinted, "Color Filter Type", "The method used to apply colour to the texture"),
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new Param("colorC", new Color(), "Custom Filter Color", "The filter color to use when color filter type is set to Custom"),
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new Param("colorD", new Color(), "Fading Filter Color", "When using the Fade background effect, make filter colour fade to this colour"),
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}),
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},
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inactiveFunction: delegate { var e = eventCaller.currentEntity; KarateMan.SetBgEffectsUnloaded(e.beat, e.length, e.type, e.type2, e.colorA, e.colorB, e.type3, e.type4, e.type5, e.colorC, e.colorD); }
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),
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new GameAction("set object colors", delegate { var e = eventCaller.currentEntity; KarateMan.instance.UpdateMaterialColour(e.colorA, e.colorB, e.colorC); }, 0.5f, false, new List<Param>()
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{
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new Param("colorA", new Color(), "Joe Body Color", "The color to use for Karate Joe's body"),
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new Param("colorB", new Color(), "Joe Highlight Color", "The color to use for Karate Joe's highlights"),
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new Param("colorC", new Color(), "Item Color", "The color to use for the thrown items"),
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}),
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{
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new Param("colorA", new Color(), "Joe Body Color", "The color to use for Karate Joe's body"),
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new Param("colorB", new Color(), "Joe Highlight Color", "The color to use for Karate Joe's highlights"),
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new Param("colorC", new Color(), "Item Color", "The color to use for the thrown items"),
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},
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inactiveFunction: delegate { var e = eventCaller.currentEntity; KarateMan.UpdateMaterialColourUnloaded(e.colorA, e.colorB, e.colorC); }
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),
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new GameAction("particle effects", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetParticleEffect(e.beat, e.type, e.valA, e.valB); }, 0.5f, false, new List<Param>()
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{
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new Param("type", KarateMan.ParticleType.None, "Particle Type", "The type of particle effect to spawn. Using \"None\" will stop all effects"),
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@ -89,7 +99,7 @@ namespace HeavenStudio.Games.Loaders
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new Param("type", KarateMan.HitThree.HitThree, "Type", "The warning text to show")
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},
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hidden: true),
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new GameAction("set background color", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgAndShadowCol(e.beat, e.length, e.type, e.type2, e.colorA, e.colorB, (int) KarateMan.instance.currentBgEffect); }, 0.5f, false,
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new GameAction("set background color", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgAndShadowCol(e.beat, e.length, e.type, e.type2, e.colorA, e.colorB, (int) KarateMan.currentBgEffect); }, 0.5f, false,
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new List<Param>()
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{
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new Param("type", KarateMan.BackgroundType.Yellow, "Background Type", "The preset background type"),
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@ -223,7 +233,7 @@ namespace HeavenStudio.Games
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Tengoku,
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Mania,
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}
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public bool IsComboEnable = true; //only stops Out combo inputs, this basically makes combo contextual
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public static bool IsComboEnable = true; //only stops Out combo inputs, this basically makes combo contextual
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public bool IsNoriActive { get { return Nori.MaxNori > 0; } }
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public float NoriPerformance { get { if (IsNoriActive) return Nori.Nori / Nori.MaxNori; else return 1f; } }
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@ -235,10 +245,10 @@ namespace HeavenStudio.Games
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[Header("Camera Positions")]
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public Transform[] CameraPosition;
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Vector3 cameraPosition;
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float startCamSpecial = Single.MinValue;
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float wantsReturn = Single.MinValue;
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float cameraReturnLength = 2f;
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CameraAngle cameraAngle = CameraAngle.Normal;
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static float startCamSpecial = Single.MinValue;
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static float wantsReturn = Single.MinValue;
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static float cameraReturnLength = 2f;
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static CameraAngle cameraAngle = CameraAngle.Normal;
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//pot trajectory stuff
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[Header("References")]
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@ -250,31 +260,32 @@ namespace HeavenStudio.Games
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[Header("Colour Map")]
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public Material MappingMaterial;
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public Color BodyColor;
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public Color HighlightColor;
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public Color ItemColor;
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public static Color BodyColor;
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public static Color HighlightColor;
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public static Color ItemColor;
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[Header("Word")]
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public Animator Word;
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float wordClearTime = Single.MinValue;
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static float wordClearTime = Single.MinValue;
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const float hitVoiceOffset = 0.042f;
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[Header("Backgrounds")]
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static int bgType = (int) BackgroundType.Yellow;
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public static int currentBgEffect = (int) BackgroundFXType.None;
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static float bgFadeTime = Single.MinValue;
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static float bgFadeDuration = 0f;
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static Color bgColour = Color.white;
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public SpriteRenderer BGPlane;
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public GameObject BGEffect;
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int bgType = (int) BackgroundType.Yellow;
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Color bgColour;
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Color bgColourLast;
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public BackgroundFXType currentBgEffect = BackgroundFXType.None;
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float bgFadeTime = Single.MinValue;
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float bgFadeDuration = 0f;
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Animator bgEffectAnimator;
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SpriteRenderer bgEffectSpriteRenderer;
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int textureFiltertype = (int) ShadowType.Tinted;
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Color filterColour;
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Color filterColourNext;
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static int textureType = (int) BackgroundTextureType.Plain;
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static int textureFilterType = (int) ShadowType.Tinted;
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static Color filterColour = Color.white;
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static Color filterColourNext = Color.white;
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public GameObject BGGradient;
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SpriteRenderer bgGradientRenderer;
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public GameObject BGBlood;
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SpriteRenderer bgRadialRenderer;
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[Header("Shadows")]
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int currentShadowType = (int) ShadowType.Tinted;
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Color customShadowColour = Color.white;
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Color fadeShadowColour = Color.white;
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Color oldShadowColour;
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static int currentShadowType = (int) ShadowType.Tinted;
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static Color customShadowColour = Color.white;
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static Color oldShadowColour;
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[Header("Particles")]
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//wind
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public ParticleSystem RainEffect;
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public GameObject RainEffectGO;
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[Header("Unloaded Game Calls")]
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public static Queue<Beatmap.Entity> ItemQueue = new Queue<Beatmap.Entity>();
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public static bool WantBop = true;
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public static bool WantNori = true;
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public static int WantNoriType = (int) NoriMode.None;
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public static float WantBgChangeStart = 0f;
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public static float WantBgChangeLength = 0f;
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private void Awake()
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{
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instance = this;
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bgBloodRenderer = BGBlood.GetComponent<SpriteRenderer>();
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bgRadialRenderer = BGRadial.GetComponent<SpriteRenderer>();
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SetBgAndShadowCol(0f, 0f, bgType, (int) currentShadowType, BackgroundColors[bgType], customShadowColour, (int)currentBgEffect);
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SetBgAndShadowCol(WantBgChangeStart, WantBgChangeLength, bgType, (int) currentShadowType, BackgroundColors[bgType], customShadowColour, (int)currentBgEffect);
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SetBgTexture(textureType, textureFilterType, filterColour, filterColour);
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UpdateMaterialColour(BodyColor, HighlightColor, ItemColor);
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ToggleBop(true);
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ToggleBop(WantBop);
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}
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private void Update()
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switch (currentBgEffect)
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{
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case BackgroundFXType.Sunburst:
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case (int) BackgroundFXType.Sunburst:
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bgEffectAnimator.DoNormalizedAnimation("Sunburst", (cond.songPositionInBeats*0.5f) % 1f);
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break;
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case BackgroundFXType.Rings:
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case (int) BackgroundFXType.Rings:
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bgEffectAnimator.DoNormalizedAnimation("Rings", (cond.songPositionInBeats*0.5f) % 1f);
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break;
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default:
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@ -446,7 +465,7 @@ namespace HeavenStudio.Games
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return count;
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}
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public void DoSpecialCamera(float beat, float length, bool returns)
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public static void DoSpecialCamera(float beat, float length, bool returns)
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{
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if (cameraAngle == CameraAngle.Normal)
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{
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@ -458,6 +477,11 @@ namespace HeavenStudio.Games
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}
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public void DoWord(float beat, int type, bool doSound = true)
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{
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Word.Play(DoWordSound(beat, type, doSound));
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}
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public static string DoWordSound(float beat, int type, bool doSound = true)
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{
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String word = "NoPose";
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float clear = 0f;
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@ -528,9 +552,9 @@ namespace HeavenStudio.Games
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}
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if (Conductor.instance.songPositionInBeats <= clear && Conductor.instance.songPositionInBeats >= beat)
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{
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Word.Play(word);
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wordClearTime = clear;
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}
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return word;
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}
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public void CreateItem(float beat, int type)
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@ -680,23 +704,38 @@ namespace HeavenStudio.Games
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}
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public void SetBgAndShadowCol(float beat, float length, int bgType, int shadowType, Color a, Color b, int fx)
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public static void SetBgEffectsUnloaded(float beat, float length, int newBgType, int newShadowType, Color bgCol, Color shadowCol, int bgFx, int texture, int textureFilter, Color filterCol, Color filterColNext)
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{
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WantBgChangeStart = beat;
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WantBgChangeLength = length;
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bgType = newBgType;
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currentShadowType = newShadowType;
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bgColour = bgCol;
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customShadowColour = shadowCol;
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currentBgEffect = bgFx;
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textureType = texture;
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textureFilterType = textureFilter;
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filterColour = filterCol;
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filterColourNext = filterColNext;
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}
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public void SetBgAndShadowCol(float beat, float length, int newBgType, int shadowType, Color a, Color b, int fx)
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{
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SetBgFx(fx, beat, length);
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UpdateShadowColour(shadowType, b);
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this.bgType = bgType;
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if (this.bgType == (int) BackgroundType.Custom)
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bgType = newBgType;
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if (bgType == (int) BackgroundType.Custom)
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bgColour = a;
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else
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bgColour = BackgroundColors[this.bgType];
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bgColour = BackgroundColors[newBgType];
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BGPlane.color = bgColour;
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//😢
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if (fx != (int) BackgroundFXType.Fade)
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oldShadowColour = GetShadowColor(true);
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if (textureFiltertype == (int) ShadowType.Tinted)
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if (textureFilterType == (int) ShadowType.Tinted)
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filterColour = Color.LerpUnclamped(bgColour, ShadowBlendColor, 0.45f);
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}
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@ -710,22 +749,23 @@ namespace HeavenStudio.Games
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bgFadeDuration = length;
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break;
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default:
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currentBgEffect = (BackgroundFXType) fx;
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currentBgEffect = fx;
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break;
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}
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}
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public void SetBgTexture(int type, int filterType, Color filterColor, Color nextColor)
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{
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textureFiltertype = filterType;
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if (textureFiltertype == (int) ShadowType.Tinted)
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textureType = type;
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textureFilterType = filterType;
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if (textureFilterType == (int) ShadowType.Tinted)
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filterColour = Color.LerpUnclamped(bgColour, filterColor, 0.45f);
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else
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{
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filterColour = filterColor;
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filterColourNext = nextColor;
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}
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switch (type)
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switch (textureType)
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{
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case (int) BackgroundTextureType.Blood:
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BGBlood.SetActive(true);
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@ -761,7 +801,7 @@ namespace HeavenStudio.Games
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void UpdateFilterColour(Color bgColor, Color filterColor)
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{
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Color col;
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if (textureFiltertype == (int) ShadowType.Tinted)
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if (textureFilterType == (int) ShadowType.Tinted)
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col = Color.LerpUnclamped(bgColor, ShadowBlendColor, 0.45f);
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else
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col = filterColor;
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@ -812,7 +852,13 @@ namespace HeavenStudio.Games
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MappingMaterial.SetColor("_ColorBravo", new Color(1, 0, 0, 1));
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MappingMaterial.SetColor("_ColorDelta", highlightCol);
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ItemColor = objectCol;
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//TODO: joe fist colour when punching Straight with low flow
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}
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public static void UpdateMaterialColourUnloaded(Color mainCol, Color highlightCol, Color objectCol)
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{
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BodyColor = mainCol;
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HighlightColor = highlightCol;
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ItemColor = objectCol;
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}
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public void SetParticleEffect(float beat, int type, float windStrength, float particleStrength)
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@ -855,6 +901,11 @@ namespace HeavenStudio.Games
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Joe.bop.length = 0;
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}
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public static void ToggleBopUnloaded(bool toggle)
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{
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WantBop = toggle;
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}
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public void Prepare(float beat, float length)
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{
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Joe.Prepare(beat, length);
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@ -126,7 +126,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
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}
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}
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if (PlayerInput.AltPressed() && KarateMan.instance.IsComboEnable && !inSpecial)
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if (PlayerInput.AltPressed() && KarateMan.IsComboEnable && !inSpecial)
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{
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if (!KarateMan.instance.IsExpectingInputNow())
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{
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@ -123,12 +123,12 @@ namespace HeavenStudio.Games.Scripts_KarateMan
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case ItemType.Alien:
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alpha = ItemAlienMap[0];
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bravo = ItemAlienMap[1];
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delta = KarateMan.instance.ItemColor;
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delta = KarateMan.ItemColor;
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break;
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case ItemType.KickBomb:
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alpha = ItemBombMap[0];
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bravo = ItemBombMap[1];
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delta = KarateMan.instance.ItemColor;
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delta = KarateMan.ItemColor;
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break;
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case ItemType.KickBarrel:
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case ItemType.ComboBarrel:
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@ -140,12 +140,12 @@ namespace HeavenStudio.Games.Scripts_KarateMan
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case ItemType.CookingLid:
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alpha = ItemCookingLidMap[0];
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bravo = ItemCookingLidMap[1];
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delta = KarateMan.instance.ItemColor;
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delta = KarateMan.ItemColor;
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break;
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default:
|
||||
alpha = KarateMan.instance.ItemColor;
|
||||
bravo = KarateMan.instance.ItemColor;
|
||||
delta = KarateMan.instance.ItemColor;
|
||||
alpha = KarateMan.ItemColor;
|
||||
bravo = KarateMan.ItemColor;
|
||||
delta = KarateMan.ItemColor;
|
||||
break;
|
||||
}
|
||||
for (int i = 0; i < cellRenderers.Length; i++) {
|
||||
|
@ -625,7 +625,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
|
|||
public void ItemWrongAction(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (GameManager.instance.currentGame != "karateman") return;
|
||||
if (!KarateMan.instance.IsComboEnable) return;
|
||||
if (!KarateMan.IsComboEnable) return;
|
||||
//hitting a normal object with the alt input
|
||||
//WHEN SCORING THIS IS A MISS
|
||||
var joe = KarateMan.instance.Joe;
|
||||
|
@ -863,7 +863,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
|
|||
public void ComboEndWrongActionAlt(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (GameManager.instance.currentGame != "karateman") return;
|
||||
if (KarateMan.instance.IsComboEnable && !(KarateMan.instance.Joe.inCombo || KarateMan.instance.Joe.inNuriLock))
|
||||
if (KarateMan.IsComboEnable && !(KarateMan.instance.Joe.inCombo || KarateMan.instance.Joe.inNuriLock))
|
||||
KarateMan.instance.Joe.ForceFailCombo(Conductor.instance.songPositionInBeats);
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue