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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats:
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- _BumpScale: 1
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- _ColorMask: 15
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- _Cutoff: 0.5
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- _DetailNormalMapScale: 1
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- _DstBlend: 0
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m_Colors:
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- _AddColor: {r: 0, g: 0, b: 0, a: 0}
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _ColorAlpha: {r: 0.8392157, g: 0.8039216, b: 0.9764706, a: 1}
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- _ColorBravo: {r: 1, g: 1, b: 1, a: 1}
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- _ColorDelta: {r: 0.5803922, g: 0.45490196, b: 0.87058824, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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m_BuildTextureStacks: []
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assetBundleVariant:
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@ -0,0 +1,42 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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Material:
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serializedVersion: 8
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Walls
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m_Shader: {fileID: 4800000, guid: ff54fed5718ccc543808dec1f266d1c8, type: 3}
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m_ValidKeywords: []
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m_InvalidKeywords: []
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m_LightmapFlags: 4
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m_DoubleSidedGI: 0
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stringTagMap: {}
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disabledShaderPasses: []
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m_SavedProperties:
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serializedVersion: 3
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m_TexEnvs:
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- _MainTex:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats:
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- _Stencil: 0
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- _StencilReadMask: 255
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- _StencilWriteMask: 255
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- _UseUIAlphaClip: 0
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m_Colors:
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- _AddColor: {r: 0, g: 0, b: 0, a: 0}
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _ColorAlpha: {r: 0.83137256, g: 0.5764706, b: 0.8666667, a: 1}
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- _ColorBravo: {r: 0.83137256, g: 0.5764706, b: 0.8666667, a: 1}
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- _ColorDelta: {r: 0.6745098, g: 0.39215687, b: 0.8039216, a: 1}
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m_BuildTextureStacks: []
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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userData:
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assetBundleVariant:
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|
@ -100,22 +100,6 @@ namespace HeavenStudio.Games.Loaders
|
|||
// new("auto", true, "Auto React", "Toggle if the reaction should be on by default.")
|
||||
// }
|
||||
},
|
||||
new GameAction("background appearance", "Background Appearance", "Appearance")
|
||||
{
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
|
||||
instance.ChangeBackgroundAppearance(e.beat, e.length, e["start"], e["end"], e["ease"]);
|
||||
}
|
||||
},
|
||||
resizable = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new("start", DressYourBest.DefaultBGColor, "Start Color", "Set the color at the start of the event."),
|
||||
new("end", DressYourBest.DefaultBGColor, "End Color", "Set the color at the end of the event."),
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
|
||||
},
|
||||
},
|
||||
new GameAction("change emotion", "Change Emotion", "Characters")
|
||||
{
|
||||
// preFunction = delegate {
|
||||
|
@ -132,7 +116,41 @@ namespace HeavenStudio.Games.Loaders
|
|||
new("face", DressYourBest.Faces.Idle, "Face", "Set the face to change to."),
|
||||
}
|
||||
},
|
||||
}
|
||||
new GameAction("cameo", "Cameo")
|
||||
{
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
|
||||
instance.Cameo(e.beat, e.length, e["animation"], e["ease"]);
|
||||
}
|
||||
},
|
||||
resizable = true,
|
||||
defaultLength = 8,
|
||||
parameters = new List<Param>() {
|
||||
new Param("animation", new EntityTypes.Integer(1, 5, 1), "Choose Cameo", "Choose which cameo to play."),
|
||||
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
|
||||
}
|
||||
},
|
||||
new GameAction("background appearance", "Background Appearance", "Appearance")
|
||||
{
|
||||
function = delegate {
|
||||
var e = eventCaller.currentEntity;
|
||||
if (eventCaller.gameManager.TryGetMinigame(out DressYourBest instance)) {
|
||||
instance.ChangeBackgroundAppearance(e.beat, e.length, e["start"], e["end"], e["ease"]);
|
||||
}
|
||||
},
|
||||
resizable = true,
|
||||
hidden = true,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new("start", DressYourBest.DefaultBGColor, "Back Wall Start Color", "Set the color at the start of the event."),
|
||||
new("end", DressYourBest.DefaultBGColor, "Back Wall End Color", "Set the color at the end of the event."),
|
||||
new("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
|
||||
},
|
||||
},
|
||||
},
|
||||
new List<string>() { "pco", "repeat" },
|
||||
chronologicalSortKey: 20240601
|
||||
);
|
||||
}
|
||||
}
|
||||
|
@ -172,11 +190,19 @@ namespace HeavenStudio.Games
|
|||
Incorrect,
|
||||
}
|
||||
|
||||
public struct UpdateEasing
|
||||
{
|
||||
public double beat;
|
||||
public float length;
|
||||
public Util.EasingFunction.Ease ease;
|
||||
}
|
||||
|
||||
[Header("Animators")]
|
||||
[SerializeField] private Animator girlAnim;
|
||||
[SerializeField] private Animator monkeyAnim;
|
||||
[SerializeField] private Animator sewingAnim;
|
||||
[SerializeField] private Animator reactionAnim;
|
||||
[SerializeField] private Animator cameoAnim;
|
||||
|
||||
[Header("Renderers")]
|
||||
[SerializeField] private SpriteRenderer bgSpriteRenderer;
|
||||
|
@ -186,6 +212,9 @@ namespace HeavenStudio.Games
|
|||
[SerializeField] private Material lightMaterialTemplate;
|
||||
|
||||
[Header("Variables")]
|
||||
private UpdateEasing cameoEase;
|
||||
private int cameoAnimNumber = 1;
|
||||
|
||||
[SerializeField] private ColorPair[] lightStates;
|
||||
[Serializable] // can't serialize tuples :/
|
||||
private struct ColorPair
|
||||
|
@ -247,6 +276,16 @@ namespace HeavenStudio.Games
|
|||
|
||||
ScoreMiss();
|
||||
}
|
||||
|
||||
if (cameoEase.length != 0)
|
||||
{
|
||||
float normalizedBeat = conductor.GetPositionFromBeat(cameoEase.beat, cameoEase.length);
|
||||
Util.EasingFunction.Function func = Util.EasingFunction.GetEasingFunction(cameoEase.ease);
|
||||
float newPos = func(0f, 1f, normalizedBeat);
|
||||
cameoAnim.DoNormalizedAnimation($"CameoWalk{cameoAnimNumber}", newPos);
|
||||
if (normalizedBeat >= 1) cameoEase.length = 0;
|
||||
}
|
||||
cameoAnim.gameObject.SetActive(cameoEase.length != 0);
|
||||
}
|
||||
|
||||
public override void OnLateBeatPulse(double beat)
|
||||
|
@ -320,6 +359,17 @@ namespace HeavenStudio.Games
|
|||
lightRenderer.material.SetColor("_ColorBravo", colorPair.outside);
|
||||
}
|
||||
|
||||
public void Cameo(double beat, float length, int animation, int ease)
|
||||
{
|
||||
cameoAnimNumber = animation;
|
||||
cameoEase = new()
|
||||
{
|
||||
beat = beat,
|
||||
length = length,
|
||||
ease = (Util.EasingFunction.Ease)ease,
|
||||
};
|
||||
}
|
||||
|
||||
public void ChangeBackgroundAppearance(double beat, float length, Color startColor, Color endColor, int ease)
|
||||
{
|
||||
bgColorEase = new ColorEase(beat, length, startColor, endColor, ease);
|
||||
|
|
Loading…
Reference in a new issue