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alignment: 0 - pivot: {x: 0, y: 0} + alignment: 9 + pivot: {x: 0.5, y: 0.48} border: {x: 0, y: 0, z: 0, w: 0} outline: [] physicsShape: [] @@ -2208,6 +2211,27 @@ TextureImporter: indices: edges: [] weights: [] + - serializedVersion: 2 + name: karateman_fire + rect: + serializedVersion: 2 + x: 3369 + y: 3849 + width: 239 + height: 240 + alignment: 0 + pivot: {x: 0.5, y: 0.5} + border: {x: 0, y: 0, z: 0, w: 0} + outline: [] + physicsShape: [] + tessellationDetail: 0 + bones: [] + spriteID: c2e6d508a70832770800000000000000 + internalID: 8584846578326269484 + vertices: [] + indices: + edges: [] + weights: [] outline: [] physicsShape: [] bones: [] diff --git a/Assets/Scripts/Games/KarateMan/KarateMan.cs b/Assets/Scripts/Games/KarateMan/KarateMan.cs index 41f2823c..18a6ad64 100644 --- a/Assets/Scripts/Games/KarateMan/KarateMan.cs +++ b/Assets/Scripts/Games/KarateMan/KarateMan.cs @@ -5,8 +5,6 @@ using UnityEngine; using HeavenStudio.Util; -//THIS CLASS IS TO BE RENAMED - namespace HeavenStudio.Games.Loaders { using static Minigames; @@ -44,10 +42,22 @@ namespace HeavenStudio.Games.Loaders new Param("type3", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed") }), + new GameAction("set background texture", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgTexture(e.type, e.type2, e.colorA); }, 0.5f, false, new List() + { + new Param("type", KarateMan.BackgroundTextureType.Plain, "Texture", "The type of background texture to use"), + new Param("type2", KarateMan.ShadowType.Tinted, "Color Filter Type", "The method used to apply colour to the texture"), + new Param("colorA", new Color(), "Custom Filter Color", "The filter color to use when color filter type is set to Custom"), + }), new GameAction("special camera", delegate { var e = eventCaller.currentEntity; KarateMan.instance.DoSpecialCamera(e.beat, e.length, e.toggle); }, 8f, true, new List() { new Param("toggle", true, "Return Camera", "Camera zooms back in?"), }), + new GameAction("particle effects", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetParticleEffect(e.beat, e.type, e.valA, e.valB); }, 0.5f, false, new List() + { + new Param("type", KarateMan.ParticleType.None, "Particle Type", "The type of particle effect to spawn"), + new Param("valA", new EntityTypes.Float(0f, 64f, 1f), "Wind Strength", "The strength of the particle wind. (Does not work on the Rain particle.)"), + new Param("valB", new EntityTypes.Float(1f, 12f, 1f), "Particle Intensity", "The intensity of the particle effect.") + }), // These are still here for backwards-compatibility but are hidden in the editor new GameAction("pot", delegate { KarateMan.instance.CreateItem(eventCaller.currentEntity.beat, (int) KarateMan.HitType.Pot); }, 2, hidden: true), @@ -141,6 +151,14 @@ namespace HeavenStudio.Games Fade } + public enum BackgroundTextureType + { + Plain, + Gradient, + Blood, + //ManMan? + } + public enum ShadowType { Tinted, @@ -153,40 +171,69 @@ namespace HeavenStudio.Games Special } + public enum ParticleType + { + None, + Snow, + Fire, + Rain + } + public Color[] LightBulbColors; public Color[] BackgroundColors; public Color[] ShadowColors; //camera positions (normal, special) + [Header("Camera Positions")] public Transform[] CameraPosition; Vector3 cameraPosition; float startCamSpecial = Single.MinValue; float wantsReturn = Single.MinValue; + float cameraReturnLength = 2f; + CameraAngle cameraAngle = CameraAngle.Normal; //pot trajectory stuff + [Header("References")] public Transform ItemHolder; public GameObject Item; public KarateManJoe Joe; - //warning text + [Header("Word")] public Animator Word; float wordClearTime = Single.MinValue; const float hitVoiceOffset = 0.042f; - //backgrounds + [Header("Backgrounds")] public SpriteRenderer BGPlane; public GameObject BGEffect; int bgType = (int) BackgroundType.Yellow; Color bgColour; - public BackgroundFXType currentBgEffect = BackgroundFXType.None; + Animator bgEffectAnimator; SpriteRenderer bgEffectSpriteRenderer; - //shadows - ShadowType currentShadowType = ShadowType.Tinted; + int textureFiltertype = (int) ShadowType.Tinted; + public GameObject BGGradient; + SpriteRenderer bgGradientRenderer; + + [Header("Shadows")] + int currentShadowType = (int) ShadowType.Tinted; Color customShadowColour = Color.white; + [Header("Particles")] + //wind + public WindZone Wind; + //snow + public ParticleSystem SnowEffect; + public GameObject SnowEffectGO; + //fire + public ParticleSystem FireEffect; + public GameObject FireEffectGO; + //rain + public ParticleSystem RainEffect; + public GameObject RainEffectGO; + private void Awake() { instance = this; @@ -200,6 +247,8 @@ namespace HeavenStudio.Games bgEffectAnimator = BGEffect.GetComponent(); bgEffectSpriteRenderer = BGEffect.GetComponent(); + bgGradientRenderer = BGGradient.GetComponent(); + SetBgAndShadowCol(0f, bgType, (int) currentShadowType, BackgroundColors[bgType], customShadowColour, (int)currentBgEffect); } @@ -228,17 +277,17 @@ namespace HeavenStudio.Games float camX = 0f; float camY = 0f; float camZ = 0f; - if (cond.songPositionInBeats <= startCamSpecial + 2f) + if (cond.songPositionInBeats <= startCamSpecial + cameraReturnLength) { - float prog = cond.GetPositionFromBeat(startCamSpecial, 2f); + float prog = cond.GetPositionFromBeat(startCamSpecial, cameraReturnLength); camX = EasingFunction.EaseOutCubic(CameraPosition[0].position.x, CameraPosition[1].position.x, prog); camY = EasingFunction.EaseOutCubic(CameraPosition[0].position.y, CameraPosition[1].position.y, prog); camZ = EasingFunction.EaseOutCubic(CameraPosition[0].position.z, CameraPosition[1].position.z, prog); cameraPosition = new Vector3(camX, camY, camZ); } - else if (cond.songPositionInBeats >= wantsReturn - 2f) + else if (cond.songPositionInBeats >= wantsReturn - cameraReturnLength) { - float prog = cond.GetPositionFromBeat(wantsReturn - 2f, 2f); + float prog = cond.GetPositionFromBeat(wantsReturn - cameraReturnLength, cameraReturnLength); camX = EasingFunction.EaseOutQuad(CameraPosition[1].position.x, CameraPosition[0].position.x, prog); camY = EasingFunction.EaseOutQuad(CameraPosition[1].position.y, CameraPosition[0].position.y, prog); camZ = EasingFunction.EaseOutQuad(CameraPosition[1].position.z, CameraPosition[0].position.z, prog); @@ -251,6 +300,8 @@ namespace HeavenStudio.Games } else { + if (cameraAngle == CameraAngle.Special) + cameraAngle = CameraAngle.Normal; cameraPosition = CameraPosition[0].position; } GameCamera.additionalPosition = cameraPosition - GameCamera.defaultPosition; @@ -259,8 +310,13 @@ namespace HeavenStudio.Games public void DoSpecialCamera(float beat, float length, bool returns) { - startCamSpecial = beat; - wantsReturn = returns ? beat + Mathf.Max(length, 4f) : Single.MaxValue; + if (cameraAngle == CameraAngle.Normal) + { + startCamSpecial = beat; + cameraAngle = CameraAngle.Special; + } + wantsReturn = returns ? beat + length : Single.MaxValue; + cameraReturnLength = Mathf.Min(2f, length*0.5f); } public void DoWord(float beat, int type) @@ -398,6 +454,8 @@ namespace HeavenStudio.Games UpdateShadowColour(shadowType, b); SetBgFx(fx); + if (textureFiltertype == (int) ShadowType.Tinted) + bgGradientRenderer.color = Color.LerpUnclamped(bgColour, ShadowBlendColor, 0.45f); } public void SetBgFx(int fx) @@ -405,6 +463,26 @@ namespace HeavenStudio.Games currentBgEffect = (BackgroundFXType) fx; } + public void SetBgTexture(int type, int filterType, Color filterColor) + { + Color col; + textureFiltertype = filterType; + if (textureFiltertype == (int) ShadowType.Tinted) + col = Color.LerpUnclamped(bgColour, ShadowBlendColor, 0.45f); + else + col = filterColor; + switch (type) + { + case (int) BackgroundTextureType.Gradient: + BGGradient.SetActive(true); + bgGradientRenderer.color = col; + break; + default: + BGGradient.SetActive(false); + break; + } + } + public void Combo(float beat) { Jukebox.PlayOneShotGame("karateman/barrelOutCombos", forcePlay: true); @@ -464,7 +542,7 @@ namespace HeavenStudio.Games public static Color ShadowBlendColor = new Color(195 / 255f, 48 / 255f, 2 / 255f); public Color GetShadowColor() { - if(currentShadowType == ShadowType.Custom) + if(currentShadowType == (int) ShadowType.Custom) { return customShadowColour; } @@ -478,10 +556,40 @@ namespace HeavenStudio.Games public void UpdateShadowColour(int type, Color colour) { - currentShadowType = (ShadowType) type; + currentShadowType = type; customShadowColour = colour; Joe.UpdateShadowColour(); } + + public void SetParticleEffect(float beat, int type, float windStrength, float particleStrength) + { + ParticleSystem.EmissionModule emm = SnowEffect.emission; + switch (type) + { + case (int) ParticleType.Snow: + SnowEffectGO.SetActive(true); + SnowEffect.Play(); + emm = SnowEffect.emission; + emm.rateOverTime = particleStrength * 16f; + break; + case (int) ParticleType.Fire: + FireEffectGO.SetActive(true); + FireEffect.Play(); + emm = FireEffect.emission; + emm.rateOverTime = particleStrength * 8f; + break; + case (int) ParticleType.Rain: + RainEffectGO.SetActive(true); + RainEffect.Play(); + emm = RainEffect.emission; + emm.rateOverTime = particleStrength * 32f; + break; + default: + SnowEffect.Stop(); + break; + } + Wind.windMain = windStrength; + } } } \ No newline at end of file