diff --git a/Assets/Resources/Games/launch party.prefab b/Assets/Resources/Games/launch party.prefab
index 2cdc7cbf3..60110b5bf 100644
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diff --git a/Assets/Scripts/Beatmap.cs b/Assets/Scripts/Beatmap.cs
index 0c704fdcd..82e6885a5 100644
--- a/Assets/Scripts/Beatmap.cs
+++ b/Assets/Scripts/Beatmap.cs
@@ -30,6 +30,7 @@ namespace HeavenStudio
public int track;
// consideration: use arrays instead of hardcoding fixed parameter names
+ // note from zeo: yeah definately use arrays
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float length;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float valA;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float valB;
@@ -38,6 +39,9 @@ namespace HeavenStudio
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type2;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type3;
+ [JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type4;
+ [JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type5;
+ [JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type6;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public EasingFunction.Ease ease;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorA;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorB;
diff --git a/Assets/Scripts/Games/KarateMan/KarateMan.cs b/Assets/Scripts/Games/KarateMan/KarateMan.cs
index f8f3023fa..a38634824 100644
--- a/Assets/Scripts/Games/KarateMan/KarateMan.cs
+++ b/Assets/Scripts/Games/KarateMan/KarateMan.cs
@@ -45,22 +45,19 @@ namespace HeavenStudio.Games.Loaders
new Param("type", KarateMan.NoriMode.None, "Flow Bar type", "The type of Flow bar to use"),
new Param("toggle", true, "Enable Combos", "Allow the player to combo? (Contextual combos will still be allowed even when off)"),
}),
- 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()
+ 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()
{
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. 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")
+ new Param("type3", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed. Fade uses the entity length to determine colour fading speed"),
+ new Param("type4", KarateMan.BackgroundTextureType.Plain, "Texture", "The type of background texture to use"),
+ new Param("type5", KarateMan.ShadowType.Tinted, "Color Filter Type", "The method used to apply colour to the texture"),
+ new Param("colorC", new Color(), "Custom Filter Color", "The filter color to use when color filter type is set to Custom"),
+ new Param("colorD", new Color(), "Fading Filter Color", "When using the Fade background effect, make filter colour fade to this colour"),
}),
- new GameAction("set background texture", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgTexture(e.type, e.type2, e.colorA, e.colorB); }, 0.5f, false, new List()
- {
- new Param("type", KarateMan.BackgroundTextureType.Plain, "Texture", "The type of background texture to use"),
- new Param("type2", KarateMan.ShadowType.Tinted, "Color Filter Type", "The method used to apply colour to the texture"),
- new Param("colorA", new Color(), "Custom Filter Color", "The filter color to use when color filter type is set to Custom"),
- new Param("colorB", new Color(), "Fading Filter Color", "When using the Fade background effect, make filter colour fade to this colour"),
- }),
new GameAction("set object colors", delegate { var e = eventCaller.currentEntity; KarateMan.instance.UpdateMaterialColour(e.colorA, e.colorB, e.colorC); }, 0.5f, false, new List()
{
new Param("colorA", new Color(), "Joe Body Color", "The color to use for Karate Joe's body"),
@@ -108,6 +105,15 @@ namespace HeavenStudio.Games.Loaders
},
hidden: true),
+ new GameAction("set background texture", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgTexture(e.type, e.type2, e.colorA, e.colorB); }, 0.5f, false, new List()
+ {
+ new Param("type", KarateMan.BackgroundTextureType.Plain, "Texture", "The type of background texture to use"),
+ new Param("type2", KarateMan.ShadowType.Tinted, "Color Filter Type", "The method used to apply colour to the texture"),
+ new Param("colorA", new Color(), "Custom Filter Color", "The filter color to use when color filter type is set to Custom"),
+ new Param("colorB", new Color(), "Fading Filter Color", "When using the Fade background effect, make filter colour fade to this colour"),
+ },
+ hidden: true),
+
});
}
}