mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-26 11:33:05 +00:00
start adding object colour remapping
This commit is contained in:
parent
05a66be277
commit
04067eaaac
5 changed files with 93 additions and 216 deletions
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@ -61591,7 +61591,7 @@ GameObject:
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@ -96547,6 +96547,10 @@ MonoBehaviour:
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ItemHolder: {fileID: 8380209919518305174}
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Item: {fileID: 4158625219071088136}
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Joe: {fileID: 5897754239051819249}
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MappingMaterial: {fileID: 2100000, guid: 01a12550d4a6d8141bbbdf4ce2700eea, type: 2}
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BodyColor: {r: 1, g: 1, b: 1, a: 0}
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HighlightColor: {r: 0.54901963, g: 0.54901963, b: 0.54901963, a: 1}
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ItemColor: {r: 1, g: 1, b: 1, a: 1}
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Word: {fileID: 8471847813194768760}
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BGPlane: {fileID: 5423016352081307686}
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BGEffect: {fileID: 185016033042157469}
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@ -102304,7 +102308,7 @@ SpriteRenderer:
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--- !u!1 &7583125520394986553
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@ -8,7 +8,7 @@ Material:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: karateman_cellshader
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m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
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@ -57,6 +57,7 @@ Material:
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- _BumpScale: 1
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- _DetailNormalMapScale: 1
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- _DstBlend: 0
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@ -70,9 +71,19 @@ Material:
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- _SmoothnessTextureChannel: 0
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- _Stencil: 0
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- _ZWrite: 1
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m_Colors:
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- _AddColor: {r: 0, g: 0, b: 0, a: 0}
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _ColorAlpha: {r: 1, g: 1, b: 1, a: 0}
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- _ColorBravo: {r: 1, g: 0, b: 0, a: 1}
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- _ColorDelta: {r: 0.54901963, g: 0.54901963, b: 0.54901963, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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m_BuildTextureStacks: []
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@ -269,6 +269,12 @@ TextureImporter:
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@ -1734,153 +1740,6 @@ TextureImporter:
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- serializedVersion: 2
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- serializedVersion: 2
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@ -2238,6 +2034,48 @@ TextureImporter:
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indices:
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- serializedVersion: 2
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- serializedVersion: 2
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name: karateman_arm_1_part01
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rect:
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indices:
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@ -35,6 +35,10 @@ namespace HeavenStudio.Games.Loaders
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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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new GameAction("special camera", delegate { var e = eventCaller.currentEntity; KarateMan.instance.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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new GameAction("prepare", delegate { var e = eventCaller.currentEntity; KarateMan.instance.Prepare(e.beat, e.length);}, 1f, true),
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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); }, 0.5f, true, new List<Param>()
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{
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@ -52,9 +56,11 @@ namespace HeavenStudio.Games.Loaders
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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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new GameAction("special camera", delegate { var e = eventCaller.currentEntity; KarateMan.instance.DoSpecialCamera(e.beat, e.length, e.toggle); }, 8f, true, new List<Param>()
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new GameAction("set object colors", delegate { var e = eventCaller.currentEntity; KarateMan.instance.UpdateMaterialColour(e.colorA, e.colorB, e.colorC); }, 0.5f, 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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new Param("colorA", new Color(), "Joe Body Color", "The color to use for Karate Joe's body"),
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new Param("colorB", new Color(), "Joe Highlight Color", "The color to use for Karate Joe's highlights"),
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new Param("colorC", new Color(), "Item Color", "The color to use for the thrown items"),
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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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@ -219,6 +225,12 @@ namespace HeavenStudio.Games
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public GameObject Item;
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public KarateManJoe Joe;
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[Header("Colour Map")]
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public Material MappingMaterial;
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public Color BodyColor;
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public Color HighlightColor;
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public Color ItemColor;
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[Header("Word")]
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public Animator Word;
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float wordClearTime = Single.MinValue;
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@ -278,6 +290,7 @@ namespace HeavenStudio.Games
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bgGradientRenderer = BGGradient.GetComponent<SpriteRenderer>();
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SetBgAndShadowCol(0f, 0f, bgType, (int) currentShadowType, BackgroundColors[bgType], customShadowColour, (int)currentBgEffect);
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UpdateMaterialColour(BodyColor, HighlightColor, ItemColor);
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}
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private void Update()
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@ -697,6 +710,15 @@ namespace HeavenStudio.Games
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customShadowColour = colour;
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}
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public void UpdateMaterialColour(Color mainCol, Color highlightCol, Color objectCol)
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{
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MappingMaterial.SetColor("_ColorAlpha", mainCol);
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MappingMaterial.SetColor("_ColorBravo", new Color(1, 0, 0, 1));
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MappingMaterial.SetColor("_ColorDelta", highlightCol);
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ItemColor = objectCol;
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//TODO: joe fist colour when punching Straight with low flow
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}
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public void SetParticleEffect(float beat, int type, float windStrength, float particleStrength)
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{
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ParticleSystem.EmissionModule emm;
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@ -26,6 +26,8 @@ namespace HeavenStudio.Games.Scripts_KarateMan
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FlyStatus status = FlyStatus.Fly;
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Color effectTint = Color.white;
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Material[] renderMaterials;
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public int comboId = -1;
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static int _lastCombo = -1;
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public static int LastCombo { get { return _lastCombo; } }
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