Recolorable Fireworks
note to self - make sure everything new is actually in the bundles before PRing all this because im realizing i forgot to do that for the bg gradient here
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m_CorrespondingSourceObject: {fileID: 0}
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m_GameObject: {fileID: 6930847513310121931}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: -0.0036000002, y: -1.2871169, z: 0}
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m_LocalScale: {x: 0.057482235, y: 0.01258653, z: 0.22968118}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 5813499711658895220}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!212 &2962882487995762323
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SpriteRenderer:
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m_ObjectHideFlags: 0
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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_GameObject: {fileID: 6930847513310121931}
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m_Enabled: 1
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m_CastShadows: 0
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m_ReceiveShadows: 0
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m_DynamicOccludee: 1
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m_StaticShadowCaster: 0
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m_MotionVectors: 1
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m_LightProbeUsage: 1
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m_ReflectionProbeUsage: 1
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m_RayTracingMode: 0
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m_RayTraceProcedural: 0
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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m_ProbeAnchor: {fileID: 0}
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m_LightProbeVolumeOverride: {fileID: 0}
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m_ScaleInLightmap: 1
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m_ReceiveGI: 1
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m_PreserveUVs: 0
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m_IgnoreNormalsForChartDetection: 0
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m_ImportantGI: 0
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m_StitchLightmapSeams: 1
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m_SelectedEditorRenderState: 0
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m_MinimumChartSize: 4
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m_AutoUVMaxDistance: 0.5
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m_AutoUVMaxAngle: 89
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m_LightmapParameters: {fileID: 0}
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: -100
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m_Sprite: {fileID: -1414428263, guid: 68bf694a5844f554ab51f1e9ce2e8a02, type: 3}
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m_Color: {r: 0, g: 0.03137255, b: 0.1254902, a: 1}
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m_FlipX: 0
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m_FlipY: 0
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m_DrawMode: 1
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m_Size: {x: 6.72, y: 192.72717}
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m_AdaptiveModeThreshold: 0.5
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m_SpriteTileMode: 0
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m_WasSpriteAssigned: 1
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m_MaskInteraction: 0
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m_SpriteSortPoint: 0
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--- !u!1 &8262151026341675557
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GameObject:
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m_ObjectHideFlags: 0
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@ -906,7 +1300,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!4 &6194428826657868395
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Transform:
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m_ObjectHideFlags: 0
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@ -916,10 +1310,11 @@ Transform:
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m_GameObject: {fileID: 8262151026341675557}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0, y: 0.007, z: 0}
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m_LocalScale: {x: 0.21198754, y: 0.011052757, z: 0.011052757}
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m_LocalScale: {x: 0.21198751, y: 0.011052757, z: 0.011052757}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 5813499711658895220}
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m_RootOrder: 0
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m_RootOrder: 1
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!212 &9045103493732349067
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SpriteRenderer:
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|
@ -932,6 +1327,7 @@ SpriteRenderer:
|
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m_CastShadows: 0
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m_ReceiveShadows: 0
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m_DynamicOccludee: 1
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m_StaticShadowCaster: 0
|
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m_MotionVectors: 1
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m_LightProbeUsage: 1
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m_ReflectionProbeUsage: 1
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|
@ -969,6 +1365,6 @@ SpriteRenderer:
|
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m_Size: {x: 1, y: 1}
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m_AdaptiveModeThreshold: 0.5
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m_SpriteTileMode: 0
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m_WasSpriteAssigned: 1
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m_WasSpriteAssigned: 0
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m_MaskInteraction: 0
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m_SpriteSortPoint: 0
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|
|
|
@ -4,6 +4,7 @@ using System.Collections.Generic;
|
|||
using UnityEngine;
|
||||
using NaughtyBezierCurves;
|
||||
using DG.Tweening;
|
||||
using Jukebox;
|
||||
|
||||
namespace HeavenStudio.Games.Loaders
|
||||
{
|
||||
|
@ -11,6 +12,30 @@ namespace HeavenStudio.Games.Loaders
|
|||
public static class AgbFireworkLoader
|
||||
{
|
||||
public static Minigame AddGame(EventCaller eventCaller) {
|
||||
|
||||
RiqEntity fwBGUpdater(string datamodel, RiqEntity e)
|
||||
{
|
||||
if (datamodel == "fireworks/altBG")
|
||||
{
|
||||
e.CreateProperty("stars", (!e["toggle"]));
|
||||
e.CreateProperty("faces", (e["toggle"]));
|
||||
e.CreateProperty("startTop", new Color(0f, 8/255f, 32/255f));
|
||||
e.CreateProperty("endTop", new Color(0f, 8/255f, 32/255f));
|
||||
e.CreateProperty("startBot", new Color(0f, 51/255f, 119/255f));
|
||||
e.CreateProperty("endBot", new Color(0f, 51/255f, 119/255f));
|
||||
e.CreateProperty("startCity", new Color(0f, 8/255f, 32/255f));
|
||||
e.CreateProperty("endCity", new Color(0f, 8/255f, 32/255f));
|
||||
e.CreateProperty("ease", 0);
|
||||
|
||||
e.dynamicData.Remove("toggle");
|
||||
|
||||
e.datamodel = "fireworks/changeBG";
|
||||
return e;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
RiqBeatmap.OnUpdateEntity += fwBGUpdater;
|
||||
|
||||
return new Minigame("fireworks", "Fireworks \n<color=#adadad>(Hanabi)</color>", "000820", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("firework", "Firework")
|
||||
|
@ -58,13 +83,35 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("count", Fireworks.CountInType.CountOne, "Type", "Set the number to be said.")
|
||||
}
|
||||
},
|
||||
new GameAction("altBG", "Background Appearance")
|
||||
new GameAction("changeBG", "Background Appearance")
|
||||
{
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
Fireworks.instance.BackgroundColor(e.beat, e.length, e["stars"], e["faces"], e["startTop"], e["endTop"], e["startBot"], e["endBot"], e["startCity"], e["endCity"], e["ease"]);
|
||||
},
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("stars", true, "Stars", "Toggle if the stars should appear."),
|
||||
new Param("faces", false, "Remix 5", "Toggle if the faces from Remix 5 (GBA) should appear."),
|
||||
new Param("startTop", new Color(0f, 8/255f, 32/255f), "Gradient Top Start", "Set the color at the start of the event."),
|
||||
new Param("endTop", new Color(0f, 8/255f, 32/255f), "Gradient Top End", "Set the color at the end of the event."),
|
||||
new Param("startBot", new Color(0f, 51/255f, 119/255f), "Gradient Bottom Start", "Set the color at the start of the event."),
|
||||
new Param("endBot", new Color(0f, 51/255f, 119/255f), "Gradient Bottom End", "Set the color at the end of the event."),
|
||||
new Param("startCity", new Color(0f, 8/255f, 32/255f), "City Start", "Set the color at the start of the event."),
|
||||
new Param("endCity", new Color(0f, 8/255f, 32/255f), "City End", "Set the color at the end of the event."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
|
||||
}
|
||||
},
|
||||
|
||||
new GameAction("altBG", "Background Appearance (OLD)")
|
||||
{
|
||||
function = delegate {var e = eventCaller.currentEntity; Fireworks.instance.ChangeBackgroundAppearance(e["toggle"]); },
|
||||
defaultLength = 0.5f,
|
||||
hidden = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("toggle", true, "Remix 5", "Togle if the background from Remix 5 (GBA) should appear.")
|
||||
new Param("toggle", true, "Remix 5", "Toggle fi ze bckgrond frum realix 5 (GFA) shool aper. (You should never see this.)")
|
||||
}
|
||||
}
|
||||
},
|
||||
|
@ -122,11 +169,18 @@ namespace HeavenStudio.Games
|
|||
[SerializeField] FireworksBomb bomb;
|
||||
[SerializeField] BezierCurve3D bombCurve;
|
||||
[SerializeField] SpriteRenderer flashWhite;
|
||||
[SerializeField] SpriteRenderer gradientTop;
|
||||
[SerializeField] SpriteRenderer gradientBottom;
|
||||
[SerializeField] SpriteRenderer city;
|
||||
[SerializeField] GameObject faces;
|
||||
[SerializeField] GameObject stars;
|
||||
[Header("Properties")]
|
||||
Tween flashTween;
|
||||
public static List<QueuedFirework> queuedFireworks = new List<QueuedFirework>();
|
||||
|
||||
private ColorEase topColorEase = new(new Color(0f, 8/255f, 32/255f));
|
||||
private ColorEase botColorEase = new(new Color(0f, 51/255f, 119/255f));
|
||||
private ColorEase cityColorEase = new(new Color(0f, 8/255f, 32/255f));
|
||||
|
||||
public static Fireworks instance;
|
||||
|
||||
|
@ -143,6 +197,11 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
instance = this;
|
||||
}
|
||||
|
||||
public override void OnPlay(double beat)
|
||||
{
|
||||
PersistColor(beat);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
|
@ -159,12 +218,14 @@ namespace HeavenStudio.Games
|
|||
queuedFireworks.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
BackgroundColorUpdate();
|
||||
}
|
||||
|
||||
public void ChangeBackgroundAppearance(bool doIt)
|
||||
{
|
||||
faces.SetActive(doIt);
|
||||
stars.SetActive(!doIt);
|
||||
//faces.SetActive(doIt);
|
||||
//stars.SetActive(!doIt);
|
||||
}
|
||||
|
||||
public static void CountIn(double beat, int count)
|
||||
|
@ -314,6 +375,39 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
ChangeFlashColor(start, 0f);
|
||||
ChangeFlashColor(end, beats);
|
||||
}
|
||||
|
||||
private void BackgroundColorUpdate()
|
||||
{
|
||||
gradientTop.color = topColorEase.GetColor();
|
||||
gradientBottom.color = botColorEase.GetColor();
|
||||
city.color = cityColorEase.GetColor();
|
||||
}
|
||||
|
||||
public void BackgroundColor(double beat, float length, bool dostars, bool dormx5, Color topStart, Color topEnd, Color botStart, Color botEnd, Color cityStart, Color cityEnd, int ease)
|
||||
{
|
||||
topColorEase = new ColorEase(beat, length, topStart, topEnd, ease);
|
||||
botColorEase = new ColorEase(beat, length, botStart, botEnd, ease);
|
||||
cityColorEase = new ColorEase(beat, length, cityStart, cityEnd, ease);
|
||||
|
||||
faces.SetActive(dormx5);
|
||||
stars.SetActive(dostars);
|
||||
}
|
||||
|
||||
private void PersistColor(double beat)
|
||||
{
|
||||
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("fireworks", new string[] { "changeBG" }).FindAll(x => x.beat < beat);
|
||||
if (allEventsBeforeBeat.Count > 0)
|
||||
{
|
||||
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
|
||||
var lastEvent = allEventsBeforeBeat[^1];
|
||||
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["stars"], lastEvent["faces"], lastEvent["startTop"], lastEvent["endTop"], lastEvent["startBot"], lastEvent["endBot"], lastEvent["startCity"], lastEvent["endCity"], lastEvent["ease"]);
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
PersistColor(beat);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue