start adding object colour remapping

This commit is contained in:
minenice55 2022-08-11 19:36:47 -04:00
parent e85210511b
commit 2a2e8fc620
5 changed files with 93 additions and 216 deletions

View file

@ -61591,7 +61591,7 @@ GameObject:
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@ -8,7 +8,7 @@ Material:
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@ -57,6 +57,7 @@ Material:
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@ -70,9 +71,19 @@ Material:
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m_Colors: m_Colors:
- _AddColor: {r: 0, g: 0, b: 0, a: 0}
- _Color: {r: 1, g: 1, b: 1, a: 1} - _Color: {r: 1, g: 1, b: 1, a: 1}
- _ColorAlpha: {r: 1, g: 1, b: 1, a: 0}
- _ColorBravo: {r: 1, g: 0, b: 0, a: 1}
- _ColorDelta: {r: 0.54901963, g: 0.54901963, b: 0.54901963, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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View file

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View file

@ -35,6 +35,10 @@ namespace HeavenStudio.Games.Loaders
{ {
new Param("type", KarateMan.HitThree.HitThree, "Type", "The warning text to show") new Param("type", KarateMan.HitThree.HitThree, "Type", "The warning text to show")
}), }),
new GameAction("special camera", delegate { var e = eventCaller.currentEntity; KarateMan.instance.DoSpecialCamera(e.beat, e.length, e.toggle); }, 8f, true, new List<Param>()
{
new Param("toggle", true, "Return Camera", "Camera zooms back in?"),
}),
new GameAction("prepare", delegate { var e = eventCaller.currentEntity; KarateMan.instance.Prepare(e.beat, e.length);}, 1f, true), new GameAction("prepare", delegate { var e = eventCaller.currentEntity; KarateMan.instance.Prepare(e.beat, e.length);}, 1f, true),
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>() 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>()
{ {
@ -52,9 +56,11 @@ namespace HeavenStudio.Games.Loaders
new Param("colorA", new Color(), "Custom Filter Color", "The filter color to use when color filter type is set to Custom"), new Param("colorA", new Color(), "Custom Filter Color", "The filter color to use when color filter type is set to Custom"),
new Param("colorB", new Color(), "Fading Filter Color", "When using the Fade background effect, make filter colour fade to this colour"), new Param("colorB", new Color(), "Fading Filter Color", "When using the Fade background effect, make filter colour fade to this colour"),
}), }),
new GameAction("special camera", delegate { var e = eventCaller.currentEntity; KarateMan.instance.DoSpecialCamera(e.beat, e.length, e.toggle); }, 8f, true, new List<Param>() 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>()
{ {
new Param("toggle", true, "Return Camera", "Camera zooms back in?"), new Param("colorA", new Color(), "Joe Body Color", "The color to use for Karate Joe's body"),
new Param("colorB", new Color(), "Joe Highlight Color", "The color to use for Karate Joe's highlights"),
new Param("colorC", new Color(), "Item Color", "The color to use for the thrown items"),
}), }),
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 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>()
{ {
@ -219,6 +225,12 @@ namespace HeavenStudio.Games
public GameObject Item; public GameObject Item;
public KarateManJoe Joe; public KarateManJoe Joe;
[Header("Colour Map")]
public Material MappingMaterial;
public Color BodyColor;
public Color HighlightColor;
public Color ItemColor;
[Header("Word")] [Header("Word")]
public Animator Word; public Animator Word;
float wordClearTime = Single.MinValue; float wordClearTime = Single.MinValue;
@ -278,6 +290,7 @@ namespace HeavenStudio.Games
bgGradientRenderer = BGGradient.GetComponent<SpriteRenderer>(); bgGradientRenderer = BGGradient.GetComponent<SpriteRenderer>();
SetBgAndShadowCol(0f, 0f, bgType, (int) currentShadowType, BackgroundColors[bgType], customShadowColour, (int)currentBgEffect); SetBgAndShadowCol(0f, 0f, bgType, (int) currentShadowType, BackgroundColors[bgType], customShadowColour, (int)currentBgEffect);
UpdateMaterialColour(BodyColor, HighlightColor, ItemColor);
} }
private void Update() private void Update()
@ -697,6 +710,15 @@ namespace HeavenStudio.Games
customShadowColour = colour; customShadowColour = colour;
} }
public void UpdateMaterialColour(Color mainCol, Color highlightCol, Color objectCol)
{
MappingMaterial.SetColor("_ColorAlpha", mainCol);
MappingMaterial.SetColor("_ColorBravo", new Color(1, 0, 0, 1));
MappingMaterial.SetColor("_ColorDelta", highlightCol);
ItemColor = objectCol;
//TODO: joe fist colour when punching Straight with low flow
}
public void SetParticleEffect(float beat, int type, float windStrength, float particleStrength) public void SetParticleEffect(float beat, int type, float windStrength, float particleStrength)
{ {
ParticleSystem.EmissionModule emm; ParticleSystem.EmissionModule emm;

View file

@ -26,6 +26,8 @@ namespace HeavenStudio.Games.Scripts_KarateMan
FlyStatus status = FlyStatus.Fly; FlyStatus status = FlyStatus.Fly;
Color effectTint = Color.white; Color effectTint = Color.white;
Material[] renderMaterials;
public int comboId = -1; public int comboId = -1;
static int _lastCombo = -1; static int _lastCombo = -1;
public static int LastCombo { get { return _lastCombo; } } public static int LastCombo { get { return _lastCombo; } }