HeavenStudio/Assets/Scripts/Games/KarateMan/KarateMan.cs
2022-08-15 21:45:48 -05:00

935 lines
42 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class RvlNewKarateLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("karateman", "Karate Man", "70A8D8", false, false, new List<GameAction>()
{
new GameAction("bop", delegate { KarateMan.instance.ToggleBop(eventCaller.currentEntity.toggle); }, 0.5f, false, new List<Param>()
{
new Param("toggle", true, "Bop", "Whether to bop to the beat or not")
},
inactiveFunction: delegate { KarateMan.ToggleBopUnloaded(eventCaller.currentEntity.toggle); }
),
new GameAction("hit", delegate { var e = eventCaller.currentEntity; KarateMan.instance.CreateItem(e.beat, e.type, e.type2); }, 2, false,
new List<Param>()
{
new Param("type", KarateMan.HitType.Pot, "Object", "The object to fire"),
new Param("type2", KarateMan.KarateManFaces.Normal, "Success Expression", "The facial expression to set Joe to on hit")
}),
new GameAction("bulb", delegate { var e = eventCaller.currentEntity; KarateMan.instance.CreateBulbSpecial(e.beat, e.type, e.colorA, e.type2); }, 2, false,
new List<Param>()
{
new Param("type", KarateMan.LightBulbType.Normal, "Type", "The preset bulb type. Yellow is used for kicks while Blue is used for combos"),
new Param("colorA", new Color(1f,1f,1f), "Custom Color", "The color to use when the bulb type is set to Custom"),
new Param("type2", KarateMan.KarateManFaces.Normal, "Success Expression", "The facial expression to set Joe to on hit")
}),
new GameAction("kick", delegate { var e = eventCaller.currentEntity; KarateMan.instance.Kick(e.beat, e.toggle, e.type); }, 4f, false,
new List<Param>()
{
new Param("toggle", false, "Contains Ball", "Barrel contains a ball instead of a bomb?"),
new Param("type", KarateMan.KarateManFaces.Smirk, "Success Expression", "The facial expression to set Joe to on hit")
}
),
new GameAction("combo", delegate { var e = eventCaller.currentEntity; KarateMan.instance.Combo(e.beat, e.type); }, 4f, false,
new List<Param>()
{
new Param("type", KarateMan.KarateManFaces.Happy, "Success Expression", "The facial expression to set Joe to on hit")
}
),
new GameAction("hitX", delegate { var e = eventCaller.currentEntity; KarateMan.instance.DoWord(e.beat, e.type); }, 1f, false,
new List<Param>()
{
new Param("type", KarateMan.HitThree.HitThree, "Type", "The warning text to show")
},
inactiveFunction: delegate { var e = eventCaller.currentEntity; KarateMan.DoWordSound(e.beat, e.type); }
),
new GameAction("special camera", delegate { var e = eventCaller.currentEntity; KarateMan.DoSpecialCamera(e.beat, e.length, e.toggle); }, 8f, true, new List<Param>()
{
new Param("toggle", true, "Return Camera", "Camera zooms back in?"),
},
inactiveFunction: delegate { var e = eventCaller.currentEntity; KarateMan.DoSpecialCamera(e.beat, e.length, e.toggle); }
),
new GameAction("prepare", delegate { var e = eventCaller.currentEntity; KarateMan.instance.Prepare(e.beat, e.length);}, 1f, true),
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>()
{
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); KarateMan.instance.SetBgTexture(e.type4, e.type5, e.colorC, e.colorD); }, 0.5f, true, new List<Param>()
{
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("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"),
},
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); }
),
new GameAction("set object colors", delegate { var e = eventCaller.currentEntity; KarateMan.UpdateMaterialColour(e.colorA, e.colorB, e.colorC); }, 0.5f, false, new List<Param>()
{
new Param("colorA", new Color(1,1,1,1), "Joe Body Color", "The color to use for Karate Joe's body"),
new Param("colorB", new Color(0.81f,0.81f,0.81f,1), "Joe Highlight Color", "The color to use for Karate Joe's highlights"),
new Param("colorC", new Color(1,1,1,1), "Item Color", "The color to use for the thrown items"),
},
inactiveFunction: delegate { var e = eventCaller.currentEntity; KarateMan.UpdateMaterialColour(e.colorA, e.colorB, e.colorC); }
),
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>()
{
new Param("type", KarateMan.ParticleType.None, "Particle Type", "The type of particle effect to spawn. Using \"None\" will stop all effects"),
new Param("valA", new EntityTypes.Float(0f, 64f, 1f), "Wind Strength", "The strength of the particle wind"),
new Param("valB", new EntityTypes.Float(1f, 16f, 1f), "Particle Intensity", "The intensity of the particle effect")
}),
new GameAction("force facial expression", delegate { KarateMan.instance.SetFaceExpression(eventCaller.currentEntity.type); }, 0.5f, false, new List<Param>()
{
new Param("type", KarateMan.KarateManFaces.Normal, "Facial Expression", "The facial expression to force Joe to. Special moves may override this")
}),
// These are still here for backwards-compatibility but are hidden in the editor
new GameAction("pot", delegate { KarateMan.instance.CreateItem(eventCaller.currentEntity.beat, 0, (int) KarateMan.HitType.Pot); }, 2, hidden: true),
new GameAction("rock", delegate { KarateMan.instance.CreateItem(eventCaller.currentEntity.beat, 0, (int) KarateMan.HitType.Rock); }, 2, hidden: true),
new GameAction("ball", delegate { KarateMan.instance.CreateItem(eventCaller.currentEntity.beat, 0, (int) KarateMan.HitType.Ball); }, 2, hidden: true),
new GameAction("tacobell", delegate { KarateMan.instance.CreateItem(eventCaller.currentEntity.beat, 0, (int) KarateMan.HitType.TacoBell); }, 2, hidden: true),
new GameAction("hit4", delegate { KarateMan.instance.DoWord(eventCaller.currentEntity.beat, (int) KarateMan.HitThree.HitFour); }, hidden: true),
new GameAction("bgfxon", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgFx((int) KarateMan.BackgroundFXType.Sunburst, e.beat, e.length); }, hidden: true),
new GameAction("bgfxoff", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgFx((int) KarateMan.BackgroundFXType.None, e.beat, e.length); }, hidden: true),
new GameAction("hit3", delegate { var e = eventCaller.currentEntity; KarateMan.instance.DoWord(e.beat, e.type); }, 1f, false,
new List<Param>()
{
new Param("type", KarateMan.HitThree.HitThree, "Type", "The warning text to show")
},
hidden: true),
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,
new List<Param>()
{
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"),
},
hidden: true),
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>()
{
new Param("type", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed")
},
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<Param>()
{
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),
},
new List<string>() {"agb", "ntr", "rvl", "ctr", "pco", "normal"},
"karate", "en",
new List<string>() {"en"}
);
}
}
}
namespace HeavenStudio.Games
{
using Scripts_KarateMan;
public class KarateMan : Minigame
{
public static KarateMan instance;
public enum HitType
{
Pot = 0,
Lightbulb = 1,
Rock = 2,
Ball = 3,
CookingPot = 6,
Alien = 7,
Bomb = 8,
TacoBell = 999
}
public enum HitThree
{
HitTwo,
HitThree,
HitThreeAlt,
HitFour,
Grr,
Warning,
Combo,
HitOne,
}
public enum LightBulbType
{
Normal,
Blue,
Yellow,
Custom
}
public enum BackgroundType
{
Yellow,
Fuchsia,
Blue,
Red,
Orange,
Pink,
Custom
}
public enum BackgroundFXType
{
None,
Sunburst,
Rings,
Fade
}
public enum BackgroundTextureType
{
Plain,
Gradient,
Radial,
Blood,
//ManMan?
}
public enum ShadowType
{
Tinted,
Custom
}
public enum CameraAngle
{
Normal,
Special
}
public enum ParticleType
{
None,
Snow,
Fire,
Rain
}
public enum KarateManFaces
{
Normal,
Smirk,
Surprise,
Sad,
Lenny,
Happy,
VerySad,
Blush
}
public enum NoriMode
{
None,
Tengoku,
Mania,
}
public static bool IsComboEnable = true; //only stops Out combo inputs, this basically makes combo contextual
public bool IsNoriActive { get { return Nori.MaxNori > 0; } }
public float NoriPerformance { get { if (IsNoriActive) return Nori.Nori / Nori.MaxNori; else return 1f; } }
public Color[] LightBulbColors;
public Color[] BackgroundColors;
public Color[] ShadowColors;
//camera positions (normal, special)
[Header("Camera Positions")]
public Transform[] CameraPosition;
Vector3 cameraPosition;
static float startCamSpecial = Single.MinValue;
static float wantsReturn = Single.MinValue;
static float cameraReturnLength = 0f;
static CameraAngle cameraAngle = CameraAngle.Normal;
//pot trajectory stuff
[Header("References")]
public Transform ItemHolder;
public GameObject Item;
public KarateManJoe Joe;
public GameObject NoriGO;
public KarateManNoriController Nori;
[Header("Colour Map")]
public Material MappingMaterial;
public static Color BodyColor = Color.white;
public static Color HighlightColor = Color.white;
public static Color ItemColor = Color.white;
[Header("Word")]
public Animator Word;
static float wordClearTime = Single.MinValue;
const float hitVoiceOffset = 0.042f;
[Header("Backgrounds")]
static int bgType = (int) BackgroundType.Yellow;
public static int currentBgEffect = (int) BackgroundFXType.None;
static float bgFadeTime = Single.MinValue;
static float bgFadeDuration = 0f;
static Color bgColour = Color.white;
public SpriteRenderer BGPlane;
public GameObject BGEffect;
Color bgColourLast;
Animator bgEffectAnimator;
SpriteRenderer bgEffectSpriteRenderer;
static int textureType = (int) BackgroundTextureType.Plain;
static int textureFilterType = (int) ShadowType.Tinted;
static Color filterColour = Color.white;
static Color filterColourNext = Color.white;
public GameObject BGGradient;
SpriteRenderer bgGradientRenderer;
public GameObject BGBlood;
SpriteRenderer bgBloodRenderer;
public GameObject BGRadial;
SpriteRenderer bgRadialRenderer;
[Header("Shadows")]
static int currentShadowType = (int) ShadowType.Tinted;
static Color customShadowColour = Color.white;
static Color oldShadowColour;
[Header("Particles")]
//wind
public WindZone Wind;
//snow
public ParticleSystem SnowEffect;
public GameObject SnowEffectGO;
//fire
public ParticleSystem FireEffect;
public GameObject FireEffectGO;
//rain
public ParticleSystem RainEffect;
public GameObject RainEffectGO;
[Header("Unloaded Game Calls")]
//public static Queue<Beatmap.Entity> ItemQueue = new Queue<Beatmap.Entity>();
public static bool WantBop = true;
public static bool WantNori = true;
public static int WantNoriType = (int) NoriMode.None;
public static float WantBgChangeStart = Single.MinValue;
public static float WantBgChangeLength = 0f;
private void Awake()
{
instance = this;
KarateManPot.ResetLastCombo();
cameraPosition = CameraPosition[0].position;
}
private void Start()
{
GameCamera.additionalPosition = cameraPosition - GameCamera.defaultPosition;
bgEffectAnimator = BGEffect.GetComponent<Animator>();
bgEffectSpriteRenderer = BGEffect.GetComponent<SpriteRenderer>();
bgGradientRenderer = BGGradient.GetComponent<SpriteRenderer>();
bgBloodRenderer = BGBlood.GetComponent<SpriteRenderer>();
bgRadialRenderer = BGRadial.GetComponent<SpriteRenderer>();
SetBgAndShadowCol(WantBgChangeStart, WantBgChangeLength, bgType, (int) currentShadowType, BackgroundColors[bgType], customShadowColour, (int)currentBgEffect);
SetBgTexture(textureType, textureFilterType, filterColour, filterColour);
UpdateMaterialColour(BodyColor, HighlightColor, ItemColor);
ToggleBop(WantBop);
}
private void Update()
{
var cond = Conductor.instance;
if (!cond.isPlaying)
SetBgEffectsToLast(cond.songPositionInBeats);
switch (currentBgEffect)
{
case (int) BackgroundFXType.Sunburst:
bgEffectAnimator.DoNormalizedAnimation("Sunburst", (cond.songPositionInBeats*0.5f) % 1f);
break;
case (int) BackgroundFXType.Rings:
bgEffectAnimator.DoNormalizedAnimation("Rings", (cond.songPositionInBeats*0.5f) % 1f);
break;
default:
bgEffectAnimator.Play("NoPose", -1, 0);
break;
}
if (cond.songPositionInBeats >= wordClearTime)
{
Word.Play("NoPose");
}
if (cond.songPositionInBeats >= startCamSpecial && cond.songPositionInBeats <= wantsReturn)
{
float camX = 0f;
float camY = 0f;
float camZ = 0f;
if (cond.songPositionInBeats <= startCamSpecial + cameraReturnLength)
{
float prog = cond.GetPositionFromBeat(startCamSpecial, cameraReturnLength);
camX = EasingFunction.EaseOutCubic(CameraPosition[0].position.x, CameraPosition[1].position.x, prog);
camY = EasingFunction.EaseOutCubic(CameraPosition[0].position.y, CameraPosition[1].position.y, prog);
camZ = EasingFunction.EaseOutCubic(CameraPosition[0].position.z, CameraPosition[1].position.z, prog);
cameraPosition = new Vector3(camX, camY, camZ);
}
else if (cond.songPositionInBeats >= wantsReturn - cameraReturnLength)
{
float prog = cond.GetPositionFromBeat(wantsReturn - cameraReturnLength, cameraReturnLength);
camX = EasingFunction.EaseOutQuad(CameraPosition[1].position.x, CameraPosition[0].position.x, prog);
camY = EasingFunction.EaseOutQuad(CameraPosition[1].position.y, CameraPosition[0].position.y, prog);
camZ = EasingFunction.EaseOutQuad(CameraPosition[1].position.z, CameraPosition[0].position.z, prog);
cameraPosition = new Vector3(camX, camY, camZ);
}
else
{
cameraPosition = CameraPosition[1].position;
}
}
else
{
if (cameraAngle == CameraAngle.Special)
cameraAngle = CameraAngle.Normal;
cameraPosition = CameraPosition[0].position;
}
float fadeProg = cond.GetPositionFromBeat(bgFadeTime, bgFadeDuration);
if (bgFadeTime != Single.MinValue && fadeProg >= 0)
{
if (fadeProg >= 1f)
{
bgFadeTime = Single.MinValue;
bgFadeDuration = 0f;
BGPlane.color = bgColour;
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);
}
}
}