diff --git a/Assets/Resources/Games/karateman.prefab b/Assets/Resources/Games/karateman.prefab
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new file mode 100644
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diff --git a/Assets/Resources/Sprites/Games/KarateMan/karateman_main.png.meta b/Assets/Resources/Sprites/Games/KarateMan/karateman_main.png.meta
index 4900ef85..3e738d28 100644
--- a/Assets/Resources/Sprites/Games/KarateMan/karateman_main.png.meta
+++ b/Assets/Resources/Sprites/Games/KarateMan/karateman_main.png.meta
@@ -260,6 +260,9 @@ TextureImporter:
- first:
213: -2448975393399883157
second: karateman_rainy_3
+ - first:
+ 213: 8584846578326269484
+ second: karateman_fire
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mipmaps:
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name: karateman_snow
rect:
serializedVersion: 2
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- y: 3844
- width: 248
- height: 248
+ x: 3622
+ y: 3846
+ width: 244
+ height: 244
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pivot: {x: 0.5, y: 0.5}
border: {x: 0, y: 0, z: 0, w: 0}
@@ -2132,8 +2135,8 @@ TextureImporter:
y: 3664
width: 145
height: 282
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physicsShape: []
@@ -2153,8 +2156,8 @@ TextureImporter:
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width: 212
height: 328
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physicsShape: []
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width: 290
height: 203
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width: 360
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physicsShape: []
@@ -2208,6 +2211,27 @@ TextureImporter:
indices:
edges: []
weights: []
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+ rect:
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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