mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-27 03:53:01 +00:00
start adding object colour remapping
This commit is contained in:
parent
e85210511b
commit
2a2e8fc620
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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@ -102304,7 +102308,7 @@ SpriteRenderer:
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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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@ -35,6 +35,10 @@ namespace HeavenStudio.Games.Loaders
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{
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{
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new Param("type", KarateMan.HitThree.HitThree, "Type", "The warning text to show")
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new Param("type", KarateMan.HitThree.HitThree, "Type", "The warning text to show")
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}),
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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>()
|
||||||
|
{
|
||||||
|
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;
|
||||||
|
|
|
@ -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; } }
|
||||||
|
|
Loading…
Reference in a new issue