mania nori bar

- full nori effect may need to be changed
This commit is contained in:
minenice55 2022-08-13 18:38:22 -04:00
parent 95d3c0d6a1
commit 38c47d121c
5 changed files with 773 additions and 55 deletions

View File

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@ -40,7 +40,7 @@ namespace HeavenStudio.Games.Loaders
new Param("toggle", true, "Return Camera", "Camera zooms back in?"), 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 gameplay modifiers", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetGameplayMods(e.type, e.toggle); }, 0.5f, false, new List<Param>() 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("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 Param("toggle", true, "Enable Combos", "Allow the player to combo? (Contextual combos will still be allowed even when off)"),
@ -400,6 +400,49 @@ namespace HeavenStudio.Games
BGEffect.transform.position = new Vector3(GameCamera.instance.transform.position.x, GameCamera.instance.transform.position.y, 0); 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 void DoSpecialCamera(float beat, float length, bool returns) public void DoSpecialCamera(float beat, float length, bool returns)
{ {
if (cameraAngle == CameraAngle.Normal) if (cameraAngle == CameraAngle.Normal)
@ -683,9 +726,11 @@ namespace HeavenStudio.Games
{ {
case (int) BackgroundTextureType.Blood: case (int) BackgroundTextureType.Blood:
BGBlood.SetActive(true); BGBlood.SetActive(true);
BGGradient.SetActive(false);
break; break;
case (int) BackgroundTextureType.Gradient: case (int) BackgroundTextureType.Gradient:
BGGradient.SetActive(true); BGGradient.SetActive(true);
BGBlood.SetActive(false);
break; break;
default: default:
BGGradient.SetActive(false); BGGradient.SetActive(false);
@ -695,10 +740,10 @@ namespace HeavenStudio.Games
UpdateFilterColour(bgColour, filterColour); UpdateFilterColour(bgColour, filterColour);
} }
public void SetGameplayMods(int mode, bool combo) public void SetGameplayMods(float beat, int mode, bool combo)
{ {
NoriGO.SetActive(true); NoriGO.SetActive(true);
Nori.SetNoriMode(mode); Nori.SetNoriMode(beat, mode);
IsComboEnable = combo; IsComboEnable = combo;
} }

View File

@ -11,7 +11,12 @@ namespace HeavenStudio.Games.Scripts_KarateMan
{ {
public GameObject NoriController; public GameObject NoriController;
public GameObject NoriHeart; public GameObject NoriHeart;
public Transform NoriHolder; public Transform NoriHolderTengoku;
public Transform NoriHolderMania00;
public Transform NoriHolderMania01;
public GameObject NoriManiaInk00;
public GameObject NoriManiaInk01;
public Material NoriMaterial; public Material NoriMaterial;
public Color[] NoriColorsTengoku; public Color[] NoriColorsTengoku;
@ -21,16 +26,21 @@ namespace HeavenStudio.Games.Scripts_KarateMan
public int MaxNori; public int MaxNori;
Animator[] NoriHeartAnimators; Animator[] NoriHeartAnimators;
Material[] NoriHeartMaterials; Material[] NoriHeartMaterials;
Transform NoriHolder;
static Vector2 HeartScale = new Vector2(60, 52); static Vector2 HeartScale = new Vector2(60, 52);
static float ScaleFactorTengoku = 1/46f; static float ScaleFactorTengoku = 1 / 46f;
static float ScaleFactorMania = 1/72f; static float ScaleFactorMania = 1 / 72f;
static float CameraOffset = 10; static float CameraOffset = 10;
static float PeriodLow = 24/60f; static float PeriodLow = 24 / 60f;
static float PeriodHigh = 15/60f; static float PeriodHigh = 15 / 60f;
int noriMode = (int) KarateMan.NoriMode.None; int noriMode = (int)KarateMan.NoriMode.None;
int inputsToSwitch = 0;
//takes 10% of inputs to fill the nori bar
float hitNoriAdd { get { return MaxNori / (inputsToSwitch * 0.15f); } }
void Start() void Start()
@ -38,13 +48,16 @@ namespace HeavenStudio.Games.Scripts_KarateMan
} }
public void SetNoriMode(int mode, int startingNori = 0) public void SetNoriMode(float fromBeat, int mode, int startingNori = 0)
{ {
float scaleFactor = 0f; float scaleFactor = 0f;
//clear all children of the holder //clear all children of the holder
foreach (Transform child in NoriHolder) if (NoriHolder != null)
{ {
Destroy(child.gameObject); foreach (Transform child in NoriHolder)
{
Destroy(child.gameObject);
}
} }
switch (mode) switch (mode)
@ -53,15 +66,26 @@ namespace HeavenStudio.Games.Scripts_KarateMan
MaxNori = 5; MaxNori = 5;
Nori = Mathf.Clamp(startingNori, 0, MaxNori); Nori = Mathf.Clamp(startingNori, 0, MaxNori);
scaleFactor = ScaleFactorTengoku; scaleFactor = ScaleFactorTengoku;
NoriHolder = NoriHolderTengoku;
NoriManiaInk00.SetActive(false);
NoriManiaInk01.SetActive(false);
break; break;
case (int) KarateMan.NoriMode.Mania: case (int) KarateMan.NoriMode.Mania:
MaxNori = 10; MaxNori = 10;
Nori = Mathf.Clamp(startingNori, 0, MaxNori); Nori = Mathf.Clamp(startingNori, 0, MaxNori);
scaleFactor = ScaleFactorMania; scaleFactor = ScaleFactorMania;
NoriHolder = NoriHolderMania00;
NoriManiaInk00.SetActive(true);
NoriManiaInk01.SetActive(false);
inputsToSwitch = KarateMan.CountHitsToEnd(fromBeat);
Debug.Log($"inputs to segment end: {inputsToSwitch}");
break; break;
default: default:
MaxNori = 0; MaxNori = 0;
Nori = 0; Nori = 0;
NoriManiaInk00.SetActive(false);
NoriManiaInk01.SetActive(false);
return; return;
} }
@ -96,11 +120,24 @@ namespace HeavenStudio.Games.Scripts_KarateMan
if (noriMode == (int) KarateMan.NoriMode.None) return; if (noriMode == (int) KarateMan.NoriMode.None) return;
if (noriMode == (int) KarateMan.NoriMode.Tengoku) if (noriMode == (int) KarateMan.NoriMode.Tengoku)
{ {
if (Nori >= MaxNori) return;
Nori += 1; Nori += 1;
NoriHeartAnimators[(int) Nori - 1].Play("NoriFull", -1, (Time.time * PeriodHigh) % 1f); if (Nori > MaxNori) Nori = MaxNori;
UpdateHeartColours(); if (Nori - 1 >= 0)
NoriHeartAnimators[(int) Nori - 1].Play("NoriFull", -1, (Time.time * PeriodHigh) % 1f);
} }
else
{
float oldNori = Nori;
Nori += hitNoriAdd;
if (Nori > MaxNori) Nori = MaxNori;
Debug.Log($"Nori: {Nori}, added {hitNoriAdd}, old nori: {oldNori}");
for (int i = 0; i < MaxNori; i++)
{
if (i <= (int) Nori && i >= (int) oldNori)
NoriHeartAnimators[i].Play("NoriFull", -1, (Time.time * PeriodHigh) % 1f);
}
}
UpdateHeartColours();
} }
public void DoNG() public void DoNG()
@ -108,11 +145,32 @@ namespace HeavenStudio.Games.Scripts_KarateMan
if (noriMode == (int) KarateMan.NoriMode.None) return; if (noriMode == (int) KarateMan.NoriMode.None) return;
if (noriMode == (int) KarateMan.NoriMode.Tengoku) if (noriMode == (int) KarateMan.NoriMode.Tengoku)
{ {
if (Nori <= 0) return;
Nori -= 1; Nori -= 1;
if (Nori < 0) Nori = 0;
NoriHeartAnimators[(int) Nori].Play("NoriNone", -1, (Time.time * PeriodLow) % 1f); NoriHeartAnimators[(int) Nori].Play("NoriNone", -1, (Time.time * PeriodLow) % 1f);
UpdateHeartColours();
} }
else
{
Nori -= hitNoriAdd;
if (Nori < 0) Nori = 0;
Debug.Log($"Nori: {Nori}, removed {hitNoriAdd}");
if (Nori == 0)
{
foreach (Animator anim in NoriHeartAnimators)
{
anim.Play("NoriNone", -1, (Time.time * PeriodLow) % 1f);
}
}
else
{
for (int i = 0; i < MaxNori; i++)
{
if (i > (int) Nori)
NoriHeartAnimators[i].Play("NoriNone", -1, (Time.time * PeriodLow) % 1f);
}
}
}
UpdateHeartColours();
} }
public void DoThrough() public void DoThrough()
@ -126,16 +184,40 @@ namespace HeavenStudio.Games.Scripts_KarateMan
anim.Play("NoriNone", -1, (Time.time * PeriodLow) % 1f); anim.Play("NoriNone", -1, (Time.time * PeriodLow) % 1f);
} }
} }
else
{
Nori -= hitNoriAdd * 2;
if (Nori < 0) Nori = 0;
Debug.Log($"Nori: {Nori}, removed {hitNoriAdd * 4}");
if (Nori == 0)
{
foreach (Animator anim in NoriHeartAnimators)
{
anim.Play("NoriNone", -1, (Time.time * PeriodLow) % 1f);
}
}
else
{
for (int i = 0; i < MaxNori; i++)
{
if (i > (int) Nori)
NoriHeartAnimators[i].Play("NoriNone", -1, (Time.time * PeriodLow) % 1f);
}
}
}
UpdateHeartColours();
} }
void UpdateHeartColours() void UpdateHeartColours()
{ {
var cond = Conductor.instance;
if (noriMode == (int) KarateMan.NoriMode.None) return; if (noriMode == (int) KarateMan.NoriMode.None) return;
if (noriMode == (int) KarateMan.NoriMode.Tengoku) float flashPeriod;
for (int i = 0; i < NoriHeartMaterials.Length; i++)
{ {
for (int i = 0; i < NoriHeartMaterials.Length; i++) Material mat = NoriHeartMaterials[i];
if (noriMode == (int) KarateMan.NoriMode.Tengoku)
{ {
Material mat = NoriHeartMaterials[i];
if (Nori == MaxNori) if (Nori == MaxNori)
{ {
mat.SetColor("_ColorAlpha", NoriColorsTengoku[3]); mat.SetColor("_ColorAlpha", NoriColorsTengoku[3]);
@ -153,10 +235,33 @@ namespace HeavenStudio.Games.Scripts_KarateMan
} }
} }
} }
} else
else {
{ Color c = NoriColorsMania[0];
Color s = Color.black;
if (Nori == MaxNori)
{
flashPeriod = Mathf.Sin((cond.songPositionInBeats - i / (float) MaxNori) * Mathf.PI);
c = NoriColorsMania[2] + (NoriColorsMania[3] * ((1 - flashPeriod * 0.5f) + 0.5f));
s = Color.HSVToRGB(((cond.songPositionInBeats + 0.5f) * 4) % 1, 1, flashPeriod * 0.75f + 0.25f);
}
else
{
flashPeriod = Mathf.Sin(cond.songPositionInBeats * Mathf.PI);
if (KarateMan.instance.NoriPerformance < 0.6)
c = NoriColorsMania[0];
else
{
if (i < MaxNori - 2)
c = NoriColorsMania[1];
else
c = NoriColorsMania[2];
}
c *= (flashPeriod * 0.5f) + 1f;
}
mat.SetColor("_ColorAlpha", c);
mat.SetColor("_AddColor", s);
}
} }
} }
@ -169,6 +274,10 @@ namespace HeavenStudio.Games.Scripts_KarateMan
transform.rotation = target.rotation; transform.rotation = target.rotation;
UpdateHeartColours(); UpdateHeartColours();
float inkRot = (Conductor.instance.songPositionInBeats/ 8f) % 1f;
NoriManiaInk00.transform.localRotation = Quaternion.Euler(0, 0, inkRot * 360);
NoriManiaInk01.transform.localRotation = Quaternion.Euler(0, 0, inkRot * 360);
} }
} }
} }