cooking pot lids fly off
- also fixes issues with fading shadow colours - TODO: make fading bg texture colour more intuitive
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script: {fileID: 0}
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- curve:
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m_PostInfinity: 2
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attribute: m_LocalPosition.z
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path: Sub6
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classID: 4
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script: {fileID: 0}
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m_EulerEditorCurves: []
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m_HasGenericRootTransform: 0
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m_HasMotionFloatCurves: 0
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m_Events: []
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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NativeFormatImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,5 +1,31 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!1102 &-6198479457997952412
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AnimatorState:
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serializedVersion: 6
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Item09
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m_StateMachineBehaviours: []
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m_TimeParameter:
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--- !u!1102 &-5127034071847877504
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AnimatorState:
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serializedVersion: 6
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@ -78,6 +104,32 @@ AnimatorState:
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m_MirrorParameter:
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m_CycleOffsetParameter:
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m_TimeParameter:
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--- !u!1102 &-3476128839148614186
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AnimatorState:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Item08
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m_Speed: 1
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m_Transitions: []
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m_WriteDefaultValues: 1
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m_MirrorParameter:
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m_CycleOffsetParameter:
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m_TimeParameter:
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--- !u!1102 &-3458845236386000745
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AnimatorState:
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serializedVersion: 6
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|
@ -292,6 +344,12 @@ AnimatorStateMachine:
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- serializedVersion: 1
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m_State: {fileID: 809936373851312022}
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m_Position: {x: 550, y: 650, z: 0}
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m_ChildStateMachines: []
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m_AnyStateTransitions: []
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m_EntryTransitions: []
|
||||
|
|
|
@ -33,13 +33,12 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("type", KarateMan.HitThree.HitThree, "Type", "The warning text to show")
|
||||
}),
|
||||
new GameAction("prepare", delegate { }, 1f, true),
|
||||
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, e.colorC); }, 0.5f, true, new List<Param>()
|
||||
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); }, 0.5f, true, new List<Param>()
|
||||
{
|
||||
new Param("type", KarateMan.BackgroundType.Yellow, "Background Type", "The preset background type"),
|
||||
new Param("type2", KarateMan.ShadowType.Tinted, "Shadow Type", "The shadow type. If Tinted doesn't work with your background color try Custom"),
|
||||
new Param("colorA", new Color(), "Custom Background Color", "The background color to use when background type is set to Custom"),
|
||||
new Param("colorB", new Color(), "Custom Shadow Color", "The shadow color to use when shadow type is set to Custom"),
|
||||
new Param("colorC", new Color(), "Fading Shadow Color", "When using the Fade background effect, make shadow colour fade to this colour"),
|
||||
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"),
|
||||
new Param("type3", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed. Fade uses the entity length to determine colour fading speed")
|
||||
|
||||
}),
|
||||
|
@ -79,7 +78,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("type", KarateMan.HitThree.HitThree, "Type", "The warning text to show")
|
||||
},
|
||||
hidden: true),
|
||||
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, e.colorB); }, 0.5f, false,
|
||||
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,
|
||||
new List<Param>()
|
||||
{
|
||||
new Param("type", KarateMan.BackgroundType.Yellow, "Background Type", "The preset background type"),
|
||||
|
@ -275,7 +274,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
bgGradientRenderer = BGGradient.GetComponent<SpriteRenderer>();
|
||||
|
||||
SetBgAndShadowCol(0f, 0f, bgType, (int) currentShadowType, BackgroundColors[bgType], customShadowColour, (int)currentBgEffect, customShadowColour);
|
||||
SetBgAndShadowCol(0f, 0f, bgType, (int) currentShadowType, BackgroundColors[bgType], customShadowColour, (int)currentBgEffect);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
|
@ -546,10 +545,10 @@ namespace HeavenStudio.Games
|
|||
return mobj;
|
||||
}
|
||||
|
||||
public void SetBgAndShadowCol(float beat, float length, int bgType, int shadowType, Color a, Color b, int fx, Color c)
|
||||
public void SetBgAndShadowCol(float beat, float length, int bgType, int shadowType, Color a, Color b, int fx)
|
||||
{
|
||||
SetBgFx(fx, beat, length);
|
||||
UpdateShadowColour(shadowType, b, c);
|
||||
UpdateShadowColour(shadowType, b);
|
||||
|
||||
this.bgType = bgType;
|
||||
if (this.bgType == (int) BackgroundType.Custom)
|
||||
|
@ -558,6 +557,10 @@ namespace HeavenStudio.Games
|
|||
bgColour = BackgroundColors[this.bgType];
|
||||
BGPlane.color = bgColour;
|
||||
|
||||
//😢
|
||||
if (fx != (int) BackgroundFXType.Fade)
|
||||
oldShadowColour = GetShadowColor(true);
|
||||
|
||||
if (textureFiltertype == (int) ShadowType.Tinted)
|
||||
filterColour = Color.LerpUnclamped(bgColour, ShadowBlendColor, 0.45f);
|
||||
}
|
||||
|
@ -617,7 +620,7 @@ namespace HeavenStudio.Games
|
|||
lastCol = oldShadowColour;
|
||||
|
||||
if(currentShadowType == (int) ShadowType.Custom)
|
||||
nextCol = fadeShadowColour;
|
||||
nextCol = customShadowColour;
|
||||
else if(bgType < (int) BackgroundType.Custom)
|
||||
nextCol = ShadowColors[bgType];
|
||||
else
|
||||
|
@ -632,7 +635,7 @@ namespace HeavenStudio.Games
|
|||
return next ? nextCol : lastCol;
|
||||
}
|
||||
|
||||
public void UpdateShadowColour(int type, Color colour, Color fadeColour)
|
||||
public void UpdateShadowColour(int type, Color colour)
|
||||
{
|
||||
|
||||
if(currentShadowType == (int) ShadowType.Custom)
|
||||
|
@ -644,7 +647,6 @@ namespace HeavenStudio.Games
|
|||
|
||||
currentShadowType = type;
|
||||
customShadowColour = colour;
|
||||
fadeShadowColour = fadeColour;
|
||||
}
|
||||
|
||||
public void SetParticleEffect(float beat, int type, float windStrength, float particleStrength)
|
||||
|
|
|
@ -49,7 +49,9 @@ namespace HeavenStudio.Games.Scripts_KarateMan
|
|||
ComboPot3, // path 2
|
||||
ComboPot4, // path 3
|
||||
ComboPot5, // path 4
|
||||
ComboBarrel // path 5
|
||||
ComboBarrel,// path 5
|
||||
|
||||
CookingLid, //only used for hit
|
||||
}
|
||||
|
||||
public enum FlyStatus {
|
||||
|
@ -153,6 +155,13 @@ namespace HeavenStudio.Games.Scripts_KarateMan
|
|||
path = 1;
|
||||
comboId = -1;
|
||||
break;
|
||||
case ItemType.CookingLid:
|
||||
CurrentCurve = ItemCurves[9];
|
||||
path = 1;
|
||||
curveTargetBeat = 2f;
|
||||
status = FlyStatus.Hit;
|
||||
comboId = -1;
|
||||
break;
|
||||
default:
|
||||
KarateMan.instance.ScheduleInput(startBeat, 1f, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, ItemJustOrNg, ItemThrough, ItemOut);
|
||||
KarateMan.instance.ScheduleUserInput(startBeat, 1f, InputType.STANDARD_ALT_DOWN, ItemWrongAction, ItemOut, ItemOut);
|
||||
|
@ -331,7 +340,8 @@ namespace HeavenStudio.Games.Scripts_KarateMan
|
|||
Jukebox.PlayOneShotGame("karateman/cookingPot", forcePlay: true);
|
||||
p = Instantiate(HitParticles[1], HitPosition[1].position, Quaternion.Euler(0, 0, UnityEngine.Random.Range(0f, 360f)), KarateMan.instance.ItemHolder);
|
||||
p.Play();
|
||||
//todo: pot lid
|
||||
KarateMan.instance.CreateItemInstance(startBeat + 1f, "Item09", ItemType.CookingLid);
|
||||
GetComponent<Animator>().Play("Item08", -1, 0);
|
||||
break;
|
||||
case ItemType.Alien:
|
||||
CurrentCurve = ItemCurves[1];
|
||||
|
|
Loading…
Reference in a new issue