935 lines
42 KiB
C#
935 lines
42 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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public static class RvlNewKarateLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("karateman", "Karate Man", "70A8D8", false, false, new List<GameAction>()
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{
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new GameAction("bop", delegate { KarateMan.instance.ToggleBop(eventCaller.currentEntity.toggle); }, 0.5f, false, new List<Param>()
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{
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new Param("toggle", true, "Bop", "Whether to bop to the beat or not")
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},
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inactiveFunction: delegate { KarateMan.ToggleBopUnloaded(eventCaller.currentEntity.toggle); }
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),
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new GameAction("hit", delegate { var e = eventCaller.currentEntity; KarateMan.instance.CreateItem(e.beat, e.type, e.type2); }, 2, false,
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new List<Param>()
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{
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new Param("type", KarateMan.HitType.Pot, "Object", "The object to fire"),
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new Param("type2", KarateMan.KarateManFaces.Normal, "Success Expression", "The facial expression to set Joe to on hit")
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}),
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new GameAction("bulb", delegate { var e = eventCaller.currentEntity; KarateMan.instance.CreateBulbSpecial(e.beat, e.type, e.colorA, e.type2); }, 2, false,
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new List<Param>()
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{
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new Param("type", KarateMan.LightBulbType.Normal, "Type", "The preset bulb type. Yellow is used for kicks while Blue is used for combos"),
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new Param("colorA", new Color(1f,1f,1f), "Custom Color", "The color to use when the bulb type is set to Custom"),
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new Param("type2", KarateMan.KarateManFaces.Normal, "Success Expression", "The facial expression to set Joe to on hit")
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}),
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new GameAction("kick", delegate { var e = eventCaller.currentEntity; KarateMan.instance.Kick(e.beat, e.toggle, e.type); }, 4f, false,
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new List<Param>()
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{
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new Param("toggle", false, "Contains Ball", "Barrel contains a ball instead of a bomb?"),
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new Param("type", KarateMan.KarateManFaces.Smirk, "Success Expression", "The facial expression to set Joe to on hit")
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}
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),
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new GameAction("combo", delegate { var e = eventCaller.currentEntity; KarateMan.instance.Combo(e.beat, e.type); }, 4f, false,
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new List<Param>()
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{
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new Param("type", KarateMan.KarateManFaces.Happy, "Success Expression", "The facial expression to set Joe to on hit")
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}
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),
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new GameAction("hitX", delegate { var e = eventCaller.currentEntity; KarateMan.instance.DoWord(e.beat, e.type); }, 1f, false,
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new List<Param>()
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{
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new Param("type", KarateMan.HitThree.HitThree, "Type", "The warning text to show")
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},
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inactiveFunction: delegate { var e = eventCaller.currentEntity; KarateMan.DoWordSound(e.beat, e.type); }
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),
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new GameAction("special camera", delegate { var e = eventCaller.currentEntity; KarateMan.DoSpecialCamera(e.beat, e.length, e.toggle); }, 8f, true, new List<Param>()
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{
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new Param("toggle", true, "Return Camera", "Camera zooms back in?"),
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},
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inactiveFunction: delegate { var e = eventCaller.currentEntity; KarateMan.DoSpecialCamera(e.beat, e.length, e.toggle); }
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),
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new GameAction("prepare", delegate { var e = eventCaller.currentEntity; KarateMan.instance.Prepare(e.beat, e.length);}, 1f, true),
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new GameAction("set gameplay modifiers", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetGameplayMods(e.beat, e.type, e.toggle); }, 0.5f, false, new List<Param>()
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{
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new Param("type", KarateMan.NoriMode.None, "Flow Bar type", "The type of Flow bar to use"),
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new Param("toggle", true, "Enable Combos", "Allow the player to combo? (Contextual combos will still be allowed even when off)"),
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}),
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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<Param>()
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{
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new Param("type", KarateMan.BackgroundType.Yellow, "Background Type", "The preset background type"),
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new Param("type2", KarateMan.ShadowType.Tinted, "Shadow Type", "The shadow type. If Tinted doesn't work with your background color try Custom"),
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new Param("colorA", new Color(), "Custom Background Color", "The background color to use when background type is set to Custom"),
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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"),
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new Param("type3", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed. Fade uses the entity length to determine colour fading speed"),
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new Param("type4", KarateMan.BackgroundTextureType.Plain, "Texture", "The type of background texture to use"),
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new Param("type5", KarateMan.ShadowType.Tinted, "Color Filter Type", "The method used to apply colour to the texture"),
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new Param("colorC", new Color(), "Custom Filter Color", "The filter color to use when color filter type is set to Custom"),
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new Param("colorD", new Color(), "Fading Filter Color", "When using the Fade background effect, make filter colour fade to this colour"),
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},
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inactiveFunction: delegate { var e = eventCaller.currentEntity; KarateMan.SetBgEffectsUnloaded(e.beat, e.length, e.type, e.type2, e.colorA, e.colorB, e.type3, e.type4, e.type5, e.colorC, e.colorD); }
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),
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new GameAction("set object colors", delegate { var e = eventCaller.currentEntity; KarateMan.UpdateMaterialColour(e.colorA, e.colorB, e.colorC); }, 0.5f, false, new List<Param>()
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{
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new Param("colorA", new Color(1,1,1,1), "Joe Body Color", "The color to use for Karate Joe's body"),
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new Param("colorB", new Color(0.81f,0.81f,0.81f,1), "Joe Highlight Color", "The color to use for Karate Joe's highlights"),
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new Param("colorC", new Color(1,1,1,1), "Item Color", "The color to use for the thrown items"),
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},
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inactiveFunction: delegate { var e = eventCaller.currentEntity; KarateMan.UpdateMaterialColour(e.colorA, e.colorB, e.colorC); }
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),
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new GameAction("particle effects", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetParticleEffect(e.beat, e.type, e.valA, e.valB); }, 0.5f, false, new List<Param>()
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{
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new Param("type", KarateMan.ParticleType.None, "Particle Type", "The type of particle effect to spawn. Using \"None\" will stop all effects"),
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new Param("valA", new EntityTypes.Float(0f, 64f, 1f), "Wind Strength", "The strength of the particle wind"),
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new Param("valB", new EntityTypes.Float(1f, 16f, 1f), "Particle Intensity", "The intensity of the particle effect")
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}),
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new GameAction("force facial expression", delegate { KarateMan.instance.SetFaceExpression(eventCaller.currentEntity.type); }, 0.5f, false, new List<Param>()
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{
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new Param("type", KarateMan.KarateManFaces.Normal, "Facial Expression", "The facial expression to force Joe to. Special moves may override this")
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}),
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// These are still here for backwards-compatibility but are hidden in the editor
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new GameAction("pot", delegate { KarateMan.instance.CreateItem(eventCaller.currentEntity.beat, 0, (int) KarateMan.HitType.Pot); }, 2, hidden: true),
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new GameAction("rock", delegate { KarateMan.instance.CreateItem(eventCaller.currentEntity.beat, 0, (int) KarateMan.HitType.Rock); }, 2, hidden: true),
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new GameAction("ball", delegate { KarateMan.instance.CreateItem(eventCaller.currentEntity.beat, 0, (int) KarateMan.HitType.Ball); }, 2, hidden: true),
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new GameAction("tacobell", delegate { KarateMan.instance.CreateItem(eventCaller.currentEntity.beat, 0, (int) KarateMan.HitType.TacoBell); }, 2, hidden: true),
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new GameAction("hit4", delegate { KarateMan.instance.DoWord(eventCaller.currentEntity.beat, (int) KarateMan.HitThree.HitFour); }, hidden: true),
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new GameAction("bgfxon", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgFx((int) KarateMan.BackgroundFXType.Sunburst, e.beat, e.length); }, hidden: true),
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new GameAction("bgfxoff", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgFx((int) KarateMan.BackgroundFXType.None, e.beat, e.length); }, hidden: true),
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new GameAction("hit3", delegate { var e = eventCaller.currentEntity; KarateMan.instance.DoWord(e.beat, e.type); }, 1f, false,
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new List<Param>()
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{
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new Param("type", KarateMan.HitThree.HitThree, "Type", "The warning text to show")
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},
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hidden: true),
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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.currentBgEffect); }, 0.5f, false,
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new List<Param>()
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{
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new Param("type", KarateMan.BackgroundType.Yellow, "Background Type", "The preset background type"),
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new Param("type2", KarateMan.ShadowType.Tinted, "Shadow Type", "The shadow type. If Tinted doesn't work with your background color try Custom"),
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new Param("colorA", new Color(), "Custom Background Color", "The background color to use when background type is set to Custom"),
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new Param("colorB", new Color(), "Custom Shadow Color", "The shadow color to use when shadow type is set to Custom"),
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},
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hidden: true),
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new GameAction("set background fx", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgFx(e.type, e.beat, e.length); }, 0.5f, false, new List<Param>()
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{
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new Param("type", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed")
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},
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hidden: true),
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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<Param>()
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{
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new Param("type", KarateMan.BackgroundTextureType.Plain, "Texture", "The type of background texture to use"),
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new Param("type2", KarateMan.ShadowType.Tinted, "Color Filter Type", "The method used to apply colour to the texture"),
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new Param("colorA", new Color(), "Custom Filter Color", "The filter color to use when color filter type is set to Custom"),
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new Param("colorB", new Color(), "Fading Filter Color", "When using the Fade background effect, make filter colour fade to this colour"),
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},
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hidden: true),
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},
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new List<string>() {"agb", "ntr", "rvl", "ctr", "pco", "normal"},
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"karate", "en",
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new List<string>() {"en"}
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);
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}
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}
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}
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namespace HeavenStudio.Games
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{
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using Scripts_KarateMan;
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public class KarateMan : Minigame
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{
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public static KarateMan instance;
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public enum HitType
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{
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Pot = 0,
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Lightbulb = 1,
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Rock = 2,
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Ball = 3,
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CookingPot = 6,
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Alien = 7,
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Bomb = 8,
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TacoBell = 999
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}
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public enum HitThree
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{
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HitTwo,
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HitThree,
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HitThreeAlt,
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HitFour,
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Grr,
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Warning,
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Combo,
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HitOne,
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}
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public enum LightBulbType
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{
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Normal,
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Blue,
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Yellow,
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Custom
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}
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public enum BackgroundType
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{
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Yellow,
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Fuchsia,
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Blue,
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Red,
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Orange,
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Pink,
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Custom
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}
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public enum BackgroundFXType
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{
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None,
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Sunburst,
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Rings,
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Fade
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}
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public enum BackgroundTextureType
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{
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Plain,
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Gradient,
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Radial,
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Blood,
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//ManMan?
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}
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public enum ShadowType
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{
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Tinted,
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Custom
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}
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public enum CameraAngle
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{
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Normal,
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Special
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}
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public enum ParticleType
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{
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None,
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Snow,
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Fire,
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Rain
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}
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public enum KarateManFaces
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{
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Normal,
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Smirk,
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Surprise,
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Sad,
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Lenny,
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Happy,
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VerySad,
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Blush
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}
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public enum NoriMode
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{
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None,
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Tengoku,
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Mania,
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}
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public static bool IsComboEnable = true; //only stops Out combo inputs, this basically makes combo contextual
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public bool IsNoriActive { get { return Nori.MaxNori > 0; } }
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public float NoriPerformance { get { if (IsNoriActive) return Nori.Nori / Nori.MaxNori; else return 1f; } }
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public Color[] LightBulbColors;
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public Color[] BackgroundColors;
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public Color[] ShadowColors;
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//camera positions (normal, special)
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[Header("Camera Positions")]
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public Transform[] CameraPosition;
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Vector3 cameraPosition;
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static float startCamSpecial = Single.MinValue;
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static float wantsReturn = Single.MinValue;
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static float cameraReturnLength = 0f;
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static CameraAngle cameraAngle = CameraAngle.Normal;
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//pot trajectory stuff
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[Header("References")]
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public Transform ItemHolder;
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public GameObject Item;
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public KarateManJoe Joe;
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public GameObject NoriGO;
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public KarateManNoriController Nori;
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[Header("Colour Map")]
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public Material MappingMaterial;
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public static Color BodyColor = Color.white;
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public static Color HighlightColor = Color.white;
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public static Color ItemColor = Color.white;
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[Header("Word")]
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public Animator Word;
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static float wordClearTime = Single.MinValue;
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const float hitVoiceOffset = 0.042f;
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[Header("Backgrounds")]
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static int bgType = (int) BackgroundType.Yellow;
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public static int currentBgEffect = (int) BackgroundFXType.None;
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static float bgFadeTime = Single.MinValue;
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static float bgFadeDuration = 0f;
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static Color bgColour = Color.white;
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public SpriteRenderer BGPlane;
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public GameObject BGEffect;
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Color bgColourLast;
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Animator bgEffectAnimator;
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SpriteRenderer bgEffectSpriteRenderer;
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static int textureType = (int) BackgroundTextureType.Plain;
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static int textureFilterType = (int) ShadowType.Tinted;
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static Color filterColour = Color.white;
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static Color filterColourNext = Color.white;
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public GameObject BGGradient;
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SpriteRenderer bgGradientRenderer;
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public GameObject BGBlood;
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SpriteRenderer bgBloodRenderer;
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public GameObject BGRadial;
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SpriteRenderer bgRadialRenderer;
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[Header("Shadows")]
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static int currentShadowType = (int) ShadowType.Tinted;
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static Color customShadowColour = Color.white;
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static Color oldShadowColour;
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[Header("Particles")]
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//wind
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public WindZone Wind;
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//snow
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public ParticleSystem SnowEffect;
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public GameObject SnowEffectGO;
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//fire
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public ParticleSystem FireEffect;
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public GameObject FireEffectGO;
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//rain
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public ParticleSystem RainEffect;
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public GameObject RainEffectGO;
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[Header("Unloaded Game Calls")]
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//public static Queue<Beatmap.Entity> ItemQueue = new Queue<Beatmap.Entity>();
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public static bool WantBop = true;
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public static bool WantNori = true;
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public static int WantNoriType = (int) NoriMode.None;
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public static float WantBgChangeStart = Single.MinValue;
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public static float WantBgChangeLength = 0f;
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private void Awake()
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{
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instance = this;
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KarateManPot.ResetLastCombo();
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cameraPosition = CameraPosition[0].position;
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}
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private void Start()
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{
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GameCamera.additionalPosition = cameraPosition - GameCamera.defaultPosition;
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bgEffectAnimator = BGEffect.GetComponent<Animator>();
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bgEffectSpriteRenderer = BGEffect.GetComponent<SpriteRenderer>();
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bgGradientRenderer = BGGradient.GetComponent<SpriteRenderer>();
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bgBloodRenderer = BGBlood.GetComponent<SpriteRenderer>();
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bgRadialRenderer = BGRadial.GetComponent<SpriteRenderer>();
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SetBgAndShadowCol(WantBgChangeStart, WantBgChangeLength, bgType, (int) currentShadowType, BackgroundColors[bgType], customShadowColour, (int)currentBgEffect);
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SetBgTexture(textureType, textureFilterType, filterColour, filterColour);
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UpdateMaterialColour(BodyColor, HighlightColor, ItemColor);
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ToggleBop(WantBop);
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}
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private void Update()
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{
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var cond = Conductor.instance;
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if (!cond.isPlaying)
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SetBgEffectsToLast(cond.songPositionInBeats);
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switch (currentBgEffect)
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{
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case (int) BackgroundFXType.Sunburst:
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bgEffectAnimator.DoNormalizedAnimation("Sunburst", (cond.songPositionInBeats*0.5f) % 1f);
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break;
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case (int) BackgroundFXType.Rings:
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bgEffectAnimator.DoNormalizedAnimation("Rings", (cond.songPositionInBeats*0.5f) % 1f);
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break;
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default:
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bgEffectAnimator.Play("NoPose", -1, 0);
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break;
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}
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if (cond.songPositionInBeats >= wordClearTime)
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{
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Word.Play("NoPose");
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}
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if (cond.songPositionInBeats >= startCamSpecial && cond.songPositionInBeats <= wantsReturn)
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{
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float camX = 0f;
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float camY = 0f;
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float camZ = 0f;
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if (cond.songPositionInBeats <= startCamSpecial + cameraReturnLength)
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{
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float prog = cond.GetPositionFromBeat(startCamSpecial, cameraReturnLength);
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camX = EasingFunction.EaseOutCubic(CameraPosition[0].position.x, CameraPosition[1].position.x, prog);
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camY = EasingFunction.EaseOutCubic(CameraPosition[0].position.y, CameraPosition[1].position.y, prog);
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camZ = EasingFunction.EaseOutCubic(CameraPosition[0].position.z, CameraPosition[1].position.z, prog);
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cameraPosition = new Vector3(camX, camY, camZ);
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}
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else if (cond.songPositionInBeats >= wantsReturn - cameraReturnLength)
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{
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float prog = cond.GetPositionFromBeat(wantsReturn - cameraReturnLength, cameraReturnLength);
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camX = EasingFunction.EaseOutQuad(CameraPosition[1].position.x, CameraPosition[0].position.x, prog);
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camY = EasingFunction.EaseOutQuad(CameraPosition[1].position.y, CameraPosition[0].position.y, prog);
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camZ = EasingFunction.EaseOutQuad(CameraPosition[1].position.z, CameraPosition[0].position.z, prog);
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cameraPosition = new Vector3(camX, camY, camZ);
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}
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else
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{
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cameraPosition = CameraPosition[1].position;
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}
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}
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else
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{
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if (cameraAngle == CameraAngle.Special)
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cameraAngle = CameraAngle.Normal;
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cameraPosition = CameraPosition[0].position;
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}
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float fadeProg = cond.GetPositionFromBeat(bgFadeTime, bgFadeDuration);
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if (bgFadeTime != Single.MinValue && fadeProg >= 0)
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{
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if (fadeProg >= 1f)
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{
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bgFadeTime = Single.MinValue;
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bgFadeDuration = 0f;
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BGPlane.color = bgColour;
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|
filterColour = filterColourNext;
|
|
UpdateFilterColour(bgColour, filterColour);
|
|
oldShadowColour = GetShadowColor(true);
|
|
}
|
|
else
|
|
{
|
|
Color col = Color.LerpUnclamped(bgColourLast, bgColour, fadeProg);
|
|
BGPlane.color = col;
|
|
UpdateFilterColour(col, Color.LerpUnclamped(filterColour, filterColourNext, fadeProg));
|
|
}
|
|
}
|
|
|
|
GameCamera.additionalPosition = cameraPosition - GameCamera.defaultPosition;
|
|
BGEffect.transform.position = new Vector3(GameCamera.instance.transform.position.x, GameCamera.instance.transform.position.y, 0);
|
|
}
|
|
|
|
static List<Beatmap.Entity> allHits = new List<Beatmap.Entity>();
|
|
static List<Beatmap.Entity> allEnds = new List<Beatmap.Entity>();
|
|
public static int CountHitsToEnd(float fromBeat)
|
|
{
|
|
allHits = EventCaller.GetAllInGameManagerList("karateman", new string[] { "hit", "bulb", "kick", "combo" });
|
|
allEnds = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame", "end" });
|
|
|
|
allHits.Sort((x, y) => x.beat.CompareTo(y.beat));
|
|
allEnds.Sort((x, y) => x.beat.CompareTo(y.beat));
|
|
float endBeat = Single.MaxValue;
|
|
|
|
//get the beat of the closest end event
|
|
foreach (Beatmap.Entity end in allEnds)
|
|
{
|
|
if (end.beat > fromBeat)
|
|
{
|
|
endBeat = end.beat;
|
|
break;
|
|
}
|
|
}
|
|
|
|
//count each hit event beginning from our current beat to the beat of the closest game switch or end
|
|
// this still counts hits even if they happen after a switch / end!!!
|
|
int count = 0;
|
|
string type;
|
|
for (int i = 0; i < allHits.Count; i++)
|
|
{
|
|
Beatmap.Entity h = allHits[i];
|
|
if (h.beat >= fromBeat)
|
|
{
|
|
if (h.beat < endBeat)
|
|
{
|
|
//kicks and combos count for 2 hits
|
|
type = (h.datamodel.Split('/'))[1];
|
|
count += (type == "kick" || type == "combo" ? 2 : 1);
|
|
}
|
|
else
|
|
break;
|
|
}
|
|
}
|
|
return count;
|
|
}
|
|
|
|
public static void DoSpecialCamera(float beat, float length, bool returns)
|
|
{
|
|
if (cameraAngle == CameraAngle.Normal)
|
|
{
|
|
startCamSpecial = beat;
|
|
cameraAngle = CameraAngle.Special;
|
|
}
|
|
wantsReturn = returns ? beat + length - 0.001f : Single.MaxValue;
|
|
cameraReturnLength = Mathf.Min(2f, length*0.5f);
|
|
}
|
|
|
|
public void DoWord(float beat, int type, bool doSound = true)
|
|
{
|
|
Word.Play(DoWordSound(beat, type, doSound));
|
|
}
|
|
|
|
public static string DoWordSound(float beat, int type, bool doSound = true)
|
|
{
|
|
String word = "NoPose";
|
|
float clear = 0f;
|
|
switch (type)
|
|
{
|
|
case (int) HitThree.HitTwo:
|
|
word = "Word02";
|
|
clear = beat + 4f;
|
|
if (doSound)
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("karateman/hit", beat + 0.5f, offset: hitVoiceOffset),
|
|
new MultiSound.Sound("karateman/two", beat + 1f),
|
|
}, forcePlay: true);
|
|
break;
|
|
case (int) HitThree.HitThree:
|
|
word = "Word03";
|
|
clear = beat + 4f;
|
|
if (doSound)
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("karateman/hit", beat + 0.5f, offset: hitVoiceOffset),
|
|
new MultiSound.Sound("karateman/three", beat + 1f),
|
|
}, forcePlay: true);
|
|
break;
|
|
case (int) HitThree.HitThreeAlt:
|
|
word = "Word03";
|
|
clear = beat + 4f;
|
|
if (doSound)
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("karateman/hitAlt", beat + 0.5f, offset: hitVoiceOffset),
|
|
new MultiSound.Sound("karateman/threeAlt", beat + 1f),
|
|
}, forcePlay: true);
|
|
break;
|
|
case (int) HitThree.HitFour:
|
|
word = "Word04";
|
|
clear = beat + 4f;
|
|
if (doSound)
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("karateman/hit", beat + 0.5f, offset: hitVoiceOffset),
|
|
new MultiSound.Sound("karateman/four", beat + 1f),
|
|
}, forcePlay: true);
|
|
break;
|
|
case (int) HitThree.Grr:
|
|
word = "Word01";
|
|
clear = beat + 1f;
|
|
break;
|
|
case (int) HitThree.Warning:
|
|
word = "Word05";
|
|
clear = beat + 1f;
|
|
break;
|
|
case (int) HitThree.Combo:
|
|
word = "Word00";
|
|
clear = beat + 3f;
|
|
break;
|
|
case (int) HitThree.HitOne: //really?
|
|
word = "Word06";
|
|
clear = beat + 4f;
|
|
if (doSound)
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("karateman/hit", beat + 0.5f, offset: hitVoiceOffset),
|
|
new MultiSound.Sound("karateman/one", beat + 1f),
|
|
}, forcePlay: true);
|
|
break;
|
|
}
|
|
if (Conductor.instance.songPositionInBeats <= clear && Conductor.instance.songPositionInBeats >= beat)
|
|
{
|
|
wordClearTime = clear;
|
|
}
|
|
return word;
|
|
}
|
|
|
|
public void CreateItem(float beat, int type, int expression)
|
|
{
|
|
|
|
string outSound;
|
|
if (Starpelly.Mathp.GetDecimalFromFloat(beat + 0.5f) == 0f)
|
|
outSound = "karateman/offbeatObjectOut";
|
|
else
|
|
outSound = "karateman/objectOut";
|
|
|
|
switch (type)
|
|
{
|
|
case (int) HitType.Pot:
|
|
CreateItemInstance(beat, "Item00", expression);
|
|
break;
|
|
case (int) HitType.Lightbulb:
|
|
if (Starpelly.Mathp.GetDecimalFromFloat(beat + 0.5f) == 0f)
|
|
outSound = "karateman/offbeatLightbulbOut";
|
|
else
|
|
outSound = "karateman/lightbulbOut";
|
|
var mobj = CreateItemInstance(beat, "Item01", expression, KarateManPot.ItemType.Bulb);
|
|
mobj.GetComponent<KarateManPot>().SetBulbColor(LightBulbColors[0]);
|
|
break;
|
|
case (int) HitType.Rock:
|
|
CreateItemInstance(beat, "Item02", expression, KarateManPot.ItemType.Rock);
|
|
break;
|
|
case (int) HitType.Ball:
|
|
CreateItemInstance(beat, "Item03", expression, KarateManPot.ItemType.Ball);
|
|
break;
|
|
case (int) HitType.CookingPot:
|
|
CreateItemInstance(beat, "Item06", expression, KarateManPot.ItemType.Cooking);
|
|
break;
|
|
case (int) HitType.Alien:
|
|
CreateItemInstance(beat, "Item07", expression, KarateManPot.ItemType.Alien);
|
|
break;
|
|
case (int) HitType.Bomb:
|
|
CreateItemInstance(beat, "Item04", expression, KarateManPot.ItemType.Bomb);
|
|
break;
|
|
case (int) HitType.TacoBell:
|
|
CreateItemInstance(beat, "Item99", expression, KarateManPot.ItemType.TacoBell);
|
|
break;
|
|
default:
|
|
CreateItemInstance(beat, "Item00", expression);
|
|
break;
|
|
}
|
|
Jukebox.PlayOneShotGame(outSound, forcePlay: true);
|
|
}
|
|
|
|
public void CreateBulbSpecial(float beat, int type, Color c, int expression)
|
|
{
|
|
string outSound;
|
|
if (Starpelly.Mathp.GetDecimalFromFloat(beat + 0.5f) == 0f)
|
|
outSound = "karateman/offbeatLightbulbOut";
|
|
else
|
|
outSound = "karateman/lightbulbOut";
|
|
var mobj = CreateItemInstance(beat, "Item01", expression, KarateManPot.ItemType.Bulb);
|
|
|
|
if (type == (int) LightBulbType.Custom)
|
|
mobj.GetComponent<KarateManPot>().SetBulbColor(c);
|
|
else
|
|
mobj.GetComponent<KarateManPot>().SetBulbColor(LightBulbColors[type]);
|
|
Jukebox.PlayOneShotGame(outSound, forcePlay: true);
|
|
}
|
|
|
|
public void Combo(float beat, int expression)
|
|
{
|
|
Jukebox.PlayOneShotGame("karateman/barrelOutCombos", forcePlay: true);
|
|
|
|
int comboId = KarateManPot.GetNewCombo();
|
|
|
|
BeatAction.New(gameObject, new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(beat, delegate { CreateItemInstance(beat, "Item00", 0, KarateManPot.ItemType.ComboPot1, comboId); }),
|
|
new BeatAction.Action(beat + 0.25f, delegate { CreateItemInstance(beat + 0.25f, "Item00", 0, KarateManPot.ItemType.ComboPot2, comboId); }),
|
|
new BeatAction.Action(beat + 0.5f, delegate { CreateItemInstance(beat + 0.5f, "Item00", 0, KarateManPot.ItemType.ComboPot3, comboId); }),
|
|
new BeatAction.Action(beat + 0.75f, delegate { CreateItemInstance(beat + 0.75f, "Item00", 0, KarateManPot.ItemType.ComboPot4, comboId); }),
|
|
new BeatAction.Action(beat + 1f, delegate { CreateItemInstance(beat + 1f, "Item00", 0, KarateManPot.ItemType.ComboPot5, comboId); }),
|
|
new BeatAction.Action(beat + 1.5f, delegate { CreateItemInstance(beat + 1.5f, "Item05", expression, KarateManPot.ItemType.ComboBarrel, comboId); }),
|
|
});
|
|
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("karateman/punchy1", beat + 1f),
|
|
new MultiSound.Sound("karateman/punchy2", beat + 1.25f),
|
|
new MultiSound.Sound("karateman/punchy3", beat + 1.5f),
|
|
new MultiSound.Sound("karateman/punchy4", beat + 1.75f),
|
|
new MultiSound.Sound("karateman/ko", beat + 2f),
|
|
new MultiSound.Sound("karateman/pow", beat + 2.5f)
|
|
}, forcePlay: true);
|
|
}
|
|
|
|
public void Kick(float beat, bool ball, int expression)
|
|
{
|
|
Jukebox.PlayOneShotGame("karateman/barrelOutKicks", forcePlay: true);
|
|
|
|
CreateItemInstance(beat, "Item05", expression, KarateManPot.ItemType.KickBarrel, content: ball);
|
|
|
|
MultiSound.Play(new MultiSound.Sound[]
|
|
{
|
|
new MultiSound.Sound("karateman/punchKick1", beat + 1f),
|
|
new MultiSound.Sound("karateman/punchKick2", beat + 1.5f),
|
|
new MultiSound.Sound("karateman/punchKick3", beat + 1.75f),
|
|
new MultiSound.Sound("karateman/punchKick4", beat + 2.5f),
|
|
}, forcePlay: true);
|
|
}
|
|
|
|
public GameObject CreateItemInstance(float beat, string awakeAnim, int successExpression, KarateManPot.ItemType type = KarateManPot.ItemType.Pot, int comboId = -1, bool content = false)
|
|
{
|
|
GameObject mobj = GameObject.Instantiate(Item, ItemHolder);
|
|
KarateManPot mobjDat = mobj.GetComponent<KarateManPot>();
|
|
mobjDat.type = type;
|
|
mobjDat.startBeat = beat;
|
|
mobjDat.awakeAnim = awakeAnim;
|
|
mobjDat.comboId = comboId;
|
|
mobjDat.OnHitExpression = successExpression;
|
|
mobjDat.KickBarrelContent = content;
|
|
|
|
mobj.SetActive(true);
|
|
|
|
return mobj;
|
|
}
|
|
|
|
void SetBgEffectsToLast(float beat)
|
|
{
|
|
var bgfx = GameManager.instance.Beatmap.entities.FindAll(en => en.datamodel == "karateman/set background effects");
|
|
for (int i = 0; i < bgfx.Count; i++)
|
|
{
|
|
var e = bgfx[i];
|
|
if (e.beat > beat)
|
|
break;
|
|
SetBgAndShadowCol(e.beat, e.length, e.type, e.type2, e.colorA, e.colorB, e.type3);
|
|
}
|
|
var bgtex = GameManager.instance.Beatmap.entities.FindAll(en => en.datamodel == "karateman/set background texture");
|
|
for (int i = 0; i < bgtex.Count; i++)
|
|
{
|
|
var e = bgtex[i];
|
|
if (e.beat > beat)
|
|
break;
|
|
SetBgTexture(e.type, e.type2, e.colorA, e.colorB);
|
|
}
|
|
// has issues when creating a new hitx entity so this is deactivated for now
|
|
// var hitx = GameManager.instance.Beatmap.entities.FindAll(en => en.datamodel == "karateman/hitX");
|
|
// for (int i = 0; i < hitx.Count; i++)
|
|
// {
|
|
// var e = hitx[i];
|
|
// if (e.beat > beat)
|
|
// break;
|
|
// Debug.Log("hitx");
|
|
// DoWord(e.beat, e.type, false);
|
|
// }
|
|
|
|
}
|
|
|
|
public static void SetBgEffectsUnloaded(float beat, float length, int newBgType, int newShadowType, Color bgCol, Color shadowCol, int bgFx, int texture, int textureFilter, Color filterCol, Color filterColNext)
|
|
{
|
|
WantBgChangeStart = beat;
|
|
WantBgChangeLength = length;
|
|
bgType = newBgType;
|
|
currentShadowType = newShadowType;
|
|
bgColour = bgCol;
|
|
customShadowColour = shadowCol;
|
|
currentBgEffect = bgFx;
|
|
textureType = texture;
|
|
textureFilterType = textureFilter;
|
|
filterColour = filterCol;
|
|
filterColourNext = filterColNext;
|
|
}
|
|
|
|
public void SetBgAndShadowCol(float beat, float length, int newBgType, int shadowType, Color a, Color b, int fx)
|
|
{
|
|
SetBgFx(fx, beat, length);
|
|
UpdateShadowColour(shadowType, b);
|
|
|
|
bgType = newBgType;
|
|
if (bgType == (int) BackgroundType.Custom)
|
|
bgColour = a;
|
|
else
|
|
bgColour = BackgroundColors[newBgType];
|
|
BGPlane.color = bgColour;
|
|
|
|
//😢
|
|
if (fx != (int) BackgroundFXType.Fade)
|
|
oldShadowColour = GetShadowColor(true);
|
|
|
|
if (textureFilterType == (int) ShadowType.Tinted)
|
|
filterColour = Color.LerpUnclamped(bgColour, ShadowBlendColor, 0.45f);
|
|
}
|
|
|
|
public void SetBgFx(int fx, float beat, float length)
|
|
{
|
|
switch (fx)
|
|
{
|
|
case (int) BackgroundFXType.Fade:
|
|
bgColourLast = bgColour;
|
|
bgFadeTime = beat;
|
|
bgFadeDuration = length;
|
|
break;
|
|
default:
|
|
currentBgEffect = fx;
|
|
break;
|
|
}
|
|
}
|
|
|
|
public void SetBgTexture(int type, int filterType, Color filterColor, Color nextColor)
|
|
{
|
|
textureType = type;
|
|
textureFilterType = filterType;
|
|
if (textureFilterType == (int) ShadowType.Tinted)
|
|
filterColour = Color.LerpUnclamped(bgColour, filterColor, 0.45f);
|
|
else
|
|
{
|
|
filterColour = filterColor;
|
|
filterColourNext = nextColor;
|
|
}
|
|
switch (textureType)
|
|
{
|
|
case (int) BackgroundTextureType.Blood:
|
|
BGBlood.SetActive(true);
|
|
BGGradient.SetActive(false);
|
|
BGRadial.SetActive(false);
|
|
break;
|
|
case (int) BackgroundTextureType.Gradient:
|
|
BGGradient.SetActive(true);
|
|
BGBlood.SetActive(false);
|
|
BGRadial.SetActive(false);
|
|
break;
|
|
case (int) BackgroundTextureType.Radial:
|
|
BGRadial.SetActive(true);
|
|
BGBlood.SetActive(false);
|
|
BGGradient.SetActive(false);
|
|
break;
|
|
default:
|
|
BGGradient.SetActive(false);
|
|
BGBlood.SetActive(false);
|
|
BGRadial.SetActive(false);
|
|
break;
|
|
}
|
|
UpdateFilterColour(bgColour, filterColour);
|
|
}
|
|
|
|
public void SetGameplayMods(float beat, int mode, bool combo)
|
|
{
|
|
NoriGO.SetActive(true);
|
|
Nori.SetNoriMode(beat, mode);
|
|
IsComboEnable = combo;
|
|
}
|
|
|
|
void UpdateFilterColour(Color bgColor, Color filterColor)
|
|
{
|
|
Color col;
|
|
if (textureFilterType == (int) ShadowType.Tinted)
|
|
col = Color.LerpUnclamped(bgColor, ShadowBlendColor, 0.45f);
|
|
else
|
|
col = filterColor;
|
|
|
|
bgGradientRenderer.color = col;
|
|
bgBloodRenderer.color = col;
|
|
bgRadialRenderer.color = col;
|
|
}
|
|
|
|
public static Color ShadowBlendColor = new Color(195 / 255f, 48 / 255f, 2 / 255f);
|
|
public Color GetShadowColor(bool next = false)
|
|
{
|
|
Color lastCol, nextCol;
|
|
lastCol = oldShadowColour;
|
|
|
|
if(currentShadowType == (int) ShadowType.Custom)
|
|
nextCol = customShadowColour;
|
|
else if(bgType < (int) BackgroundType.Custom)
|
|
nextCol = ShadowColors[bgType];
|
|
else
|
|
nextCol = Color.LerpUnclamped(bgColour, ShadowBlendColor, 0.45f);
|
|
|
|
float fadeProg = Conductor.instance.GetPositionFromBeat(bgFadeTime, bgFadeDuration);
|
|
if (fadeProg <= 1f && fadeProg >= 0)
|
|
{
|
|
return Color.LerpUnclamped(lastCol, nextCol, fadeProg);
|
|
}
|
|
return next ? nextCol : lastCol;
|
|
}
|
|
|
|
public void UpdateShadowColour(int type, Color colour)
|
|
{
|
|
|
|
if(currentShadowType == (int) ShadowType.Custom)
|
|
oldShadowColour = customShadowColour;
|
|
else if(bgType < (int) BackgroundType.Custom)
|
|
oldShadowColour = ShadowColors[bgType];
|
|
else
|
|
oldShadowColour = Color.LerpUnclamped(bgColour, ShadowBlendColor, 0.45f);
|
|
|
|
currentShadowType = type;
|
|
customShadowColour = colour;
|
|
}
|
|
|
|
public static void UpdateMaterialColour(Color mainCol, Color highlightCol, Color objectCol)
|
|
{
|
|
BodyColor = mainCol;
|
|
HighlightColor = highlightCol;
|
|
ItemColor = objectCol;
|
|
}
|
|
|
|
public void SetParticleEffect(float beat, int type, float windStrength, float particleStrength)
|
|
{
|
|
ParticleSystem.EmissionModule emm;
|
|
switch (type)
|
|
{
|
|
case (int) ParticleType.Snow:
|
|
SnowEffectGO.SetActive(true);
|
|
SnowEffect.Play();
|
|
emm = SnowEffect.emission;
|
|
emm.rateOverTime = particleStrength * 6f;
|
|
break;
|
|
case (int) ParticleType.Fire:
|
|
FireEffectGO.SetActive(true);
|
|
FireEffect.Play();
|
|
emm = FireEffect.emission;
|
|
emm.rateOverTime = particleStrength * 6f;
|
|
break;
|
|
case (int) ParticleType.Rain:
|
|
RainEffectGO.SetActive(true);
|
|
RainEffect.Play();
|
|
emm = RainEffect.emission;
|
|
emm.rateOverTime = particleStrength * 32f;
|
|
break;
|
|
default:
|
|
SnowEffect.Stop();
|
|
FireEffect.Stop();
|
|
RainEffect.Stop();
|
|
break;
|
|
}
|
|
Wind.windMain = windStrength;
|
|
}
|
|
|
|
public void ToggleBop(bool toggle)
|
|
{
|
|
if (toggle)
|
|
Joe.bop.length = Single.MaxValue;
|
|
else
|
|
Joe.bop.length = 0;
|
|
}
|
|
|
|
public static void ToggleBopUnloaded(bool toggle)
|
|
{
|
|
WantBop = toggle;
|
|
}
|
|
|
|
public void Prepare(float beat, float length)
|
|
{
|
|
Joe.Prepare(beat, length);
|
|
}
|
|
|
|
public void SetFaceExpression(int face)
|
|
{
|
|
Joe.SetFaceExpression(face);
|
|
}
|
|
}
|
|
}
|