Catch of the day 20240520 (#954)
* default color override * reversions * fixed the animations, committing one last time before the upscale * minor errors * the upscale doesn't work. also bugfixes * couple things i missed
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|
||||
height: 118
|
||||
alignment: 0
|
||||
pivot: {x: 0, y: 0}
|
||||
border: {x: 0, y: 0, z: 0, w: 0}
|
||||
outline: []
|
||||
physicsShape: []
|
||||
tessellationDetail: 0
|
||||
bones: []
|
||||
spriteID: 2e06a04d8fd4d014c81722ae14d8428f
|
||||
internalID: 1854878303
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
- serializedVersion: 2
|
||||
name: fish01_hook01m
|
||||
rect:
|
||||
serializedVersion: 2
|
||||
x: 641
|
||||
y: 1
|
||||
width: 126
|
||||
height: 110
|
||||
alignment: 0
|
||||
pivot: {x: 0, y: 0}
|
||||
border: {x: 0, y: 0, z: 0, w: 0}
|
||||
outline: []
|
||||
physicsShape: []
|
||||
tessellationDetail: 0
|
||||
bones: []
|
||||
spriteID: 302cf4eef490eff4d86fbe62ce86077b
|
||||
internalID: -850896915
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
outline: []
|
||||
physicsShape: []
|
||||
bones: []
|
||||
|
@ -1678,6 +1720,7 @@ TextureImporter:
|
|||
fin03_07: 369149539
|
||||
fin03_08: 1770331907
|
||||
fish01_hook01: -1937665821
|
||||
fish01_hook01m: -850896915
|
||||
fish01_hook02: -650927591
|
||||
fish01_out01: -633689759
|
||||
fish01_out02: -1578983422
|
||||
|
@ -1687,6 +1730,7 @@ TextureImporter:
|
|||
fish01_wait03: -113083632
|
||||
fish02_bite: -1276106060
|
||||
fish02_hook01: -1447049888
|
||||
fish02_hook01m: 1854878303
|
||||
fish02_hook02: -291158108
|
||||
fish02_pick01: -580183698
|
||||
fish02_pick02: 2068174086
|
||||
|
|
|
@ -92,8 +92,27 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param.CollapseParam((x, _) => (bool)x, new string[] { "fishDensity" })
|
||||
}),
|
||||
new Param("fishDensity", new EntityTypes.Float(0f, 1f, 1f), "Fish Density", "Set the density for the fish in the school."),
|
||||
new Param("crossfade", true, "Crossfade", "Set whether or not this scene will fade smoothly into the next one."),
|
||||
},
|
||||
},
|
||||
new GameAction("color", "Default Color Override")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; CatchOfTheDay.Instance.DefaultColorOverride(e["override"], e["topColorA"], e["bottomColorA"], e["topColorB"], e["bottomColorB"], e["topColorC"], e["bottomColorC"]); },
|
||||
defaultLength = 0.5f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("override", true, "Override", "Set whether or not to use a set of overridden colors.", new List<Param.CollapseParam>()
|
||||
{
|
||||
new Param.CollapseParam((x, _) => (bool)x, new string[] { "topColorA", "bottomColorA", "topColorB", "bottomColorB", "topColorC", "bottomColorC" })
|
||||
}),
|
||||
new Param("topColorA", new Color(0.7098039f, 0.8705882f, 0.8705882f), "Top Color A", "Set the top color for Layout A."),
|
||||
new Param("bottomColorA", new Color(0.4666667f, 0.7372549f, 0.8196079f), "Bottom Color A", "Set the bottom color for Layout A."),
|
||||
new Param("topColorB", new Color(0.7098039f, 0.8745099f, 0.6784314f), "Top Color B", "Set the top color for Layout B."),
|
||||
new Param("bottomColorB", new Color(0.3529412f, 0.7137255f, 0.482353f), "Bottom Color B", "Set the bottom color for Layout B."),
|
||||
new Param("topColorC", new Color(0.8705883f, 0.8705883f, 0.6784314f), "Top Color C", "Set the top color for Layout C."),
|
||||
new Param("bottomColorC", new Color(0.7098039f, 0.627451f, 0.4196079f), "Bottom Color C", "Set the bottom color for Layout C."),
|
||||
}
|
||||
},
|
||||
new GameAction("moveAngler", "Move Angler")
|
||||
{
|
||||
function = delegate { var e = eventCaller.currentEntity; CatchOfTheDay.Instance.SetAnglerMovement(e); },
|
||||
|
@ -171,6 +190,13 @@ namespace HeavenStudio.Games
|
|||
[SerializeField] GameObject LakeScenePrefab;
|
||||
[SerializeField] Transform LakeSceneHolder;
|
||||
|
||||
[SerializeField] Color[] _TopColors;
|
||||
[SerializeField] Color[] _BottomColors;
|
||||
private Color[] TopColorOverrides = null;
|
||||
private Color[] BottomColorOverrides = null;
|
||||
public Color[] TopColors => TopColorOverrides ?? _TopColors;
|
||||
public Color[] BottomColors => BottomColorOverrides ?? _BottomColors;
|
||||
|
||||
public int? LastLayout;
|
||||
public Dictionary<RiqEntity, LakeScene> ActiveLakes = new();
|
||||
|
||||
|
@ -217,7 +243,7 @@ namespace HeavenStudio.Games
|
|||
float newPos = func(0f, 1f, normalizedBeat);
|
||||
Vector3 diff = _CurrentAnglerMoveArgs.EndPosition - _CurrentAnglerMoveArgs.StartPosition;
|
||||
AnglerTransform.localPosition = _AnglerBasePosition + _CurrentAnglerMoveArgs.StartPosition + (diff * newPos);
|
||||
|
||||
|
||||
if (normalizedBeat >= 1f)
|
||||
{
|
||||
AnglerTransform.localPosition = _AnglerBasePosition + _CurrentAnglerMoveArgs.EndPosition;
|
||||
|
@ -269,8 +295,14 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
public override void OnGameSwitch(double beat)
|
||||
{
|
||||
_AllFishes = null;
|
||||
ActiveLakes = new Dictionary<RiqEntity, LakeScene>();
|
||||
DestroyOrphanedLakes();
|
||||
CleanupFishSounds();
|
||||
FishSounds = new Dictionary<RiqEntity, MultiSound>();
|
||||
TopColorOverrides = null;
|
||||
BottomColorOverrides = null;
|
||||
_AnglerIsMoving = _AnglerIsRotating = _AnglerIsScaling = false;
|
||||
|
||||
// set ann movement
|
||||
foreach (RiqEntity e in EventCaller.GetAllInGameManagerList("catchOfTheDay", new string[] { "moveAngler" }).Where(e => e.beat <= beat).OrderBy(e => e.beat))
|
||||
|
@ -278,6 +310,11 @@ namespace HeavenStudio.Games
|
|||
SetAnglerMovement(e);
|
||||
}
|
||||
|
||||
if (EventCaller.GetAllInGameManagerList("catchOfTheDay", new string[] { "color" }).LastOrDefault(e => e.beat <= beat) is RiqEntity colorEntity)
|
||||
{
|
||||
DefaultColorOverride(colorEntity["override"], colorEntity["topColorA"], colorEntity["bottomColorA"], colorEntity["topColorB"], colorEntity["bottomColorB"], colorEntity["topColorC"], colorEntity["bottomColorC"]);
|
||||
}
|
||||
|
||||
// get active fishes
|
||||
foreach (RiqEntity e in GetActiveFishes(beat))
|
||||
{
|
||||
|
@ -388,6 +425,19 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
_StickyCanvas.Sticky = (bool)e["sticky"];
|
||||
}
|
||||
public void DefaultColorOverride(bool doOverride, Color topColorA, Color bottomColorA, Color topColorB, Color bottomColorB, Color topColorC, Color bottomColorC)
|
||||
{
|
||||
if (doOverride)
|
||||
{
|
||||
TopColorOverrides = new Color[] { topColorA, topColorB, topColorC };
|
||||
BottomColorOverrides = new Color[] { bottomColorA, bottomColorB, bottomColorC };
|
||||
}
|
||||
else
|
||||
{
|
||||
TopColorOverrides = null;
|
||||
BottomColorOverrides = null;
|
||||
}
|
||||
}
|
||||
|
||||
public void DoPickAnim()
|
||||
{
|
||||
|
@ -453,14 +503,14 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
if (ActiveLakes.ContainsKey(e))
|
||||
return null;
|
||||
|
||||
|
||||
if (ActiveLakes.Count >= MAX_LAKES)
|
||||
return null;
|
||||
|
||||
|
||||
int sort = CacheFishes().FindIndex(x => e == x);
|
||||
if (sort < 0)
|
||||
return null;
|
||||
|
||||
|
||||
CleanupFishSounds();
|
||||
|
||||
Debug.Log($"Spawning Lake {sort}");
|
||||
|
@ -477,6 +527,8 @@ namespace HeavenStudio.Games
|
|||
RiqEntity nextFish = GetNextFish(beat);
|
||||
if (nextFish is not null)
|
||||
{
|
||||
if (EventCaller.GetAllInGameManagerList("catchOfTheDay", new string[] { "color" }).LastOrDefault(e => e.beat >= beat && e.beat <= nextFish.beat) is RiqEntity e)
|
||||
DefaultColorOverride(e["override"], e["topColorA"], e["bottomColorA"], e["topColorB"], e["bottomColorB"], e["topColorC"], e["bottomColorC"]);
|
||||
NewLake(nextFish);
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -24,9 +24,6 @@ namespace HeavenStudio.Games.Scripts_CatchOfTheDay
|
|||
[SerializeField] public GameObject[] SchoolFishes;
|
||||
[SerializeField] public ParticleSystem[] Bubbles;
|
||||
|
||||
[SerializeField] Color[] TopColors;
|
||||
[SerializeField] Color[] BottomColors;
|
||||
|
||||
public RiqEntity Entity;
|
||||
public PlayerActionEvent ReelAction;
|
||||
public CatchOfTheDay Minigame;
|
||||
|
@ -162,7 +159,7 @@ namespace HeavenStudio.Games.Scripts_CatchOfTheDay
|
|||
}
|
||||
else
|
||||
{
|
||||
SetBGColors(TopColors[layout], BottomColors[layout]);
|
||||
SetBGColors(minigame.TopColors[layout], minigame.BottomColors[layout]);
|
||||
}
|
||||
|
||||
float xOffset = UnityEngine.Random.Range(-0.5f, 0.5f);
|
||||
|
|
Loading…
Reference in a new issue