mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-27 20:13:00 +00:00
Merge pull request #8 from CarsonKompon/karate-man-coloured-bulbs
Karate man coloured bulbs
This commit is contained in:
commit
526269805d
8 changed files with 297 additions and 4 deletions
|
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@ -8,6 +8,22 @@ namespace RhythmHeavenMania.Games.KarateMan
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{
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{
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public class KarateMan : Minigame
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public class KarateMan : Minigame
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{
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{
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public enum LightBulbType
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{
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Normal = 0,
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Blue = 1,
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Yellow = 2,
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Custom = 3
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}
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public Color[] LightBulbColors = new Color[]
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||||||
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{
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new Color(0, 0, 0, 0),
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new Color(2, 207, 255),
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new Color(233, 233, 0),
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new Color(0, 0, 0, 0)
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};
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const float hitVoiceOffset = 0.042f;
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const float hitVoiceOffset = 0.042f;
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|
|
||||||
public GameObject Pot, Bomb;
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public GameObject Pot, Bomb;
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@ -18,6 +34,7 @@ namespace RhythmHeavenMania.Games.KarateMan
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||||||
public static KarateMan instance { get; set; }
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public static KarateMan instance { get; set; }
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|
|
||||||
public Sprite[] ObjectSprites;
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public Sprite[] ObjectSprites;
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public Sprite[] ObjectBottomSprites;
|
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public Sprite[] BarrelSprites;
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public Sprite[] BarrelSprites;
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public List<BGSpriteC> BGSprites;
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public List<BGSpriteC> BGSprites;
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@ -73,7 +90,7 @@ namespace RhythmHeavenMania.Games.KarateMan
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});
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});
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}
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}
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public void Shoot(float beat, int type, bool combo = false, string throwAnim = "", int comboIndex = 0, Vector2 endShadowPos = new Vector2())
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public void Shoot(float beat, int type, bool combo = false, string throwAnim = "", int comboIndex = 0, Vector2 endShadowPos = new Vector2(), UnityEngine.Color tint = default)
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{
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{
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GameObject pot = Instantiate(Pot);
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GameObject pot = Instantiate(Pot);
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pot.transform.parent = Pot.transform.parent;
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pot.transform.parent = Pot.transform.parent;
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@ -115,6 +132,10 @@ namespace RhythmHeavenMania.Games.KarateMan
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case 1:
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case 1:
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outSnd = "karateman/lightbulbOut";
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outSnd = "karateman/lightbulbOut";
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p.hitSnd = "karateman/lightbulbHit";
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p.hitSnd = "karateman/lightbulbHit";
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if (tint != default && tint != Color.black) {
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p.BulbLightSprite.SetActive(true);
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p.BulbLightSprite.GetComponent<SpriteRenderer>().color = tint;
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}
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break;
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break;
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case 2:
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case 2:
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if (Starpelly.Mathp.GetDecimalFromFloat(beat) == 0f)
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if (Starpelly.Mathp.GetDecimalFromFloat(beat) == 0f)
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|
|
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@ -15,9 +15,11 @@ namespace RhythmHeavenMania.Games.KarateMan
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public GameObject Holder;
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public GameObject Holder;
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private GameObject newHolder;
|
private GameObject newHolder;
|
||||||
public GameObject Sprite;
|
public GameObject Sprite;
|
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|
public GameObject BulbLightSprite;
|
||||||
private SpriteRenderer spriteComp;
|
private SpriteRenderer spriteComp;
|
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public GameObject Shadow;
|
public GameObject Shadow;
|
||||||
private SpriteRenderer shadowSpriteComp;
|
private SpriteRenderer shadowSpriteComp;
|
||||||
|
private SpriteRenderer bulbLightSpriteComp;
|
||||||
|
|
||||||
public bool isThrown;
|
public bool isThrown;
|
||||||
public bool isHit = false;
|
public bool isHit = false;
|
||||||
|
@ -58,8 +60,10 @@ namespace RhythmHeavenMania.Games.KarateMan
|
||||||
anim = GetComponent<Animator>();
|
anim = GetComponent<Animator>();
|
||||||
spriteComp = Sprite.GetComponent<SpriteRenderer>();
|
spriteComp = Sprite.GetComponent<SpriteRenderer>();
|
||||||
shadowSpriteComp = Shadow.GetComponent<SpriteRenderer>();
|
shadowSpriteComp = Shadow.GetComponent<SpriteRenderer>();
|
||||||
|
bulbLightSpriteComp = BulbLightSprite.GetComponent<SpriteRenderer>();
|
||||||
|
|
||||||
Sprite.transform.eulerAngles = new Vector3(0, 0, Random.Range(0, 360));
|
Sprite.transform.eulerAngles = new Vector3(0, 0, Random.Range(0, 360));
|
||||||
|
BulbLightSprite.transform.eulerAngles = Sprite.transform.eulerAngles;
|
||||||
|
|
||||||
if (type == 2)
|
if (type == 2)
|
||||||
hitLength = 14f;
|
hitLength = 14f;
|
||||||
|
@ -199,12 +203,15 @@ namespace RhythmHeavenMania.Games.KarateMan
|
||||||
if (normalizedBeat > 1)
|
if (normalizedBeat > 1)
|
||||||
{
|
{
|
||||||
spriteComp.sortingOrder = -20;
|
spriteComp.sortingOrder = -20;
|
||||||
|
bulbLightSpriteComp.sortingOrder = -20;
|
||||||
shadowSpriteComp.sortingOrder = -30;
|
shadowSpriteComp.sortingOrder = -30;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// Pots closer to Joe are sorted further back.
|
// Pots closer to Joe are sorted further back.
|
||||||
spriteComp.sortingOrder = 60 - Mathf.RoundToInt(10f * normalizedBeat);
|
int newOrder = 60 - Mathf.RoundToInt(10f * normalizedBeat);
|
||||||
|
spriteComp.sortingOrder = newOrder;
|
||||||
|
bulbLightSpriteComp.sortingOrder = newOrder;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -289,6 +296,7 @@ namespace RhythmHeavenMania.Games.KarateMan
|
||||||
isHit = true;
|
isHit = true;
|
||||||
|
|
||||||
spriteComp.sortingOrder = 49;
|
spriteComp.sortingOrder = 49;
|
||||||
|
bulbLightSpriteComp.sortingOrder = 49;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Miss()
|
public void Miss()
|
||||||
|
@ -305,6 +313,7 @@ namespace RhythmHeavenMania.Games.KarateMan
|
||||||
isThrown = false;
|
isThrown = false;
|
||||||
anim.enabled = false;
|
anim.enabled = false;
|
||||||
spriteComp.sortingOrder = 49;
|
spriteComp.sortingOrder = 49;
|
||||||
|
bulbLightSpriteComp.sortingOrder = 49;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void NewHolder()
|
private void NewHolder()
|
||||||
|
|
|
@ -230,7 +230,16 @@ namespace RhythmHeavenMania
|
||||||
{
|
{
|
||||||
new GameAction("bop", delegate { KarateMan.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 0.5f, true),
|
new GameAction("bop", delegate { KarateMan.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 0.5f, true),
|
||||||
new GameAction("pot", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 0); }, 2),
|
new GameAction("pot", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 0); }, 2),
|
||||||
new GameAction("bulb", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 1); }, 2),
|
new GameAction("bulb", delegate {
|
||||||
|
var e = eventCaller.currentEntity;
|
||||||
|
var c = KarateMan.instance.LightBulbColors[e.type];
|
||||||
|
if(e.type == 3) c = e.colorA;
|
||||||
|
KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 1, tint: c);
|
||||||
|
}, 2, false, new List<Param>()
|
||||||
|
{
|
||||||
|
new Param("type", KarateMan.LightBulbType.Normal, "Type"),
|
||||||
|
new Param("colorA", new Color(), "Custom Color")
|
||||||
|
}),
|
||||||
new GameAction("rock", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 2); }, 2),
|
new GameAction("rock", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 2); }, 2),
|
||||||
new GameAction("ball", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 3); }, 2),
|
new GameAction("ball", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 3); }, 2),
|
||||||
new GameAction("kick", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 4); }, 4.5f),
|
new GameAction("kick", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 4); }, 4.5f),
|
||||||
|
|
24
Assets/Scripts/SpriteFlicker.cs
Normal file
24
Assets/Scripts/SpriteFlicker.cs
Normal file
|
@ -0,0 +1,24 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class SpriteFlicker : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
public float flickerInterval;
|
||||||
|
|
||||||
|
SpriteRenderer sr;
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
sr = GetComponent<SpriteRenderer>();
|
||||||
|
InvokeRepeating("ToggleVisibility", 0f, flickerInterval);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void ToggleVisibility()
|
||||||
|
{
|
||||||
|
sr.enabled = !sr.enabled;
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/SpriteFlicker.cs.meta
Normal file
11
Assets/Scripts/SpriteFlicker.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e61c91c33ba01f1409c503668f734047
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
Loading…
Reference in a new issue