Merge pull request #16 from CarsonKompon/karate-man-background-color

Karate Man - Background Colours & Shadow Colours
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Jenny Crowe 2022-02-27 14:50:26 -07:00 committed by GitHub
commit a300d71608
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8 changed files with 204 additions and 33 deletions

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@ -26,6 +26,7 @@ namespace RhythmHeavenMania
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float valB;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float valC;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type2;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public EasingFunction.Ease ease;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorA;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorB;

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@ -18,6 +18,7 @@ namespace RhythmHeavenMania.Games.KarateMan
[SerializeField] private SpriteRenderer head;
[SerializeField] private Sprite[] heads;
[SerializeField] private GameObject missEffect;
[SerializeField] private SpriteRenderer[] shadows;
[Header("Properties")]
public bool hitBarrel = false;
@ -168,6 +169,11 @@ namespace RhythmHeavenMania.Games.KarateMan
Swing(null);
}
}
for(int i=0;i < shadows.Length; i++)
{
shadows[i].color = KarateMan.instance.GetShadowColor();
}
}
public void Combo(Pot p)

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@ -10,19 +10,33 @@ namespace RhythmHeavenMania.Games.KarateMan
{
public enum LightBulbType
{
Normal = 0,
Blue = 1,
Yellow = 2,
Custom = 3
Normal,
Blue,
Yellow,
Custom
}
public Color[] LightBulbColors = new Color[]
public enum BackgroundType
{
new Color(0, 0, 0, 0),
new Color(2, 207, 255),
new Color(233, 233, 0),
new Color(0, 0, 0, 0)
};
Yellow,
Fushia,
Blue,
Red,
Orange,
Pink,
Custom
}
public enum ShadowType
{
Tinted,
Custom
}
public Color[] LightBulbColors;
public Color[] BackgroundColors;
public Color[] ShadowColors;
public static Color ShadowBlendColor = new Color(195f / 255f, 48f / 255f, 2f / 255f);
const float hitVoiceOffset = 0.042f;
@ -34,13 +48,18 @@ namespace RhythmHeavenMania.Games.KarateMan
public static KarateMan instance { get; set; }
public Sprite[] ObjectSprites;
public Sprite[] ObjectBottomSprites;
public Sprite[] BarrelSprites;
public List<BGSpriteC> BGSprites;
public SpriteRenderer BGSprite;
public SpriteRenderer BGFXSprite;
public BackgroundType BGType = BackgroundType.Yellow;
public Color BGColor;
public ShadowType Shadow = ShadowType.Tinted;
public Color ShadowColor = Color.black;
private bool bgEnabled;
private float newBeat;
public GameEvent bop = new GameEvent();
@ -64,6 +83,15 @@ namespace RhythmHeavenMania.Games.KarateMan
private void Awake()
{
instance = this;
BGType = 0;
BGColor = BackgroundColors[0];
Shadow = 0;
}
public override void OnGameSwitch()
{
base.OnGameSwitch();
SetBackgroundColor((int)BGType, (int)Shadow, BGColor, ShadowColor);
}
public void Combo(float beat)
@ -181,15 +209,15 @@ namespace RhythmHeavenMania.Games.KarateMan
{
if (Conductor.instance.ReportBeat(ref newBeat))
{
if (bgEnabled)
if (BGFXSprite.enabled)
{
if (bgBeat % 2 == 0)
{
BGSprite.sprite = BGSprites[0].Sprites[1];
BGFXSprite.sprite = BGSprites[0].Sprites[0];
}
else
{
BGSprite.sprite = BGSprites[0].Sprites[2];
BGFXSprite.sprite = BGSprites[0].Sprites[1];
}
bgBeat++;
}
@ -234,13 +262,21 @@ namespace RhythmHeavenMania.Games.KarateMan
public void BGFXOn()
{
bgEnabled = true;
BGFXSprite.enabled = true;
}
public void BGFXOff()
{
bgEnabled = false;
BGSprite.sprite = BGSprites[0].Sprites[0];
BGFXSprite.enabled = false;
}
public void SetBackgroundColor(int type, int shadowType, Color backgroundColor, Color shadowColor)
{
BGType = (BackgroundType)type;
BGColor = backgroundColor;
BGSprite.color = backgroundColor;
Shadow = (ShadowType)shadowType;
ShadowColor = shadowColor;
}
public void Bop(float beat, float length)
@ -288,5 +324,19 @@ namespace RhythmHeavenMania.Games.KarateMan
shadow.transform.SetAsLastSibling();
bomb.GetComponent<Bomb>().shadow = shadow;
}
public Color GetShadowColor()
{
if(Shadow == ShadowType.Custom)
{
return ShadowColor;
}
else if(BGType < BackgroundType.Custom)
{
return ShadowColors[(int)BGType];
}
return Color.LerpUnclamped(BGColor, ShadowBlendColor, 0.45f);
}
}
}

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@ -116,10 +116,14 @@ namespace RhythmHeavenMania.Games.KarateMan
private void Update()
{
if (Conductor.instance.songPositionInBeats >= createBeat)
{
spriteComp.enabled = true;
shadowSpriteComp.color = KarateMan.instance.GetShadowColor();
}
else
{
spriteComp.enabled = false;
}
float time2Destroy = Conductor.instance.GetPositionFromBeat(createBeat, 4);

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@ -233,8 +233,8 @@ namespace RhythmHeavenMania
new GameAction("bulb", delegate {
var e = eventCaller.currentEntity;
var c = KarateMan.instance.LightBulbColors[e.type];
if(e.type == 3) c = e.colorA;
KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 1, tint: c);
if(e.type == (int)KarateMan.LightBulbType.Custom) c = e.colorA;
KarateMan.instance.Shoot(e.beat, 1, tint: c);
}, 2, false, new List<Param>()
{
new Param("type", KarateMan.LightBulbType.Normal, "Type"),
@ -249,6 +249,18 @@ namespace RhythmHeavenMania
new GameAction("prepare", delegate { KarateMan.instance.Prepare(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 1f, true),
new GameAction("bgfxon", delegate { KarateMan.instance.BGFXOn(); } ),
new GameAction("bgfxoff", delegate { KarateMan.instance.BGFXOff(); }),
new GameAction("set background color", delegate {
var e = eventCaller.currentEntity;
var c = KarateMan.instance.BackgroundColors[e.type];
if(e.type == (int)KarateMan.BackgroundType.Custom) c = e.colorA;
KarateMan.instance.SetBackgroundColor(e.type, e.type2, c, e.colorB);
}, 0.5f, false, new List<Param>()
{
new Param("type", KarateMan.BackgroundType.Yellow, "Background Type"),
new Param("type2", KarateMan.ShadowType.Tinted, "Shadow Type"),
new Param("colorA", new Color(), "Custom Background Color"),
new Param("colorB", new Color(), "Custom Shadow Color")
}),
new GameAction("tacobell", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 6); }, 2),
}),
new Minigame("spaceSoccer", "Space Soccer", "B888F8", false, false, new List<GameAction>()