mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-08 18:55:07 +00:00
background colour fading
- also allows fading of shadow and background texture colours
This commit is contained in:
parent
c9cffb15c2
commit
5f8899008d
4 changed files with 141 additions and 69 deletions
|
@ -31390,7 +31390,7 @@ SpriteRenderer:
|
|||
m_FlipX: 0
|
||||
m_FlipY: 0
|
||||
m_DrawMode: 0
|
||||
m_Size: {x: 1, y: 1}
|
||||
m_Size: {x: 2.56, y: 10.24}
|
||||
m_AdaptiveModeThreshold: 0.5
|
||||
m_SpriteTileMode: 0
|
||||
m_WasSpriteAssigned: 1
|
||||
|
|
|
@ -43,14 +43,14 @@ TextureImporter:
|
|||
compressionQuality: 50
|
||||
spriteMode: 1
|
||||
spriteExtrude: 1
|
||||
spriteMeshType: 1
|
||||
spriteMeshType: 0
|
||||
alignment: 0
|
||||
spritePivot: {x: 0.5, y: 0.5}
|
||||
spritePixelsToUnits: 100
|
||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||
spriteGenerateFallbackPhysicsShape: 1
|
||||
alphaUsage: 2
|
||||
alphaIsTransparency: 0
|
||||
alphaIsTransparency: 1
|
||||
spriteTessellationDetail: -1
|
||||
textureType: 8
|
||||
textureShape: 1
|
||||
|
@ -65,7 +65,7 @@ TextureImporter:
|
|||
platformSettings:
|
||||
- serializedVersion: 3
|
||||
buildTarget: DefaultTexturePlatform
|
||||
maxTextureSize: 2048
|
||||
maxTextureSize: 512
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 0
|
||||
|
@ -77,7 +77,7 @@ TextureImporter:
|
|||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: Standalone
|
||||
maxTextureSize: 2048
|
||||
maxTextureSize: 512
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 0
|
||||
|
|
|
@ -33,20 +33,22 @@ namespace HeavenStudio.Games.Loaders
|
|||
new Param("type", KarateMan.HitThree.HitThree, "Type", "The warning text to show")
|
||||
}),
|
||||
new GameAction("prepare", delegate { }, 1f, true),
|
||||
new GameAction("set background effects", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgAndShadowCol(e.beat, e.type, e.type2, e.colorA, e.colorB, e.type3); }, 0.5f, false, 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, e.colorC); }, 0.5f, true, 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 Param("colorC", new Color(), "Fading Shadow Color", "When using the Fade background effect, make shadow colour fade to this colour"),
|
||||
new Param("type3", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed. Fade uses the entity length to determine colour fading speed")
|
||||
|
||||
}),
|
||||
new GameAction("set background texture", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgTexture(e.type, e.type2, e.colorA); }, 0.5f, false, new List<Param>()
|
||||
new GameAction("set background texture", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgTexture(e.type, e.type2, e.colorA, e.colorB); }, 0.5f, false, new List<Param>()
|
||||
{
|
||||
new Param("type", KarateMan.BackgroundTextureType.Plain, "Texture", "The type of background texture to use"),
|
||||
new Param("type2", KarateMan.ShadowType.Tinted, "Color Filter Type", "The method used to apply colour to the texture"),
|
||||
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 GameAction("special camera", delegate { var e = eventCaller.currentEntity; KarateMan.instance.DoSpecialCamera(e.beat, e.length, e.toggle); }, 8f, true, new List<Param>()
|
||||
{
|
||||
|
@ -54,7 +56,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
}),
|
||||
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 Param("type", KarateMan.ParticleType.None, "Particle Type", "The type of particle effect to spawn"),
|
||||
new Param("type", KarateMan.ParticleType.None, "Particle Type", "The type of particle effect to spawn. Using \"None\" will stop all effects"),
|
||||
new Param("valA", new EntityTypes.Float(0f, 64f, 1f), "Wind Strength", "The strength of the particle wind. (Does not work on the Rain particle.)"),
|
||||
new Param("valB", new EntityTypes.Float(1f, 12f, 1f), "Particle Intensity", "The intensity of the particle effect")
|
||||
}),
|
||||
|
@ -69,15 +71,15 @@ namespace HeavenStudio.Games.Loaders
|
|||
new GameAction("ball", delegate { KarateMan.instance.CreateItem(eventCaller.currentEntity.beat, (int) KarateMan.HitType.Ball); }, 2, hidden: true),
|
||||
new GameAction("tacobell", delegate { KarateMan.instance.CreateItem(eventCaller.currentEntity.beat, (int) KarateMan.HitType.TacoBell); }, 2, hidden: true),
|
||||
new GameAction("hit4", delegate { KarateMan.instance.DoWord(eventCaller.currentEntity.beat, (int) KarateMan.HitThree.HitFour); }, hidden: true),
|
||||
new GameAction("bgfxon", delegate { KarateMan.instance.SetBgFx((int) KarateMan.BackgroundFXType.Sunburst); }, hidden: true),
|
||||
new GameAction("bgfxoff", delegate { KarateMan.instance.SetBgFx((int) KarateMan.BackgroundFXType.None); }, hidden: true),
|
||||
new GameAction("bgfxon", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgFx((int) KarateMan.BackgroundFXType.Sunburst, e.beat, e.length); }, hidden: true),
|
||||
new GameAction("bgfxoff", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgFx((int) KarateMan.BackgroundFXType.None, e.beat, e.length); }, hidden: true),
|
||||
new GameAction("hit3", delegate { var e = eventCaller.currentEntity; KarateMan.instance.DoWord(e.beat, e.type); }, 1f, false,
|
||||
new List<Param>()
|
||||
{
|
||||
new Param("type", KarateMan.HitThree.HitThree, "Type", "The warning text to show")
|
||||
},
|
||||
hidden: true),
|
||||
new GameAction("set background color", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgAndShadowCol(e.beat, e.type, e.type2, e.colorA, e.colorB, (int) KarateMan.instance.currentBgEffect); }, 0.5f, false,
|
||||
new GameAction("set background color", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgAndShadowCol(e.beat, e.length, e.type, e.type2, e.colorA, e.colorB, (int) KarateMan.instance.currentBgEffect, e.colorB); }, 0.5f, false,
|
||||
new List<Param>()
|
||||
{
|
||||
new Param("type", KarateMan.BackgroundType.Yellow, "Background Type", "The preset background type"),
|
||||
|
@ -87,7 +89,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
|
||||
},
|
||||
hidden: true),
|
||||
new GameAction("set background fx", delegate { KarateMan.instance.SetBgFx(eventCaller.currentEntity.type); }, 0.5f, false, new List<Param>()
|
||||
new GameAction("set background fx", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgFx(e.type, e.beat, e.length); }, 0.5f, false, new List<Param>()
|
||||
{
|
||||
new Param("type", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed")
|
||||
},
|
||||
|
@ -225,18 +227,25 @@ namespace HeavenStudio.Games
|
|||
public GameObject BGEffect;
|
||||
int bgType = (int) BackgroundType.Yellow;
|
||||
Color bgColour;
|
||||
Color bgColourLast;
|
||||
public BackgroundFXType currentBgEffect = BackgroundFXType.None;
|
||||
float bgFadeTime = Single.MinValue;
|
||||
float bgFadeDuration = 0f;
|
||||
|
||||
Animator bgEffectAnimator;
|
||||
SpriteRenderer bgEffectSpriteRenderer;
|
||||
|
||||
int textureFiltertype = (int) ShadowType.Tinted;
|
||||
Color filterColour;
|
||||
Color filterColourNext;
|
||||
public GameObject BGGradient;
|
||||
SpriteRenderer bgGradientRenderer;
|
||||
|
||||
[Header("Shadows")]
|
||||
int currentShadowType = (int) ShadowType.Tinted;
|
||||
Color customShadowColour = Color.white;
|
||||
Color fadeShadowColour = Color.white;
|
||||
Color oldShadowColour;
|
||||
|
||||
[Header("Particles")]
|
||||
//wind
|
||||
|
@ -266,7 +275,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
bgGradientRenderer = BGGradient.GetComponent<SpriteRenderer>();
|
||||
|
||||
SetBgAndShadowCol(0f, bgType, (int) currentShadowType, BackgroundColors[bgType], customShadowColour, (int)currentBgEffect);
|
||||
SetBgAndShadowCol(0f, 0f, bgType, (int) currentShadowType, BackgroundColors[bgType], customShadowColour, (int)currentBgEffect, customShadowColour);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
|
@ -321,6 +330,27 @@ namespace HeavenStudio.Games
|
|||
cameraAngle = CameraAngle.Normal;
|
||||
cameraPosition = CameraPosition[0].position;
|
||||
}
|
||||
|
||||
float fadeProg = cond.GetPositionFromBeat(bgFadeTime, bgFadeDuration);
|
||||
if (bgFadeTime != Single.MinValue && fadeProg >= 0)
|
||||
{
|
||||
if (fadeProg >= 1f)
|
||||
{
|
||||
bgFadeTime = Single.MinValue;
|
||||
bgFadeDuration = 0f;
|
||||
BGPlane.color = bgColour;
|
||||
filterColour = filterColourNext;
|
||||
UpdateFilterColour(bgColour, filterColour);
|
||||
oldShadowColour = GetShadowColor(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
Color col = Color.LerpUnclamped(bgColourLast, bgColour, fadeProg);
|
||||
BGPlane.color = col;
|
||||
UpdateFilterColour(col, Color.LerpUnclamped(filterColour, filterColourNext, fadeProg));
|
||||
}
|
||||
}
|
||||
|
||||
GameCamera.additionalPosition = cameraPosition - GameCamera.defaultPosition;
|
||||
BGEffect.transform.position = new Vector3(GameCamera.instance.transform.position.x, GameCamera.instance.transform.position.y, 0);
|
||||
}
|
||||
|
@ -460,46 +490,6 @@ namespace HeavenStudio.Games
|
|||
Jukebox.PlayOneShotGame(outSound, forcePlay: true);
|
||||
}
|
||||
|
||||
public void SetBgAndShadowCol(float beat, int bgType, int shadowType, Color a, Color b, int fx)
|
||||
{
|
||||
this.bgType = bgType;
|
||||
if (this.bgType == (int) BackgroundType.Custom)
|
||||
bgColour = a;
|
||||
else
|
||||
bgColour = BackgroundColors[this.bgType];
|
||||
BGPlane.color = bgColour;
|
||||
|
||||
UpdateShadowColour(shadowType, b);
|
||||
SetBgFx(fx);
|
||||
if (textureFiltertype == (int) ShadowType.Tinted)
|
||||
bgGradientRenderer.color = Color.LerpUnclamped(bgColour, ShadowBlendColor, 0.45f);
|
||||
}
|
||||
|
||||
public void SetBgFx(int fx)
|
||||
{
|
||||
currentBgEffect = (BackgroundFXType) fx;
|
||||
}
|
||||
|
||||
public void SetBgTexture(int type, int filterType, Color filterColor)
|
||||
{
|
||||
Color col;
|
||||
textureFiltertype = filterType;
|
||||
if (textureFiltertype == (int) ShadowType.Tinted)
|
||||
col = Color.LerpUnclamped(bgColour, ShadowBlendColor, 0.45f);
|
||||
else
|
||||
col = filterColor;
|
||||
switch (type)
|
||||
{
|
||||
case (int) BackgroundTextureType.Gradient:
|
||||
BGGradient.SetActive(true);
|
||||
bgGradientRenderer.color = col;
|
||||
break;
|
||||
default:
|
||||
BGGradient.SetActive(false);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void Combo(float beat)
|
||||
{
|
||||
Jukebox.PlayOneShotGame("karateman/barrelOutCombos", forcePlay: true);
|
||||
|
@ -556,27 +546,105 @@ namespace HeavenStudio.Games
|
|||
return mobj;
|
||||
}
|
||||
|
||||
public static Color ShadowBlendColor = new Color(195 / 255f, 48 / 255f, 2 / 255f);
|
||||
public Color GetShadowColor()
|
||||
public void SetBgAndShadowCol(float beat, float length, int bgType, int shadowType, Color a, Color b, int fx, Color c)
|
||||
{
|
||||
if(currentShadowType == (int) ShadowType.Custom)
|
||||
{
|
||||
return customShadowColour;
|
||||
}
|
||||
else if(bgType < (int) BackgroundType.Custom)
|
||||
{
|
||||
return ShadowColors[bgType];
|
||||
}
|
||||
|
||||
return Color.LerpUnclamped(bgColour, ShadowBlendColor, 0.45f);
|
||||
SetBgFx(fx, beat, length);
|
||||
UpdateShadowColour(shadowType, b, c);
|
||||
|
||||
this.bgType = bgType;
|
||||
if (this.bgType == (int) BackgroundType.Custom)
|
||||
bgColour = a;
|
||||
else
|
||||
bgColour = BackgroundColors[this.bgType];
|
||||
BGPlane.color = bgColour;
|
||||
|
||||
if (textureFiltertype == (int) ShadowType.Tinted)
|
||||
filterColour = Color.LerpUnclamped(bgColour, ShadowBlendColor, 0.45f);
|
||||
}
|
||||
|
||||
public void UpdateShadowColour(int type, Color colour)
|
||||
public void SetBgFx(int fx, float beat, float length)
|
||||
{
|
||||
switch (fx)
|
||||
{
|
||||
case (int) BackgroundFXType.Fade:
|
||||
bgColourLast = bgColour;
|
||||
bgFadeTime = beat;
|
||||
bgFadeDuration = length;
|
||||
break;
|
||||
default:
|
||||
currentBgEffect = (BackgroundFXType) fx;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void SetBgTexture(int type, int filterType, Color filterColor, Color nextColor)
|
||||
{
|
||||
textureFiltertype = filterType;
|
||||
if (textureFiltertype == (int) ShadowType.Tinted)
|
||||
filterColour = Color.LerpUnclamped(bgColour, filterColor, 0.45f);
|
||||
else
|
||||
{
|
||||
filterColour = filterColor;
|
||||
filterColourNext = nextColor;
|
||||
}
|
||||
switch (type)
|
||||
{
|
||||
case (int) BackgroundTextureType.Gradient:
|
||||
BGGradient.SetActive(true);
|
||||
break;
|
||||
default:
|
||||
BGGradient.SetActive(false);
|
||||
break;
|
||||
}
|
||||
UpdateFilterColour(bgColour, filterColour);
|
||||
}
|
||||
|
||||
void UpdateFilterColour(Color bgColor, Color filterColor)
|
||||
{
|
||||
Color col;
|
||||
if (textureFiltertype == (int) ShadowType.Tinted)
|
||||
col = Color.LerpUnclamped(bgColor, ShadowBlendColor, 0.45f);
|
||||
else
|
||||
col = filterColor;
|
||||
|
||||
bgGradientRenderer.color = col;
|
||||
}
|
||||
|
||||
public static Color ShadowBlendColor = new Color(195 / 255f, 48 / 255f, 2 / 255f);
|
||||
public Color GetShadowColor(bool next = false)
|
||||
{
|
||||
Color lastCol, nextCol;
|
||||
lastCol = oldShadowColour;
|
||||
|
||||
if(currentShadowType == (int) ShadowType.Custom)
|
||||
nextCol = fadeShadowColour;
|
||||
else if(bgType < (int) BackgroundType.Custom)
|
||||
nextCol = ShadowColors[bgType];
|
||||
else
|
||||
nextCol = Color.LerpUnclamped(bgColour, ShadowBlendColor, 0.45f);
|
||||
|
||||
float fadeProg = Conductor.instance.GetPositionFromBeat(bgFadeTime, bgFadeDuration);
|
||||
if (fadeProg <= 1f && fadeProg >= 0)
|
||||
{
|
||||
Debug.Log(fadeProg);
|
||||
return Color.LerpUnclamped(lastCol, nextCol, fadeProg);
|
||||
}
|
||||
return next ? nextCol : lastCol;
|
||||
}
|
||||
|
||||
public void UpdateShadowColour(int type, Color colour, Color fadeColour)
|
||||
{
|
||||
|
||||
if(currentShadowType == (int) ShadowType.Custom)
|
||||
oldShadowColour = customShadowColour;
|
||||
else if(bgType < (int) BackgroundType.Custom)
|
||||
oldShadowColour = ShadowColors[bgType];
|
||||
else
|
||||
oldShadowColour = Color.LerpUnclamped(bgColour, ShadowBlendColor, 0.45f);
|
||||
|
||||
currentShadowType = type;
|
||||
customShadowColour = colour;
|
||||
|
||||
Joe.UpdateShadowColour();
|
||||
fadeShadowColour = fadeColour;
|
||||
}
|
||||
|
||||
public void SetParticleEffect(float beat, int type, float windStrength, float particleStrength)
|
||||
|
@ -604,6 +672,8 @@ namespace HeavenStudio.Games
|
|||
break;
|
||||
default:
|
||||
SnowEffect.Stop();
|
||||
FireEffect.Stop();
|
||||
RainEffect.Stop();
|
||||
break;
|
||||
}
|
||||
Wind.windMain = windStrength;
|
||||
|
|
|
@ -125,6 +125,8 @@ namespace HeavenStudio.Games.Scripts_KarateMan
|
|||
Jukebox.PlayOneShotGame("karateman/swingKick", forcePlay: true);
|
||||
}
|
||||
}
|
||||
|
||||
UpdateShadowColour();
|
||||
}
|
||||
|
||||
public bool Punch(int forceHand = 0)
|
||||
|
|
Loading…
Reference in a new issue