background effects, special move camera

- also removed all old karate man assets
This commit is contained in:
minenice55 2022-08-03 17:49:32 -04:00
parent f2fedaf197
commit 795fdf61d2
74 changed files with 372 additions and 31693 deletions

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@ -44,6 +44,10 @@ namespace HeavenStudio.Games.Loaders
new Param("type3", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed")
}),
new GameAction("special camera", delegate { var e = eventCaller.currentEntity; KarateMan.instance.DoSpecialCamera(e.beat, e.length, e.toggle); }, 8f, true, new List<Param>()
{
new Param("toggle", true, "Return Camera", "Camera zooms back in?"),
}),
// These are still here for backwards-compatibility but are hidden in the editor
new GameAction("pot", delegate { KarateMan.instance.CreateItem(eventCaller.currentEntity.beat, (int) KarateMan.HitType.Pot); }, 2, hidden: true),
@ -51,15 +55,15 @@ 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 { }, hidden: true),
new GameAction("bgfxoff", delegate { }, 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("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, 0); }, 0.5f, false,
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 List<Param>()
{
new Param("type", KarateMan.BackgroundType.Yellow, "Background Type", "The preset background type"),
@ -69,8 +73,7 @@ namespace HeavenStudio.Games.Loaders
},
hidden: true),
new GameAction("set background fx", delegate {
}, 0.5f, false, new List<Param>()
new GameAction("set background fx", delegate { KarateMan.instance.SetBgFx(eventCaller.currentEntity.type); }, 0.5f, false, new List<Param>()
{
new Param("type", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed")
},
@ -144,6 +147,12 @@ namespace HeavenStudio.Games
Custom
}
public enum CameraAngle
{
Normal,
Special
}
public Color[] LightBulbColors;
public Color[] BackgroundColors;
public Color[] ShadowColors;
@ -151,6 +160,8 @@ namespace HeavenStudio.Games
//camera positions (normal, special)
public Transform[] CameraPosition;
Vector3 cameraPosition;
float startCamSpecial = Single.MinValue;
float wantsReturn = Single.MinValue;
//pot trajectory stuff
public Transform ItemHolder;
@ -164,6 +175,11 @@ namespace HeavenStudio.Games
//backgrounds
public SpriteRenderer BGPlane;
public GameObject BGEffect;
public BackgroundFXType currentBgEffect = BackgroundFXType.None;
Animator bgEffectAnimator;
SpriteRenderer bgEffectSpriteRenderer;
private void Awake()
{
@ -175,15 +191,68 @@ namespace HeavenStudio.Games
private void Start()
{
GameCamera.additionalPosition = cameraPosition - GameCamera.defaultPosition;
bgEffectAnimator = BGEffect.GetComponent<Animator>();
bgEffectSpriteRenderer = BGEffect.GetComponent<SpriteRenderer>();
}
private void Update()
{
GameCamera.additionalPosition = cameraPosition - GameCamera.defaultPosition;
if (Conductor.instance.songPositionInBeats >= wordClearTime)
var cond = Conductor.instance;
switch (currentBgEffect)
{
case BackgroundFXType.Sunburst:
bgEffectAnimator.DoNormalizedAnimation("Sunburst", (cond.songPositionInBeats*0.5f) % 1f);
break;
case BackgroundFXType.Rings:
bgEffectAnimator.DoNormalizedAnimation("Rings", (cond.songPositionInBeats*0.5f) % 1f);
break;
default:
bgEffectAnimator.Play("NoPose", -1, 0);
break;
}
if (cond.songPositionInBeats >= wordClearTime)
{
Word.Play("NoPose");
}
if (cond.songPositionInBeats >= startCamSpecial && cond.songPositionInBeats <= wantsReturn)
{
float camX = 0f;
float camY = 0f;
float camZ = 0f;
if (cond.songPositionInBeats <= startCamSpecial + 2f)
{
float prog = cond.GetPositionFromBeat(startCamSpecial, 2f);
camX = EasingFunction.EaseOutCubic(CameraPosition[0].position.x, CameraPosition[1].position.x, prog);
camY = EasingFunction.EaseOutCubic(CameraPosition[0].position.y, CameraPosition[1].position.y, prog);
camZ = EasingFunction.EaseOutCubic(CameraPosition[0].position.z, CameraPosition[1].position.z, prog);
cameraPosition = new Vector3(camX, camY, camZ);
}
else if (cond.songPositionInBeats >= wantsReturn - 2f)
{
float prog = cond.GetPositionFromBeat(wantsReturn - 2f, 2f);
camX = EasingFunction.EaseOutQuad(CameraPosition[1].position.x, CameraPosition[0].position.x, prog);
camY = EasingFunction.EaseOutQuad(CameraPosition[1].position.y, CameraPosition[0].position.y, prog);
camZ = EasingFunction.EaseOutQuad(CameraPosition[1].position.z, CameraPosition[0].position.z, prog);
cameraPosition = new Vector3(camX, camY, camZ);
}
else
{
cameraPosition = CameraPosition[1].position;
}
}
else
{
cameraPosition = CameraPosition[0].position;
}
GameCamera.additionalPosition = cameraPosition - GameCamera.defaultPosition;
BGEffect.transform.position = new Vector3(GameCamera.instance.transform.position.x, GameCamera.instance.transform.position.y, 0);
}
public void DoSpecialCamera(float beat, float length, bool returns)
{
startCamSpecial = beat;
wantsReturn = returns ? beat + Mathf.Max(length, 4f) : Single.MaxValue;
}
public void DoWord(float beat, int type)
@ -316,6 +385,13 @@ namespace HeavenStudio.Games
BGPlane.color = a;
else
BGPlane.color = BackgroundColors[bgType];
SetBgFx(fx);
}
public void SetBgFx(int fx)
{
currentBgEffect = (BackgroundFXType) fx;
}
public void Combo(float beat)