mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-12 12:45:12 +00:00
radial bg type
- fix joe surprise face persisting
This commit is contained in:
parent
5ee0514874
commit
7d4fbd4522
4 changed files with 215 additions and 13 deletions
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serializedVersion: 2
|
||||||
|
sprites: []
|
||||||
|
outline: []
|
||||||
|
physicsShape: []
|
||||||
|
bones: []
|
||||||
|
spriteID: 5e97eb03825dee720800000000000000
|
||||||
|
internalID: 0
|
||||||
|
vertices: []
|
||||||
|
indices:
|
||||||
|
edges: []
|
||||||
|
weights: []
|
||||||
|
secondaryTextures: []
|
||||||
|
spritePackingTag:
|
||||||
|
pSDRemoveMatte: 0
|
||||||
|
pSDShowRemoveMatteOption: 0
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -279,6 +279,8 @@ namespace HeavenStudio.Games
|
||||||
SpriteRenderer bgGradientRenderer;
|
SpriteRenderer bgGradientRenderer;
|
||||||
public GameObject BGBlood;
|
public GameObject BGBlood;
|
||||||
SpriteRenderer bgBloodRenderer;
|
SpriteRenderer bgBloodRenderer;
|
||||||
|
public GameObject BGRadial;
|
||||||
|
SpriteRenderer bgRadialRenderer;
|
||||||
|
|
||||||
[Header("Shadows")]
|
[Header("Shadows")]
|
||||||
int currentShadowType = (int) ShadowType.Tinted;
|
int currentShadowType = (int) ShadowType.Tinted;
|
||||||
|
@ -314,6 +316,7 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
bgGradientRenderer = BGGradient.GetComponent<SpriteRenderer>();
|
bgGradientRenderer = BGGradient.GetComponent<SpriteRenderer>();
|
||||||
bgBloodRenderer = BGBlood.GetComponent<SpriteRenderer>();
|
bgBloodRenderer = BGBlood.GetComponent<SpriteRenderer>();
|
||||||
|
bgRadialRenderer = BGRadial.GetComponent<SpriteRenderer>();
|
||||||
|
|
||||||
SetBgAndShadowCol(0f, 0f, bgType, (int) currentShadowType, BackgroundColors[bgType], customShadowColour, (int)currentBgEffect);
|
SetBgAndShadowCol(0f, 0f, bgType, (int) currentShadowType, BackgroundColors[bgType], customShadowColour, (int)currentBgEffect);
|
||||||
UpdateMaterialColour(BodyColor, HighlightColor, ItemColor);
|
UpdateMaterialColour(BodyColor, HighlightColor, ItemColor);
|
||||||
|
@ -727,14 +730,22 @@ namespace HeavenStudio.Games
|
||||||
case (int) BackgroundTextureType.Blood:
|
case (int) BackgroundTextureType.Blood:
|
||||||
BGBlood.SetActive(true);
|
BGBlood.SetActive(true);
|
||||||
BGGradient.SetActive(false);
|
BGGradient.SetActive(false);
|
||||||
|
BGRadial.SetActive(false);
|
||||||
break;
|
break;
|
||||||
case (int) BackgroundTextureType.Gradient:
|
case (int) BackgroundTextureType.Gradient:
|
||||||
BGGradient.SetActive(true);
|
BGGradient.SetActive(true);
|
||||||
BGBlood.SetActive(false);
|
BGBlood.SetActive(false);
|
||||||
|
BGRadial.SetActive(false);
|
||||||
|
break;
|
||||||
|
case (int) BackgroundTextureType.Radial:
|
||||||
|
BGRadial.SetActive(true);
|
||||||
|
BGBlood.SetActive(false);
|
||||||
|
BGGradient.SetActive(false);
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
BGGradient.SetActive(false);
|
BGGradient.SetActive(false);
|
||||||
BGBlood.SetActive(false);
|
BGBlood.SetActive(false);
|
||||||
|
BGRadial.SetActive(false);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
UpdateFilterColour(bgColour, filterColour);
|
UpdateFilterColour(bgColour, filterColour);
|
||||||
|
@ -757,6 +768,7 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
bgGradientRenderer.color = col;
|
bgGradientRenderer.color = col;
|
||||||
bgBloodRenderer.color = col;
|
bgBloodRenderer.color = col;
|
||||||
|
bgRadialRenderer.color = col;
|
||||||
}
|
}
|
||||||
|
|
||||||
public static Color ShadowBlendColor = new Color(195 / 255f, 48 / 255f, 2 / 255f);
|
public static Color ShadowBlendColor = new Color(195 / 255f, 48 / 255f, 2 / 255f);
|
||||||
|
|
|
@ -325,7 +325,6 @@ namespace HeavenStudio.Games.Scripts_KarateMan
|
||||||
|
|
||||||
public void SetFaceExpressionForced(int face)
|
public void SetFaceExpressionForced(int face)
|
||||||
{
|
{
|
||||||
wantFace = -2;
|
|
||||||
FaceAnim.DoScaledAnimationAsync("Face" + face.ToString("D2"));
|
FaceAnim.DoScaledAnimationAsync("Face" + face.ToString("D2"));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue