More Airboarder visual touchups/fixes (#892)

* Fixed Airboarder bopping, reworked floor texture

- Airboarder bops will no longer interrupt whiff animations or YEAAAAAAAH LET'S GO
- The floor now uses a custom shader that makes the textures much more vibrant

* Added glow effect to charge animation
This commit is contained in:
wookywok 2024-04-23 09:57:27 -05:00 committed by GitHub
parent 0ce226fcbf
commit b189eb8895
10 changed files with 20573 additions and 31 deletions

File diff suppressed because it is too large Load diff

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@ -263,6 +263,7 @@ namespace HeavenStudio.Games
foreach (var e in blockEvents)
{
double unswungBeat = Conductor.instance.GetUnSwungBeat(e.beat);
switch (e.datamodel) {
case "airboarder/duck":
RequestArch(e.beat - 25, false);
@ -335,7 +336,7 @@ namespace HeavenStudio.Games
public void Update()
{
var cond = Conductor.instance;
var currentBeat = cond.songPositionInBeatsAsDouble;
var currentBeat = cond.unswungSongPositionInBeatsAsDouble;
ColorUpdate();
@ -377,7 +378,10 @@ namespace HeavenStudio.Games
{
Player.DoScaledAnimationAsync("jump",1f, 0, 1);
SoundByte.PlayOneShotGame("airboarder/jump");
playerCantBop = false;}
BeatAction.New(this, new() {
new(currentBeat, ()=>playerCantBop = true),
new(currentBeat+1.5f, ()=>playerCantBop = false)});
}
}
}
@ -510,15 +514,28 @@ namespace HeavenStudio.Games
if(voiceOn)
{
BeatAction.New(instance, new List<BeatAction.Action>(){
new BeatAction.Action(beat, delegate {SoundByte.PlayOneShotGame("airboarder/start1");}),
new BeatAction.Action(beat + 6.5, delegate {SoundByte.PlayOneShotGame("airboarder/start2");}),
new BeatAction.Action(beat + 7, delegate {SoundByte.PlayOneShotGame("airboarder/start3");}),
});
}
BeatAction.New(instance, new List<BeatAction.Action>(){
new BeatAction.Action(beat, delegate {CPU1.DoScaledAnimationAsync("letsgo", 1f, 0, 1);}),
new BeatAction.Action(beat, delegate {CPU2.DoScaledAnimationAsync("letsgo", 1f, 0, 1);}),
new BeatAction.Action(beat, delegate {Player.DoScaledAnimationAsync("letsgo", 1f, 0, 1);})
new BeatAction.Action(beat, delegate {
cpu1CantBop = true;
cpu2CantBop = true;
playerCantBop = true;
CPU1.DoScaledAnimationAsync("letsgo", 1f, 0, 1);
CPU2.DoScaledAnimationAsync("letsgo", 1f, 0, 1);
Player.DoScaledAnimationAsync("letsgo", 1f, 0, 1);
}),
new BeatAction.Action(beat+7, delegate {
cpu1CantBop = false;
cpu2CantBop = false;
playerCantBop = false;
})
}
);

View file

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_EmissionTexture("Emission Texture", 2D) = "white" {}
_AlbedoColor("Albedo Color", Color) = (1,1,1,1)
_SpecularColor("Specular Color", Color) = (0.2156863,0.2156863,0.2156863,0)
_Emission("Emission", Color) = (1,1,1,1)
_Smoothness("Smoothness", Range( 0 , 100)) = 0
_EmissionTextureGlow("Emission Texture Glow", Range( 0 , 1)) = 0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
Cull Back
CGPROGRAM
#pragma target 3.0
#pragma surface surf StandardSpecular keepalpha addshadow fullforwardshadows exclude_path:deferred
struct Input
{
float2 uv_texcoord;
};
uniform sampler2D _Albedo;
uniform float4 _Albedo_ST;
uniform float4 _AlbedoColor;
uniform sampler2D _EmissionTexture;
uniform float4 _EmissionTexture_ST;
uniform float _EmissionTextureGlow;
uniform float4 _Emission;
uniform sampler2D _Specular;
uniform float4 _Specular_ST;
uniform float4 _SpecularColor;
uniform float _Smoothness;
void surf( Input i , inout SurfaceOutputStandardSpecular o )
{
float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw;
o.Albedo = ( tex2D( _Albedo, uv_Albedo ) * _AlbedoColor ).rgb;
float2 uv_EmissionTexture = i.uv_texcoord * _EmissionTexture_ST.xy + _EmissionTexture_ST.zw;
float4 color33 = IsGammaSpace() ? float4(1,1,1,1) : float4(1,1,1,1);
o.Emission = ( ( tex2D( _EmissionTexture, uv_EmissionTexture ) + ( color33.a * _EmissionTextureGlow ) ) * _Emission ).rgb;
float2 uv_Specular = i.uv_texcoord * _Specular_ST.xy + _Specular_ST.zw;
float4 temp_output_6_0 = ( tex2D( _Specular, uv_Specular ) * _SpecularColor );
o.Specular = temp_output_6_0.rgb;
o.Smoothness = ( temp_output_6_0 * _Smoothness * 0.1 ).r;
o.Alpha = 1;
}
ENDCG
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
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// Made with Amplify Shader Editor v1.9.2.2
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "RGB Mapped Specular"
{
Properties
{
_BlueColor("Blue Color", Color) = (0,0,1,1)
_ColorMask("Color Mask", 2D) = "white" {}
_GreenColor("Green Color", Color) = (0,1,0,1)
_RedColor("Red Color", Color) = (1,0,0,1)
_SpecularTexture("Specular Texture", 2D) = "white" {}
_SpecularColor("Specular Color", Color) = (0,0,0,0)
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
Cull Back
CGPROGRAM
#pragma target 3.0
#pragma surface surf StandardSpecular keepalpha addshadow fullforwardshadows
struct Input
{
float2 uv_texcoord;
};
uniform float4 _RedColor;
uniform sampler2D _ColorMask;
uniform float4 _ColorMask_ST;
uniform float4 _GreenColor;
uniform float4 _BlueColor;
uniform sampler2D _SpecularTexture;
uniform float4 _SpecularTexture_ST;
uniform float4 _SpecularColor;
void surf( Input i , inout SurfaceOutputStandardSpecular o )
{
float2 uv_ColorMask = i.uv_texcoord * _ColorMask_ST.xy + _ColorMask_ST.zw;
float4 tex2DNode56 = tex2D( _ColorMask, uv_ColorMask );
float4 temp_cast_0 = (tex2DNode56.r).xxxx;
float4 temp_output_1_0_g30 = temp_cast_0;
float4 color145 = IsGammaSpace() ? float4(1,1,1,1) : float4(1,1,1,1);
float4 temp_cast_1 = (color145.r).xxxx;
float4 temp_output_2_0_g30 = temp_cast_1;
float temp_output_11_0_g30 = distance( temp_output_1_0_g30 , temp_output_2_0_g30 );
float4 lerpResult21_g30 = lerp( _RedColor , temp_output_1_0_g30 , saturate( ( ( temp_output_11_0_g30 - 0.0 ) / max( 0.0 , 1E-05 ) ) ));
float4 temp_cast_2 = (tex2DNode56.g).xxxx;
float4 temp_output_1_0_g33 = temp_cast_2;
float4 temp_cast_3 = (color145.g).xxxx;
float4 temp_output_2_0_g33 = temp_cast_3;
float temp_output_11_0_g33 = distance( temp_output_1_0_g33 , temp_output_2_0_g33 );
float4 lerpResult21_g33 = lerp( _GreenColor , temp_output_1_0_g33 , saturate( ( ( temp_output_11_0_g33 - 0.0 ) / max( 0.0 , 1E-05 ) ) ));
float4 temp_cast_4 = (tex2DNode56.b).xxxx;
float4 temp_output_1_0_g32 = temp_cast_4;
float4 temp_cast_5 = (color145.b).xxxx;
float4 temp_output_2_0_g32 = temp_cast_5;
float temp_output_11_0_g32 = distance( temp_output_1_0_g32 , temp_output_2_0_g32 );
float4 lerpResult21_g32 = lerp( _BlueColor , temp_output_1_0_g32 , saturate( ( ( temp_output_11_0_g32 - 0.0 ) / max( 0.0 , 1E-05 ) ) ));
o.Albedo = ( lerpResult21_g30 + lerpResult21_g33 + lerpResult21_g32 ).rgb;
float2 uv_SpecularTexture = i.uv_texcoord * _SpecularTexture_ST.xy + _SpecularTexture_ST.zw;
o.Specular = ( tex2D( _SpecularTexture, uv_SpecularTexture ) * _SpecularColor ).rgb;
float4 color180 = IsGammaSpace() ? float4(0.490566,0.490566,0.490566,0) : float4(0.2054128,0.2054128,0.2054128,0);
o.Smoothness = color180.r;
o.Alpha = 1;
}
ENDCG
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
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