create classes

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minenice55 2022-07-27 18:35:18 -04:00
parent 5433b85e58
commit 8680d13989
80 changed files with 56724 additions and 362 deletions

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m_Pivot: {x: 0.5, y: 1} m_Pivot: {x: 0.5, y: 1}
--- !u!114 &1154875944 --- !u!114 &1154875944
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--- !u!114 &1182686745 --- !u!114 &1182686745
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View file

@ -19,9 +19,9 @@ namespace HeavenStudio
/** /**
default cam position, for quick-resetting default cam position, for quick-resetting
**/ **/
static Vector3 defaultPosition = new Vector3(0, 0, -10); public static Vector3 defaultPosition = new Vector3(0, 0, -10);
static Vector3 defaultRotEluer = new Vector3(0, 0, 0); public static Vector3 defaultRotEluer = new Vector3(0, 0, 0);
static Vector3 defaultScale = new Vector3(16, 9, 1); public static Vector3 defaultScale = new Vector3(16, 9, 1);
/** /**
camera's current transformation camera's current transformation

View file

@ -0,0 +1,156 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
//THIS CLASS IS TO BE RENAMED
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class RvlNewKarateLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("karateManNew", "Karate Man [INDEV REWORK]", "70A8D8", false, false, new List<GameAction>()
{
new GameAction("bop", delegate { }, 0.5f, true),
new GameAction("hit", delegate{}, 2, false,
new List<Param>()
{
new Param("type", KarateManNew.HitType.Pot, "Object", "The object to fire")
}),
new GameAction("bulb", delegate {}, 2, false,
new List<Param>()
{
new Param("type", KarateManNew.LightBulbType.Normal, "Type", "The preset bulb type. Yellow is used for kicks while Blue is used for combos"),
new Param("colorA", new Color(), "Custom Color", "The color to use when the bulb type is set to Custom")
}),
new GameAction("kick", delegate { }, 4.5f),
new GameAction("combo", delegate { }, 4f),
new GameAction("hit3", delegate { }, 1f, false,
new List<Param>()
{
new Param("type", KarateManNew.HitThree.HitThree, "Type", "What should be called out")
}),
new GameAction("prepare", delegate { }, 1f, true),
new GameAction("set background color", delegate { }, 0.5f, false,
new List<Param>()
{
new Param("type", KarateManNew.BackgroundType.Yellow, "Background Type", "The preset background type"),
new Param("type2", KarateManNew.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 GameAction("set background fx", delegate { }, 0.5f, false,
new List<Param>()
{
new Param("type", KarateManNew.BackgroundFXType.None, "FX Type", "The background effect to be displayed")
}),
// These are still here for backwards-compatibility but are hidden in the editor
new GameAction("pot", delegate { }, 2, hidden: true),
new GameAction("rock", delegate { }, 2, hidden: true),
new GameAction("ball", delegate { }, 2, hidden: true),
new GameAction("tacobell", delegate { }, 2, hidden: true),
new GameAction("hit4", delegate { }, hidden: true),
new GameAction("bgfxon", delegate { }, hidden: true),
new GameAction("bgfxoff", delegate { }, hidden: true),
});
}
}
}
namespace HeavenStudio.Games
{
using Scripts_KarateMan;
public class KarateManNew : Minigame
{
public static KarateManNew instance;
public enum HitType
{
Pot = 0,
Lightbulb = 1,
Rock = 2,
Ball = 3,
CookingPot = 6,
Alien = 7,
TacoBell = 999
}
public enum HitThree
{
HitTwo,
HitThree,
HitThreeAlt,
HitFour
}
public enum LightBulbType
{
Normal,
Blue,
Yellow,
Custom
}
public enum BackgroundType
{
Yellow,
Fuchsia,
Blue,
Red,
Orange,
Pink,
Custom
}
public enum BackgroundFXType
{
None,
Sunburst,
Rings,
Fade
}
public enum ShadowType
{
Tinted,
Custom
}
public Color[] LightBulbColors;
public Color[] BackgroundColors;
public Color[] ShadowColors;
//camera positions (normal, special)
public Transform[] CameraPosition;
Vector3 cameraPosition;
//pot trajectory stuff
public Transform[] HitPosition;
static Vector2 StartPositionOffset = new Vector2(-3f, -8f);
//https://www.desmos.com/calculator/ycn9v62i4f
private void Awake()
{
instance = this;
cameraPosition = CameraPosition[0].position;
}
private void Start()
{
GameCamera.additionalPosition = cameraPosition - GameCamera.defaultPosition;
}
private void Update()
{
GameCamera.additionalPosition = cameraPosition - GameCamera.defaultPosition;
}
}
}

View file

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_KarateMan
{
public class KarateManPotNew : PlayerActionObject
{
public float startBeat;
public ItemType type;
public int path = 1;
int status = 0;
public enum ItemType {
Pot, // path 1
Bulb, // path 1
Rock, // path 1
Ball, // path 1
Cooking, // path 1
Alien, // path 1
TacoBell, // path 1
KickBarrel, // path 1
KickBomb, // no path
ComboPot1, // path 1
ComboPot2, // path 1
ComboPot3, // path 2
ComboPot4, // path 3
ComboPot5, // path 4
ComboBarrel // path 5
}
public enum FlyStatus {
Fly,
Hit,
NG,
HitWeak
}
//pot trajectory stuff
public Transform[] HitPosition;
public float[] HitPositionOffset;
static Vector3 StartPositionOffset = new Vector3(3f, 0f, -8f);
float ProgressToHitPosition(float progress) {
return progress + (HitPositionOffset[path] -0.5f);
}
Vector3 ProgressToFlyPosition()
{
var cond = Conductor.instance;
float progress = Mathf.Min(cond.GetPositionFromBeat(startBeat, 2f), 1f);
float progressToHitPosition = ProgressToHitPosition(progress);
//https://www.desmos.com/calculator/ycn9v62i4f
float offset = HitPositionOffset[path];
float flyHeight = (progressToHitPosition*(progressToHitPosition-1f))/(offset*(offset-1f));
float floorHeight = HitPosition[0].position.y;
Vector3 startPosition = transform.position + StartPositionOffset;
Vector3 endPosition = transform.position - StartPositionOffset;
Vector3 flyPosition = new Vector3(
Mathf.Lerp(startPosition.x, endPosition.x, progress),
floorHeight + (HitPosition[path].position.y - floorHeight) * flyHeight,
Mathf.Lerp(startPosition.z, endPosition.z, progress)
);
if (progress >= 0.5f && flyPosition.y < HitPosition[0].position.y) {
flyPosition.y = floorHeight;
}
return flyPosition;
}
}
}

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