mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-23 01:55:16 +00:00
mania nori bar
- full nori effect may need to be changed
This commit is contained in:
parent
95d3c0d6a1
commit
38c47d121c
5 changed files with 773 additions and 55 deletions
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|
@ -40,7 +40,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
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("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("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);
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
if (cameraAngle == CameraAngle.Normal)
|
||||
|
@ -683,9 +726,11 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
case (int) BackgroundTextureType.Blood:
|
||||
BGBlood.SetActive(true);
|
||||
BGGradient.SetActive(false);
|
||||
break;
|
||||
case (int) BackgroundTextureType.Gradient:
|
||||
BGGradient.SetActive(true);
|
||||
BGBlood.SetActive(false);
|
||||
break;
|
||||
default:
|
||||
BGGradient.SetActive(false);
|
||||
|
@ -695,10 +740,10 @@ namespace HeavenStudio.Games
|
|||
UpdateFilterColour(bgColour, filterColour);
|
||||
}
|
||||
|
||||
public void SetGameplayMods(int mode, bool combo)
|
||||
public void SetGameplayMods(float beat, int mode, bool combo)
|
||||
{
|
||||
NoriGO.SetActive(true);
|
||||
Nori.SetNoriMode(mode);
|
||||
Nori.SetNoriMode(beat, mode);
|
||||
IsComboEnable = combo;
|
||||
}
|
||||
|
||||
|
|
|
@ -11,7 +11,12 @@ namespace HeavenStudio.Games.Scripts_KarateMan
|
|||
{
|
||||
public GameObject NoriController;
|
||||
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 Color[] NoriColorsTengoku;
|
||||
|
@ -21,16 +26,21 @@ namespace HeavenStudio.Games.Scripts_KarateMan
|
|||
public int MaxNori;
|
||||
Animator[] NoriHeartAnimators;
|
||||
Material[] NoriHeartMaterials;
|
||||
Transform NoriHolder;
|
||||
|
||||
static Vector2 HeartScale = new Vector2(60, 52);
|
||||
static float ScaleFactorTengoku = 1/46f;
|
||||
static float ScaleFactorMania = 1/72f;
|
||||
static float ScaleFactorTengoku = 1 / 46f;
|
||||
static float ScaleFactorMania = 1 / 72f;
|
||||
|
||||
static float CameraOffset = 10;
|
||||
static float PeriodLow = 24/60f;
|
||||
static float PeriodHigh = 15/60f;
|
||||
static float PeriodLow = 24 / 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()
|
||||
|
@ -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;
|
||||
//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)
|
||||
|
@ -53,15 +66,26 @@ namespace HeavenStudio.Games.Scripts_KarateMan
|
|||
MaxNori = 5;
|
||||
Nori = Mathf.Clamp(startingNori, 0, MaxNori);
|
||||
scaleFactor = ScaleFactorTengoku;
|
||||
NoriHolder = NoriHolderTengoku;
|
||||
NoriManiaInk00.SetActive(false);
|
||||
NoriManiaInk01.SetActive(false);
|
||||
break;
|
||||
case (int) KarateMan.NoriMode.Mania:
|
||||
MaxNori = 10;
|
||||
Nori = Mathf.Clamp(startingNori, 0, MaxNori);
|
||||
scaleFactor = ScaleFactorMania;
|
||||
NoriHolder = NoriHolderMania00;
|
||||
NoriManiaInk00.SetActive(true);
|
||||
NoriManiaInk01.SetActive(false);
|
||||
|
||||
inputsToSwitch = KarateMan.CountHitsToEnd(fromBeat);
|
||||
Debug.Log($"inputs to segment end: {inputsToSwitch}");
|
||||
break;
|
||||
default:
|
||||
MaxNori = 0;
|
||||
Nori = 0;
|
||||
NoriManiaInk00.SetActive(false);
|
||||
NoriManiaInk01.SetActive(false);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -96,11 +120,24 @@ namespace HeavenStudio.Games.Scripts_KarateMan
|
|||
if (noriMode == (int) KarateMan.NoriMode.None) return;
|
||||
if (noriMode == (int) KarateMan.NoriMode.Tengoku)
|
||||
{
|
||||
if (Nori >= MaxNori) return;
|
||||
Nori += 1;
|
||||
NoriHeartAnimators[(int) Nori - 1].Play("NoriFull", -1, (Time.time * PeriodHigh) % 1f);
|
||||
UpdateHeartColours();
|
||||
if (Nori > MaxNori) Nori = MaxNori;
|
||||
if (Nori - 1 >= 0)
|
||||
NoriHeartAnimators[(int) Nori - 1].Play("NoriFull", -1, (Time.time * PeriodHigh) % 1f);
|
||||
}
|
||||
else
|
||||
{
|
||||
float oldNori = Nori;
|
||||
Nori += hitNoriAdd;
|
||||
if (Nori > MaxNori) Nori = MaxNori;
|
||||
Debug.Log($"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()
|
||||
|
@ -108,11 +145,32 @@ namespace HeavenStudio.Games.Scripts_KarateMan
|
|||
if (noriMode == (int) KarateMan.NoriMode.None) return;
|
||||
if (noriMode == (int) KarateMan.NoriMode.Tengoku)
|
||||
{
|
||||
if (Nori <= 0) return;
|
||||
Nori -= 1;
|
||||
if (Nori < 0) Nori = 0;
|
||||
NoriHeartAnimators[(int) Nori].Play("NoriNone", -1, (Time.time * PeriodLow) % 1f);
|
||||
UpdateHeartColours();
|
||||
}
|
||||
else
|
||||
{
|
||||
Nori -= hitNoriAdd;
|
||||
if (Nori < 0) Nori = 0;
|
||||
Debug.Log($"Nori: {Nori}, removed {hitNoriAdd}");
|
||||
if (Nori == 0)
|
||||
{
|
||||
foreach (Animator anim in NoriHeartAnimators)
|
||||
{
|
||||
anim.Play("NoriNone", -1, (Time.time * PeriodLow) % 1f);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < MaxNori; i++)
|
||||
{
|
||||
if (i > (int) Nori)
|
||||
NoriHeartAnimators[i].Play("NoriNone", -1, (Time.time * PeriodLow) % 1f);
|
||||
}
|
||||
}
|
||||
}
|
||||
UpdateHeartColours();
|
||||
}
|
||||
|
||||
public void DoThrough()
|
||||
|
@ -126,16 +184,40 @@ namespace HeavenStudio.Games.Scripts_KarateMan
|
|||
anim.Play("NoriNone", -1, (Time.time * PeriodLow) % 1f);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Nori -= hitNoriAdd * 2;
|
||||
if (Nori < 0) Nori = 0;
|
||||
Debug.Log($"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()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
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)
|
||||
{
|
||||
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;
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue