Merge pull request #139 from ThatZeoMan/master

Track 5, along with QOL changes
This commit is contained in:
minenice55 2022-07-28 19:09:07 -04:00 committed by GitHub
commit 5a2860f752
21 changed files with 316 additions and 87 deletions

File diff suppressed because one or more lines are too long

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@ -38340,7 +38340,7 @@ MonoBehaviour:
SongPos: {fileID: 1567318397}
CurrentTempo: {fileID: 1783963081}
eventObjs: []
LayerCount: 4
LayerCount: 5
metronomeEnabled: 0
resizable: 0
snapInterval: 0.25

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@ -42,6 +42,9 @@ namespace HeavenStudio
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorA;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorB;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorC;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorD;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorE;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorF;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public string text1;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public string text2;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public string text3;
@ -74,7 +77,7 @@ namespace HeavenStudio
}
catch (Exception ex)
{
UnityEngine.Debug.LogError($"You probably misspelled a paramater, or defined the object type wrong. Exception log: {ex}");
UnityEngine.Debug.LogError($"You probably misspelled a parameter, or defined the object type wrong. Exception log: {ex}");
}
}
}

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@ -11,7 +11,7 @@ namespace HeavenStudio.Games.Loaders
public static class CtrBearLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("blueBear", "Blue Bear \n<color=#eb5454>[WIP don't use]</color>", "B4E6F6", false, false, new List<GameAction>()
return new Minigame("blueBear", "Blue Bear", "B4E6F6", false, false, new List<GameAction>()
{
new GameAction("donut", delegate { BlueBear.instance.SpawnTreat(eventCaller.currentEntity.beat, false); }, 3, false),
new GameAction("cake", delegate { BlueBear.instance.SpawnTreat(eventCaller.currentEntity.beat, true); }, 4, false),

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@ -12,32 +12,42 @@ namespace HeavenStudio.Games.Loaders
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("coinToss", "Coin Toss \n [One coin at a time!]", "B4E6F6", false, false, new List<GameAction>()
return new Minigame("coinToss", "Coin Toss", "B4E6F6", false, false, new List<GameAction>()
{
new GameAction("toss", delegate { CoinToss.instance.TossCoin(eventCaller.currentEntity.beat, eventCaller.currentEntity.toggle); }, 7, false, parameters: new List<Param>()
{
new Param("toggle", false, "Audience Reaction", "Enable Audience Reaction"),
}),
new GameAction("set background color", delegate { var e = eventCaller.currentEntity; CoinToss.instance.ChangeBackgroundColor(e.colorA, 0f); }, 0.5f, false, new List<Param>()
new GameAction("set background color", delegate { var e = eventCaller.currentEntity; CoinToss.instance.ChangeBackgroundColor(e.colorA, 0f); CoinToss.instance.ChangeBackgroundColor(e.colorB, 0f, true); }, 0.5f, false, new List<Param>()
{
new Param("colorA", CoinToss.defaultBgColor, "Background Color", "The background color to change to")
new Param("colorA", CoinToss.defaultBgColor, "Background Color", "The background color to change to"),
new Param("colorB", CoinToss.defaultFgColor, "Foreground Color", "The foreground color to change to")
} ),
new GameAction("fade background color", delegate { var e = eventCaller.currentEntity; CoinToss.instance.FadeBackgroundColor(e.colorA, e.colorB, e.length); }, 1f, true, new List<Param>()
new GameAction("fade background color", delegate { var e = eventCaller.currentEntity; CoinToss.instance.FadeBackgroundColor(e.colorA, e.colorB, e.length); CoinToss.instance.FadeBackgroundColor(e.colorC, e.colorD, e.length, true); }, 1f, true, new List<Param>()
{
new Param("colorA", Color.white, "Start Color", "The starting color in the fade"),
new Param("colorB", CoinToss.defaultBgColor, "End Color", "The ending color in the fade")
new Param("colorA", Color.white, "BG Start Color", "The starting color in the fade"),
new Param("colorB", CoinToss.defaultBgColor, "BG End Color", "The ending color in the fade"),
new Param("colorC", Color.white, "FG Start Color", "The starting color in the fade"),
new Param("colorD", CoinToss.defaultFgColor, "FG End Color", "The ending color in the fade")
} ),
new GameAction("set foreground color", delegate { var e = eventCaller.currentEntity; CoinToss.instance.ChangeBackgroundColor(e.colorA, 0f, true); }, 0.5f, false, new List<Param>()
//left in for backwards-compatibility, but cannot be placed
new GameAction("set foreground color", delegate { var e = eventCaller.currentEntity; CoinToss.instance.ChangeBackgroundColor(e.colorA, 0f, true); }, 0.5f, false, new List<Param>
{
new Param("colorA", CoinToss.defaultFgColor, "Background Color", "The background color to change to")
} ),
new Param("colorA", CoinToss.defaultFgColor, "Foreground Color", "The foreground color to change to")
}, hidden: true ),
new GameAction("fade foreground color", delegate { var e = eventCaller.currentEntity; CoinToss.instance.FadeBackgroundColor(e.colorA, e.colorB, e.length, true); }, 1f, true, new List<Param>()
{
new Param("colorA", Color.white, "Start Color", "The starting color in the fade"),
new Param("colorB", CoinToss.defaultFgColor, "End Color", "The ending color in the fade")
} ),
}, hidden: true ),
},
new List<string>() {"ntr", "aim"},
"ntrcoin", "en",

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@ -9,7 +9,7 @@ namespace HeavenStudio.Games.Loaders
public static class AgbFireworkLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("fireworks", "Fireworks \n<color=#eb5454>[WIP don't use]</color>", "000000", false, false, new List<GameAction>()
return new Minigame("fireworks", "Fireworks \n<color=#eb5454>[WIP]</color>", "000000", false, false, new List<GameAction>()
{
});
}

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@ -47,7 +47,11 @@ namespace HeavenStudio.Games.Global
// startColor = new Color(1, 1, 1, 0);
// endColor = new Color(1, 1, 1, 0);
allFadeEvents = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "flash" });
allFadeEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "flash" });
Test(beat);
// backwards-compatibility baybee
allFadeEvents.AddRange(EventCaller.GetAllInGameManagerList("gameManager", new string[] { "flash" }));
Test(beat);
}

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@ -32,7 +32,7 @@ namespace HeavenStudio.Games.Loaders
}),
new GameAction("kick", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 4); }, 4.5f),
new GameAction("combo", delegate { KarateMan.instance.Combo(eventCaller.currentEntity.beat); }, 4f),
new GameAction("hit3", delegate
new GameAction("hitX", delegate
{
var e = eventCaller.currentEntity;
switch ((KarateMan.HitThree)e.type)
@ -47,26 +47,22 @@ namespace HeavenStudio.Games.Loaders
new Param("type", KarateMan.HitThree.HitThree, "Type", "What should be called out")
}),
new GameAction("prepare", delegate { KarateMan.instance.Prepare(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 1f, true),
new GameAction("set background color", delegate {
new GameAction("set background effects", delegate {
var e = eventCaller.currentEntity;
var c = KarateMan.instance.BackgroundColors[e.type];
if(e.type == (int)KarateMan.BackgroundType.Custom) c = e.colorA;
KarateMan.instance.SetBackgroundColor(e.type, e.type2, c, e.colorB);
KarateMan.instance.SetBackgroundFX((KarateMan.BackgroundFXType)eventCaller.currentEntity.type3);
}, 0.5f, false, new List<Param>()
{
new Param("type", KarateMan.BackgroundType.Yellow, "Background Type", "The preset background type"),
new Param("type2", KarateMan.ShadowType.Tinted, "Shadow Type", "The shadow type. If Tinted doesn't work with your background color try Custom"),
new Param("colorA", new Color(), "Custom Background Color", "The background color to use when background type is set to Custom"),
new Param("colorB", new Color(), "Custom Shadow Color", "The shadow color to use when shadow type is set to Custom"),
new Param("type3", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed")
}),
new GameAction("set background fx", delegate {
KarateMan.instance.SetBackgroundFX((KarateMan.BackgroundFXType)eventCaller.currentEntity.type);
}, 0.5f, false, new List<Param>()
{
new Param("type", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed")
}),
// These are still here for backwards-compatibility but are hidden in the editor
new GameAction("pot", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 0); }, 2, hidden: true),
new GameAction("rock", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 2); }, 2, hidden: true),
@ -75,8 +71,18 @@ namespace HeavenStudio.Games.Loaders
new GameAction("hit4", delegate { KarateMan.instance.Hit4(eventCaller.currentEntity.beat); }, hidden: true),
new GameAction("bgfxon", delegate { KarateMan.instance.SetBackgroundFX(KarateMan.BackgroundFXType.Sunburst); }, hidden: true),
new GameAction("bgfxoff", delegate { KarateMan.instance.SetBackgroundFX(KarateMan.BackgroundFXType.None); }, hidden: true),
new GameAction("set background fx", delegate {
KarateMan.instance.SetBackgroundFX((KarateMan.BackgroundFXType)eventCaller.currentEntity.type);
}, 0.5f, false, new List<Param>()
{
new Param("type", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed")
});
},
hidden: true
)
});;
}
}
}

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@ -9,7 +9,7 @@ namespace HeavenStudio.Games.Loaders
public static class RvlRocketLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("launch party", "Launch Party \n<color=#eb5454>[WIP don't use]</color>", "000000", false, false, new List<GameAction>()
return new Minigame("launch party", "Launch Party \n<color=#eb5454>[WIP]</color>", "000000", false, false, new List<GameAction>()
{
});
}

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@ -9,7 +9,7 @@ namespace HeavenStudio.Games.Loaders
public static class PcoSomenLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("rhythmSomen", "Rhythm Sōmen \n<color=#eb5454>[WIP don't use]</color>", "000000", false, false, new List<GameAction>()
return new Minigame("rhythmSomen", "Rhythm Sōmen", "000000", false, false, new List<GameAction>()
{
new GameAction("crane (far)", delegate { RhythmSomen.instance.DoFarCrane(eventCaller.currentEntity.beat); }, 4.0f, false),
new GameAction("crane (close)", delegate { RhythmSomen.instance.DoCloseCrane(eventCaller.currentEntity.beat); }, 3.0f, false),

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@ -12,7 +12,7 @@ namespace HeavenStudio.Games.Loaders
public static class NtrSamuraiLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("samuraiSliceNtr", "Samurai Slice (DS) \n<color=#eb5454>[WIP]</color>", "00165D", false, false, new List<GameAction>()
return new Minigame("samuraiSliceNtr", "Samurai Slice (DS)", "00165D", false, false, new List<GameAction>()
{
new GameAction("spawn object", delegate
{

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@ -12,7 +12,7 @@ namespace HeavenStudio.Games.Loaders
public static class AgbTapLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("tapTrial", "Tap Trial \n<color=#eb5454>[WIP don't use]</color>", "93ffb3", false, false, new List<GameAction>()
return new Minigame("tapTrial", "Tap Trial \n<color=#eb5454>[WIP]</color>", "93ffb3", false, false, new List<GameAction>()
{
new GameAction("bop", delegate { TapTrial.instance.Bop(eventCaller.currentEntity.toggle); }, .5f, false, new List<Param>()
{

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@ -10,7 +10,7 @@ namespace HeavenStudio.Games.Loaders
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("tram&Pauline", "Tram&Pauline \n<color=#eb5454>[WIP don't use]</color>", "000000", false, false, new List<GameAction>()
return new Minigame("tram&Pauline", "Tram & Pauline \n<color=#eb5454>[WIP]</color>", "000000", false, false, new List<GameAction>()
{
new GameAction("curtains", delegate { TramAndPauline.instance.Curtains(eventCaller.currentEntity.beat); }, 0.5f),
new GameAction("SFX", delegate { var e = eventCaller.currentEntity; TramAndPauline.instance.SFX(e.beat, e.toggle); }, 2.5f, false, new List<Param>()

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@ -13,7 +13,7 @@ namespace HeavenStudio.Games.Loaders
public static class MobTrickLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("trickClass", "Trick on the Class\n<color=#eb5454>[WIP]</color>", "C0171D", false, false, new List<GameAction>()
return new Minigame("trickClass", "Trick on the Class", "C0171D", false, false, new List<GameAction>()
{
new GameAction("toss", delegate
{

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@ -59,6 +59,9 @@ namespace HeavenStudio.Editor
case 3:
c = theme.properties.Layer4Col.Hex2RGB();
break;
case 4:
c = theme.properties.Layer5Col.Hex2RGB();
break;
}
layer.GetComponent<Image>().color = c;

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@ -19,6 +19,7 @@ namespace HeavenStudio.Editor
public string Layer2Col;
public string Layer3Col;
public string Layer4Col;
public string Layer5Col;
public string EventSelectedCol;
public string EventNormalCol;

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@ -24,7 +24,7 @@ namespace HeavenStudio.Editor.Track
cam = Editor.instance.EditorCamera;
float layerScaleDist = cam.WorldToScreenPoint(Timeline.instance.LayerCorners[1]).y - Camera.main.WorldToScreenPoint(Timeline.instance.LayerCorners[0]).y;
float modScale = Timeline.GetScaleModifier();
rect.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, layerScaleDist/4 * (1/modScale));
rect.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, layerScaleDist/5 * (1/modScale));
}
catch (System.NullReferenceException)
{

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@ -21,7 +21,7 @@ namespace HeavenStudio.Editor.Track
private Vector2 lastMousePos;
public List<TimelineEventObj> eventObjs = new List<TimelineEventObj>();
private bool lastFrameDrag;
public int LayerCount = 4;
public int LayerCount = 5;
public bool metronomeEnabled;
public bool resizable;
private bool movingPlayback;
@ -652,12 +652,12 @@ namespace HeavenStudio.Editor.Track
public float SnapToLayer(float y)
{
float size = LayerHeight();
return Mathf.Clamp(Mathp.Round2Nearest(y, size), -size * 3f, 0f);
return Mathf.Clamp(Mathp.Round2Nearest(y, size), -size * 4f, 0f);
}
public float LayerHeight()
{
return LayersRect.rect.height / 4f;
return LayersRect.rect.height / 5f;
}
public void SetPlaybackSpeed(float speed)

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@ -452,6 +452,9 @@ namespace HeavenStudio.Editor.Track
case 3:
c = EditorTheme.theme.properties.Layer4Col.Hex2RGB();
break;
case 4:
c = EditorTheme.theme.properties.Layer5Col.Hex2RGB();
break;
}
// c = new Color(c.r, c.g, c.b, 0.85f);

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@ -2,16 +2,17 @@
{
"name": "Rhythm Heaven Mania Default Editor Theme",
"name": "Heaven Studio Default Editor Theme",
"properties": {
"TempoLayerCol": "6cbcc4",
"MusicLayerCol": "a663cc",
"Layer1Col": "ef476f",
"Layer2Col": "ffd166",
"Layer3Col": "06d6a0",
"Layer4Col": "118ab2",
"Layer2Col": "f5813d",
"Layer3Col": "ffd166",
"Layer4Col": "06d6a0",
"Layer5Col": "118ab2",
"EventSelectedCol": "61e5ff",
"EventNormalCol": "FFFFFF",

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@ -219,6 +219,16 @@ namespace HeavenStudio
new GameAction("switchGame", delegate { GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat); }, 0.5f, inactiveFunction: delegate { GameManager.instance.SwitchGame(eventCaller.currentSwitchGame, eventCaller.currentEntity.beat); }),
new GameAction("end", delegate { Debug.Log("end"); GameManager.instance.Stop(0); Timeline.instance?.SetTimeButtonColors(true, false, false);}),
new GameAction("skill star", delegate { }, 1f, true),
new GameAction("toggle inputs", delegate
{
GameManager.instance.ToggleInputs(eventCaller.currentEntity.toggle);
}, 0.5f, true, new List<Param>()
{
new Param("toggle", true, "Enable Inputs")
}),
// DEPRECATED! Now in VFX
new GameAction("flash", delegate
{
@ -237,16 +247,8 @@ namespace HeavenStudio
new Param("valA", new EntityTypes.Float(0, 1, 1), "Start Opacity"),
new Param("valB", new EntityTypes.Float(0, 1, 0), "End Opacity"),
new Param("ease", EasingFunction.Ease.Linear, "Ease")
} ),
new GameAction("toggle inputs", delegate
{
GameManager.instance.ToggleInputs(eventCaller.currentEntity.toggle);
}, 0.5f, true, new List<Param>()
{
new Param("toggle", true, "Enable Inputs")
}),
}, hidden: true ),
// DEPRECATED! Now in VFX
new GameAction("move camera", delegate
{
}, 1f, true, new List<Param>()
@ -269,6 +271,7 @@ namespace HeavenStudio
},
hidden: true ),
}),
new Minigame("countIn", "Count-Ins", "", false, true, new List<GameAction>()
{
new GameAction("4 beat count-in", delegate { var e = eventCaller.currentEntity; SoundEffects.FourBeatCountIn(e.beat, e.length / 4f, e.type); }, 4f, true, new List<Param>()
@ -306,8 +309,29 @@ namespace HeavenStudio
new GameAction("four (alt)", delegate { SoundEffects.Count(3, true); }, 1f, hidden: true),
new GameAction("go! (alt)", delegate { SoundEffects.Go(true); }, 1f, hidden: true),
}),
new Minigame("vfx", "Visual Effects", "", false, true, new List<GameAction>()
{
new GameAction("flash", delegate
{
/*Color colA = eventCaller.currentEntity.colorA;
Color colB = eventCaller.currentEntity.colorB;
Color startCol = new Color(colA.r, colA.g, colA.b, eventCaller.currentEntity.valA);
Color endCol = new Color(colB.r, colB.g, colB.b, eventCaller.currentEntity.valB);
GameManager.instance.fade.SetFade(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, startCol, endCol, eventCaller.currentEntity.ease);*/
}, 1f, true, new List<Param>()
{
new Param("colorA", Color.white, "Start Color"),
new Param("colorB", Color.white, "End Color"),
new Param("valA", new EntityTypes.Float(0, 1, 1), "Start Opacity"),
new Param("valB", new EntityTypes.Float(0, 1, 0), "End Opacity"),
new Param("ease", EasingFunction.Ease.Linear, "Ease")
}, hidden: false ),
new GameAction("move camera", delegate
{
//TODO: move cam