Spotlight
A spotlight was added for the clap cue, can be recolored and works with stacked cues. Still kind of WIP but is fully functional.
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8
Assets/Resources/Sprites/Games/ClapTrap/references.meta
Normal file
|
|
@ -0,0 +1,8 @@
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Before Width: | Height: | Size: 30 KiB After Width: | Height: | Size: 30 KiB |
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Before Width: | Height: | Size: 29 KiB After Width: | Height: | Size: 29 KiB |
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Before Width: | Height: | Size: 26 KiB After Width: | Height: | Size: 26 KiB |
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Before Width: | Height: | Size: 26 KiB After Width: | Height: | Size: 26 KiB |
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Before Width: | Height: | Size: 26 KiB After Width: | Height: | Size: 26 KiB |
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Before Width: | Height: | Size: 23 KiB After Width: | Height: | Size: 23 KiB |
|
Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 15 KiB |
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Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 12 KiB |
|
Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 12 KiB |
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Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 15 KiB |
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Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 15 KiB |
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Before Width: | Height: | Size: 23 KiB After Width: | Height: | Size: 23 KiB |
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Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 15 KiB |
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Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 12 KiB |
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Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 15 KiB |
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Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 15 KiB |
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Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 15 KiB |
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Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 15 KiB |
|
Before Width: | Height: | Size: 223 KiB After Width: | Height: | Size: 223 KiB |
|
|
@ -14,40 +14,51 @@ namespace HeavenStudio.Games.Loaders
|
||||||
{
|
{
|
||||||
new GameAction("clap", "Clap")
|
new GameAction("clap", "Clap")
|
||||||
{
|
{
|
||||||
function = delegate {var e = eventCaller.currentEntity; ClapTrap.instance.Clap(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["slapper"]);},
|
function = delegate {var e = eventCaller.currentEntity; ClapTrap.instance.Clap(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity["object"]);},
|
||||||
defaultLength = 1f,
|
defaultLength = 1f,
|
||||||
resizable = true,
|
resizable = true,
|
||||||
parameters = new List<Param>()
|
parameters = new List<Param>()
|
||||||
{
|
{
|
||||||
new Param("object", ClapTrap.ClapType.Hand, "Object", "The object attempting to hit the doll"),
|
new Param("object", ClapTrap.ClapType.Hand, "Object", "The object attempting to hit the doll"),
|
||||||
//new Param("sighBeat", new EntityTypes.Float(2, 100), "Sigh Beat", "The slapper attempting to hit the doll"),
|
//new Param("sighBeat", new EntityTypes.Float(2, 100), "Sigh Beat", "The slapper attempting to hit the doll"),
|
||||||
new Param("spotlight", true, "Spotlight", "Whether or not there's a spotlight for the cue"),
|
// new Param("spotlight", true, "Spotlight", "Whether or not there's a spotlight for the cue"),
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
new GameAction("change background color", "Change Background Color")
|
new GameAction("change background color", "Change Background Color")
|
||||||
{
|
{
|
||||||
function = delegate { var e = eventCaller.currentEntity; ClapTrap.instance.FadeBackgroundColor(e["colorA"], e["colorB"], e.length); },
|
function = delegate { var e = eventCaller.currentEntity; ClapTrap.instance.FadeBackgroundColor(e["bgColorA"], e["bgColorB"], e.length); },
|
||||||
resizable = true,
|
resizable = true,
|
||||||
parameters = new List<Param>()
|
parameters = new List<Param>()
|
||||||
{
|
{
|
||||||
new Param("colorA", ClapTrap.defaultBgColor, "Start Color", "The starting color in the fade"),
|
new Param("bgColorA", ClapTrap.defaultBgColor, "Start Color", "The starting color in the fade"),
|
||||||
new Param("colorB", ClapTrap.defaultBgColor, "End Color", "The ending color in the fade")
|
new Param("bgColorB", ClapTrap.defaultBgColor, "End Color", "The ending color in the fade")
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
new GameAction("change hand color", "Change Hand Colors")
|
new GameAction("change hand color", "Change Hand Colors")
|
||||||
{
|
{
|
||||||
function = delegate { var e = eventCaller.currentEntity; ClapTrap.instance.ChangeHandColor(e["stageLeftHandColor"], e["stageRightHandColor"]); },
|
function = delegate { var e = eventCaller.currentEntity; ClapTrap.instance.ChangeHandColor(e["stageLeftHandColor"], e["stageRightHandColor"]); },
|
||||||
defaultLength = 1f,
|
defaultLength = 0.5f,
|
||||||
parameters = new List<Param>()
|
parameters = new List<Param>()
|
||||||
{
|
{
|
||||||
new Param("stageLeftHandColor", ClapTrap.defaultLeftColor, "Stage Left Hand Color", "The color used on the dummy's hand (stage left)"),
|
new Param("stageLeftHandColor", ClapTrap.defaultLeftColor, "Left Hand Color", "The color used on the dummy's hand (stage left)"),
|
||||||
new Param("stageRightHandColor", ClapTrap.defaultRightColor, "Stage Right Hand Color", "The color used on the dummy's hand (stage right)")
|
new Param("stageRightHandColor", ClapTrap.defaultRightColor, "Right Hand Color", "The color used on the dummy's hand (stage right)")
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
new GameAction("spotlight", "Change Spotlight Colors")
|
||||||
|
{
|
||||||
|
function = delegate { var e = eventCaller.currentEntity; ClapTrap.instance.ChangeSpotlightColor(e["spotlightTop"], e["spotlightBottom"], e["spotlightGlow"]); },
|
||||||
|
defaultLength = 0.5f,
|
||||||
|
parameters = new List<Param>()
|
||||||
|
{
|
||||||
|
new Param("spotlightBottom", ClapTrap.bottomSpotlight, "Bottom Color", "The color at the bottom of the spotlight"),
|
||||||
|
new Param("spotlightTop", ClapTrap.topSpotlight, "Top Color", "The color at the top of the spotlight"),
|
||||||
|
new Param("spotlightGlow", ClapTrap.glowSpotlight, "Glow Color", "The color that glows around the spotlight")
|
||||||
|
},
|
||||||
|
},
|
||||||
new GameAction("doll animations", "Doll Animations")
|
new GameAction("doll animations", "Doll Animations")
|
||||||
{
|
{
|
||||||
function = delegate {var e = eventCaller.currentEntity; ClapTrap.instance.DollAnimations(eventCaller.currentEntity.beat, eventCaller.currentEntity["animate"]);},
|
function = delegate {var e = eventCaller.currentEntity; ClapTrap.instance.DollAnimations(eventCaller.currentEntity.beat, eventCaller.currentEntity["animate"]);},
|
||||||
defaultLength = 1f,
|
defaultLength = 0.5f,
|
||||||
parameters = new List<Param>()
|
parameters = new List<Param>()
|
||||||
{
|
{
|
||||||
new Param("animate", ClapTrap.DollAnim.Inhale, "Animation", "The animation that the doll will play"),
|
new Param("animate", ClapTrap.DollAnim.Inhale, "Animation", "The animation that the doll will play"),
|
||||||
|
|
@ -63,8 +74,23 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
public partial class ClapTrap : Minigame
|
public partial class ClapTrap : Minigame
|
||||||
{
|
{
|
||||||
[Header("Sprite Renderers")]
|
public enum ClapType
|
||||||
[SerializeField] SpriteRenderer Background;
|
{
|
||||||
|
Hand,
|
||||||
|
Paw,
|
||||||
|
Leek,
|
||||||
|
Branch,
|
||||||
|
Random
|
||||||
|
}
|
||||||
|
|
||||||
|
public enum DollAnim
|
||||||
|
{
|
||||||
|
Idle,
|
||||||
|
Inhale,
|
||||||
|
Exhale,
|
||||||
|
Talk,
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
public static ClapTrap instance;
|
public static ClapTrap instance;
|
||||||
|
|
||||||
|
|
@ -98,6 +124,39 @@ namespace HeavenStudio.Games
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private static Color _topSpotlight;
|
||||||
|
public static Color topSpotlight
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
ColorUtility.TryParseHtmlString("#FFFFFF", out _topSpotlight);
|
||||||
|
return _topSpotlight;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private static Color _bottomSpotlight;
|
||||||
|
public static Color bottomSpotlight
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
ColorUtility.TryParseHtmlString("#FFE118", out _bottomSpotlight);
|
||||||
|
return _bottomSpotlight;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private static Color _glowSpotlight;
|
||||||
|
public static Color glowSpotlight
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
ColorUtility.TryParseHtmlString("#FFFFFF", out _glowSpotlight);
|
||||||
|
return _glowSpotlight;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[Header("Sprite Renderers")]
|
||||||
|
[SerializeField] SpriteRenderer Background;
|
||||||
|
|
||||||
[Header("Colors")]
|
[Header("Colors")]
|
||||||
public SpriteRenderer bg;
|
public SpriteRenderer bg;
|
||||||
|
|
||||||
|
|
@ -111,38 +170,29 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
public SpriteRenderer stageRightRim;
|
public SpriteRenderer stageRightRim;
|
||||||
|
|
||||||
public enum ClapType
|
[Header("Spotlight")]
|
||||||
{
|
public GameObject spotlight;
|
||||||
Hand,
|
public Material spotlightMaterial;
|
||||||
Paw,
|
|
||||||
Leek,
|
|
||||||
Branch,
|
|
||||||
Random
|
|
||||||
}
|
|
||||||
|
|
||||||
public enum DollAnim
|
|
||||||
{
|
|
||||||
Idle,
|
|
||||||
Inhale,
|
|
||||||
Exhale,
|
|
||||||
Talk,
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
[Header("Animators")]
|
[Header("Animators")]
|
||||||
public Animator dollHead;
|
public Animator dollHead;
|
||||||
public Animator dollArms;
|
public Animator dollArms;
|
||||||
public Animator clapEffect;
|
public Animator clapEffect;
|
||||||
|
|
||||||
[Header("Can Clap")]
|
[Header("Values")]
|
||||||
// look at me go, I'm a boolean
|
|
||||||
// wow now I'm an integer
|
|
||||||
// aaaand back to a boolean
|
|
||||||
private bool canClap = true;
|
private bool canClap = true;
|
||||||
|
private int currentClaps = 0;
|
||||||
|
private Color backgroundColor;
|
||||||
|
|
||||||
void Awake()
|
void Awake()
|
||||||
{
|
{
|
||||||
instance = this;
|
instance = this;
|
||||||
|
|
||||||
|
spotlightMaterial.SetColor("_ColorAlpha", topSpotlight);
|
||||||
|
spotlightMaterial.SetColor("_ColorBravo", glowSpotlight);
|
||||||
|
spotlightMaterial.SetColor("_ColorDelta", bottomSpotlight);
|
||||||
|
|
||||||
|
backgroundColor = defaultBgColor;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
|
|
@ -164,6 +214,16 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void LateUpdate()
|
||||||
|
{
|
||||||
|
if (spotlight.activeSelf == true && currentClaps == 0)
|
||||||
|
{
|
||||||
|
spotlight.SetActive(false);
|
||||||
|
bg.color = backgroundColor;
|
||||||
|
}
|
||||||
|
print(currentClaps);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
public void Clap(float beat, float length, int type)
|
public void Clap(float beat, float length, int type)
|
||||||
{
|
{
|
||||||
|
|
@ -176,6 +236,20 @@ namespace HeavenStudio.Games
|
||||||
}, forcePlay: true);
|
}, forcePlay: true);
|
||||||
ScheduleInput(beat, length * 4, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, Hit, Miss, Out);
|
ScheduleInput(beat, length * 4, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, Hit, Miss, Out);
|
||||||
|
|
||||||
|
currentClaps += 1;
|
||||||
|
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||||
|
{
|
||||||
|
new BeatAction.Action(beat + length * 4, delegate { currentClaps -= 1; })
|
||||||
|
});
|
||||||
|
|
||||||
|
spotlight.SetActive(true);
|
||||||
|
|
||||||
|
if (bg.color != Color.black)
|
||||||
|
{
|
||||||
|
backgroundColor = bg.color;
|
||||||
|
}
|
||||||
|
bg.color = Color.black;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
@ -252,12 +326,18 @@ namespace HeavenStudio.Games
|
||||||
{
|
{
|
||||||
bgColorTween = bg.DOColor(color, seconds);
|
bgColorTween = bg.DOColor(color, seconds);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
backgroundColor = color;
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void FadeBackgroundColor(Color start, Color end, float beats)
|
public void FadeBackgroundColor(Color start, Color end, float beats)
|
||||||
{
|
{
|
||||||
ChangeBackgroundColor(start, 0f);
|
ChangeBackgroundColor(start, 0f);
|
||||||
ChangeBackgroundColor(end, beats);
|
ChangeBackgroundColor(end, beats);
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ChangeHandColor(Color stageLeftHandColor, Color stageRightHandColor)
|
public void ChangeHandColor(Color stageLeftHandColor, Color stageRightHandColor)
|
||||||
|
|
@ -268,6 +348,13 @@ namespace HeavenStudio.Games
|
||||||
stageRightRim.color = stageRightHandColor;
|
stageRightRim.color = stageRightHandColor;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void ChangeSpotlightColor(Color topSpotlightColor, Color bottomSpotlightColor, Color glowSpotlightColor)
|
||||||
|
{
|
||||||
|
spotlightMaterial.SetColor("_ColorAlpha", topSpotlightColor);
|
||||||
|
spotlightMaterial.SetColor("_ColorBravo", glowSpotlightColor);
|
||||||
|
spotlightMaterial.SetColor("_ColorDelta", bottomSpotlightColor);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||