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1 changed files with 30 additions and 29 deletions
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@ -16,6 +16,23 @@ namespace HeavenStudio.Games.Loaders
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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RiqEntity GameModsUpdater(string datamodel, RiqEntity e)
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{
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if (datamodel == "karateman/set gameplay modifiers" && e.version < 1)
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{
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if (e["toggle"] == null) return null;
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bool comboEnable = (bool)e["toggle"];
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e.CreateProperty("combo", (int)(comboEnable ? KarateMan.ComboMode.Normal : KarateMan.ComboMode.Disabled));
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e.dynamicData.Remove("toggle");
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e.version = 1;
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return e;
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}
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return null;
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}
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RiqBeatmap.OnUpdateEntity += GameModsUpdater;
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RiqEntity WarningUpdater(string datamodel, RiqEntity e)
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{
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if (datamodel == "karateman/hitX")
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@ -243,17 +260,17 @@ namespace HeavenStudio.Games.Loaders
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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KarateMan.instance.SetGameplayMods(e.beat, e["fxType"], e["type"], e["toggle"]);
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KarateMan.instance.SetGameplayMods(e.beat, e["fxType"], e["type"], e["combo"]);
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},
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("fxType", KarateMan.BackgroundFXType.None, "FX Type", "Set the background effect to be displayed."),
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new Param("type", KarateMan.NoriMode.None, "Flow Bar", "Set the type of Flow bar to use."),
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// new Param("hitsPerHeart", new EntityTypes.Float(0f, 20f, 0f), "Hits Per Heart", "How many hits it will take for each heart to light up (0 will do it automatically.)"),
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new Param("toggle", true, "Enable Combos", "Toggle if Karate Joe will be able to perform combos. This will not affect Touch Style controls."),
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new Param("combo", KarateMan.ComboMode.Normal, "Enable Combos", "Toggle if Karate Joe will be able to perform combos, and the type of combo used."),
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// new Param("toggle2", true, "Enable Kicks", "Allow the player to kick? (Contextual kicks will still be allowed even when off)"),
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},
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defaultVersion = 1,
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},
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new GameAction("background appearance", "Background Appearance")
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{
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@ -298,28 +315,6 @@ namespace HeavenStudio.Games.Loaders
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new Param("endTexture", new Color(), "End Texture Color", "Set the color at the end of the event."),
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},
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},
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// new GameAction("set background effects", "Background Appearance (OLD)")
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// {
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// function = delegate {
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// var e = eventCaller.currentEntity;
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// KarateMan.instance.SetBgAndShadowCol(e.beat, e.length, e["type"], e["type2"], e["colorA"], e["colorB"], e["type3"]);
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// KarateMan.instance.SetBgFx(e["type4"], e["type5"], e["colorC"], e["colorD"]);
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// },
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// defaultLength = 0.5f,
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// resizable = true,
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// parameters = new List<Param>()
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// {
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// new Param("type", KarateMan.BackgroundType.Yellow, "Background Type", "The preset background type"),
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// new Param("type2", KarateMan.ShadowType.Tinted, "Shadow Type", "The shadow type. If Tinted doesn't work with your background color try Custom"),
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// new Param("colorA", new Color(), "Custom Background Color", "The background color to use when background type is set to Custom"),
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// new Param("colorB", new Color(), "Custom Shadow Color", "The shadow color to use when shadow type is set to Custom. When fading the background colour shadows fade to this color"),
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// new Param("type3", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed. Fade uses the entity length to determine colour fading speed"),
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// new Param("type4", KarateMan.BackgroundTextureType.Plain, "Texture", "The type of background texture to use"),
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// new Param("type5", KarateMan.ShadowType.Tinted, "Color Filter Type", "The method used to apply colour to the texture"),
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// new Param("colorC", new Color(), "Custom Filter Color", "The filter color to use when color filter type is set to Custom"),
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// new Param("colorD", new Color(), "Fading Filter Color", "When using the Fade background effect, make filter colour fade to this colour"),
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// },
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// },
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new GameAction("set object colors", "Object Appearance")
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{
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function = delegate {
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@ -512,10 +507,16 @@ namespace HeavenStudio.Games
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Mania,
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ManiaHorizontal,
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}
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public enum ComboMode
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{
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Disabled,
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Normal,
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Jump,
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}
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#endregion
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// static List<RiqEntity> queuedCues = new();
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public static bool IsComboEnable = true; //only stops Out combo inputs, this basically makes combo contextual
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public static ComboMode IsComboEnable = ComboMode.Normal; //only stops Out combo inputs, this basically makes combo contextual
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// public static bool IsKickEnable = true; //same as above, except with kick inputs
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public bool IsNoriActive { get { return Nori.MaxNori > 0; } }
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public float NoriPerformance { get { if (IsNoriActive) return Nori.Nori / Nori.MaxNori; else return 1f; } }
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@ -1119,12 +1120,12 @@ namespace HeavenStudio.Games
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}
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}
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public void SetGameplayMods(double beat, int fxType, int mode, bool combo)
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public void SetGameplayMods(double beat, int fxType, int mode, int combo)
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{
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NoriGO.SetActive(true);
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Nori.SetNoriMode(beat, mode);
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currentBgEffect = fxType;
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IsComboEnable = combo;
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IsComboEnable = (ComboMode)comb;
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// IsKickEnable = kick;
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}
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