diff --git a/Assets/Scripts/Games/KarateMan/KarateMan.cs b/Assets/Scripts/Games/KarateMan/KarateMan.cs
index 1dd925bd..b2a055c2 100644
--- a/Assets/Scripts/Games/KarateMan/KarateMan.cs
+++ b/Assets/Scripts/Games/KarateMan/KarateMan.cs
@@ -16,6 +16,23 @@ namespace HeavenStudio.Games.Loaders
{
public static Minigame AddGame(EventCaller eventCaller)
{
+ RiqEntity GameModsUpdater(string datamodel, RiqEntity e)
+ {
+ if (datamodel == "karateman/set gameplay modifiers" && e.version < 1)
+ {
+ if (e["toggle"] == null) return null;
+
+ bool comboEnable = (bool)e["toggle"];
+ e.CreateProperty("combo", (int)(comboEnable ? KarateMan.ComboMode.Normal : KarateMan.ComboMode.Disabled));
+ e.dynamicData.Remove("toggle");
+ e.version = 1;
+
+ return e;
+ }
+ return null;
+ }
+ RiqBeatmap.OnUpdateEntity += GameModsUpdater;
+
RiqEntity WarningUpdater(string datamodel, RiqEntity e)
{
if (datamodel == "karateman/hitX")
@@ -243,17 +260,17 @@ namespace HeavenStudio.Games.Loaders
{
function = delegate {
var e = eventCaller.currentEntity;
- KarateMan.instance.SetGameplayMods(e.beat, e["fxType"], e["type"], e["toggle"]);
+ KarateMan.instance.SetGameplayMods(e.beat, e["fxType"], e["type"], e["combo"]);
},
defaultLength = 0.5f,
parameters = new List()
{
new Param("fxType", KarateMan.BackgroundFXType.None, "FX Type", "Set the background effect to be displayed."),
new Param("type", KarateMan.NoriMode.None, "Flow Bar", "Set the type of Flow bar to use."),
- // 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.)"),
- new Param("toggle", true, "Enable Combos", "Toggle if Karate Joe will be able to perform combos. This will not affect Touch Style controls."),
+ new Param("combo", KarateMan.ComboMode.Normal, "Enable Combos", "Toggle if Karate Joe will be able to perform combos, and the type of combo used."),
// new Param("toggle2", true, "Enable Kicks", "Allow the player to kick? (Contextual kicks will still be allowed even when off)"),
},
+ defaultVersion = 1,
},
new GameAction("background appearance", "Background Appearance")
{
@@ -298,28 +315,6 @@ namespace HeavenStudio.Games.Loaders
new Param("endTexture", new Color(), "End Texture Color", "Set the color at the end of the event."),
},
},
- // new GameAction("set background effects", "Background Appearance (OLD)")
- // {
- // function = delegate {
- // var e = eventCaller.currentEntity;
- // KarateMan.instance.SetBgAndShadowCol(e.beat, e.length, e["type"], e["type2"], e["colorA"], e["colorB"], e["type3"]);
- // KarateMan.instance.SetBgFx(e["type4"], e["type5"], e["colorC"], e["colorD"]);
- // },
- // defaultLength = 0.5f,
- // resizable = true,
- // parameters = new List()
- // {
- // 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. When fading the background colour shadows fade to this color"),
- // 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 Param("type4", KarateMan.BackgroundTextureType.Plain, "Texture", "The type of background texture to use"),
- // new Param("type5", KarateMan.ShadowType.Tinted, "Color Filter Type", "The method used to apply colour to the texture"),
- // new Param("colorC", new Color(), "Custom Filter Color", "The filter color to use when color filter type is set to Custom"),
- // new Param("colorD", new Color(), "Fading Filter Color", "When using the Fade background effect, make filter colour fade to this colour"),
- // },
- // },
new GameAction("set object colors", "Object Appearance")
{
function = delegate {
@@ -513,10 +508,16 @@ namespace HeavenStudio.Games
Mania,
ManiaHorizontal,
}
+
+ public enum ComboMode
+ {
+ Disabled,
+ Normal,
+ Jump,
+ }
#endregion
- // static List queuedCues = new();
- public static bool IsComboEnable = true; //only stops Out combo inputs, this basically makes combo contextual
+ public static ComboMode IsComboEnable = ComboMode.Normal; //only stops Out combo inputs, this basically makes combo contextual
// public static bool IsKickEnable = true; //same as above, except with kick inputs
public bool IsNoriActive { get { return Nori.MaxNori > 0; } }
public float NoriPerformance { get { if (IsNoriActive) return Nori.Nori / Nori.MaxNori; else return 1f; } }
@@ -1120,12 +1121,12 @@ namespace HeavenStudio.Games
}
}
- public void SetGameplayMods(double beat, int fxType, int mode, bool combo)
+ public void SetGameplayMods(double beat, int fxType, int mode, int combo)
{
NoriGO.SetActive(true);
Nori.SetNoriMode(beat, mode);
currentBgEffect = fxType;
- IsComboEnable = combo;
+ IsComboEnable = (ComboMode)comb;
// IsKickEnable = kick;
}