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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-23 18:15:13 +00:00
Added custom shadow colours
And specific shadow colours for preset background types
This commit is contained in:
parent
e3a5e55d54
commit
c920261ac7
4 changed files with 48 additions and 13 deletions
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@ -17775,6 +17775,13 @@ MonoBehaviour:
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- {r: 1, g: 0.58431375, b: 0.3137255, a: 1}
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- {r: 0.9607844, g: 0.7725491, b: 0.78823537, a: 1}
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- {r: 0, g: 0, b: 0, a: 0}
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ShadowColors:
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- {r: 0.84313726, g: 0.52156866, b: 0.23137255, a: 1}
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- {r: 0.88235295, g: 0.41960785, b: 0.5294118, a: 1}
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- {r: 0.3137255, g: 0.31764707, b: 0.40784317, a: 1}
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- {r: 0, g: 0, b: 0, a: 1}
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- {r: 0.454902, g: 0.19607845, b: 0.121568635, a: 1}
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- {r: 0.654902, g: 0.4156863, b: 0.45882356, a: 1}
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Pot: {fileID: 7248900332380919981}
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Bomb: {fileID: 1878496493894552565}
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KarateJoe: {fileID: 7248900332013002443}
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@ -17799,7 +17806,10 @@ MonoBehaviour:
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- {fileID: 21300000, guid: f05694d1ff974fe4387e487d025edede, type: 3}
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BGSprite: {fileID: 7248900333330862853}
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BGFXSprite: {fileID: 7037067448840752386}
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BGType: 0
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BGColor: {r: 0.94117653, g: 0.91372555, b: 0.43921572, a: 1}
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Shadow: 0
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ShadowColor: {r: 0, g: 0, b: 0, a: 0}
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comboRef: {fileID: 1174851578296134715}
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HIT3Ref: {fileID: 6398113137460299953}
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Numbers:
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@ -17859,7 +17869,7 @@ Transform:
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m_GameObject: {fileID: 7248900333330862855}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 600, y: 600, z: 1}
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m_LocalScale: {x: 300, y: 300, z: 1}
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m_Children: []
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m_Father: {fileID: 7248900332961029735}
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m_RootOrder: 0
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@ -26,6 +26,7 @@ namespace RhythmHeavenMania
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float valB;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float valC;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type2;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public EasingFunction.Ease ease;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorA;
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[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public Color colorB;
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@ -27,8 +27,15 @@ namespace RhythmHeavenMania.Games.KarateMan
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Custom
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}
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public enum ShadowType
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{
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Tinted,
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Custom
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}
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public Color[] LightBulbColors;
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public Color[] BackgroundColors;
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public Color[] ShadowColors;
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public static Color ShadowBlendColor = new Color(195f / 255f, 48f / 255f, 2f / 255f);
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const float hitVoiceOffset = 0.042f;
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@ -47,8 +54,12 @@ namespace RhythmHeavenMania.Games.KarateMan
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public SpriteRenderer BGSprite;
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public SpriteRenderer BGFXSprite;
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public BackgroundType BGType = BackgroundType.Yellow;
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public Color BGColor;
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public ShadowType Shadow = ShadowType.Tinted;
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public Color ShadowColor = Color.black;
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private float newBeat;
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public GameEvent bop = new GameEvent();
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@ -72,13 +83,15 @@ namespace RhythmHeavenMania.Games.KarateMan
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private void Awake()
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{
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instance = this;
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BGType = 0;
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BGColor = BackgroundColors[0];
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Shadow = 0;
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}
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public override void OnGameSwitch()
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{
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base.OnGameSwitch();
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SetBackgroundColor(BGColor);
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SetBackgroundColor((int)BGType, (int)Shadow, BGColor, ShadowColor);
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}
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public void Combo(float beat)
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@ -257,11 +270,13 @@ namespace RhythmHeavenMania.Games.KarateMan
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BGFXSprite.enabled = false;
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}
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public void SetBackgroundColor(Color color)
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public void SetBackgroundColor(int type, int shadowType, Color backgroundColor, Color shadowColor)
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{
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Debug.Log("THE COLOR IS " + color.ToString());
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BGColor = color;
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BGSprite.color = color;
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BGType = (BackgroundType)type;
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BGColor = backgroundColor;
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BGSprite.color = backgroundColor;
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Shadow = (ShadowType)shadowType;
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ShadowColor = shadowColor;
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}
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public void Bop(float beat, float length)
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@ -312,9 +327,16 @@ namespace RhythmHeavenMania.Games.KarateMan
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public Color GetShadowColor()
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{
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var col = Color.LerpUnclamped(KarateMan.instance.BGColor, KarateMan.ShadowBlendColor, 0.45f);
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if(Shadow == ShadowType.Custom)
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{
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return ShadowColor;
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}
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else if(BGType < BackgroundType.Custom)
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{
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return ShadowColors[(int)BGType];
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}
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return col;
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return Color.LerpUnclamped(BGColor, ShadowBlendColor, 0.45f);
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}
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}
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}
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@ -252,13 +252,15 @@ namespace RhythmHeavenMania
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new GameAction("set background color", delegate {
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var e = eventCaller.currentEntity;
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var c = KarateMan.instance.BackgroundColors[e.type];
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Debug.Log("TYPE=" + e.type.ToString() + ", SHADOW=" + e.type2.ToString());
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if(e.type == (int)KarateMan.BackgroundType.Custom) c = e.colorA;
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Debug.Log("type - " + e.type.ToString());
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KarateMan.instance.SetBackgroundColor(c);
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KarateMan.instance.SetBackgroundColor(e.type, e.type2, c, e.colorB);
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}, 1f, false, new List<Param>()
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{
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new Param("type", KarateMan.BackgroundType.Yellow, "Type"),
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new Param("colorA", new Color(), "Custom Color")
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new Param("type", KarateMan.BackgroundType.Yellow, "Background Type"),
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new Param("type2", KarateMan.ShadowType.Tinted, "Shadow Type"),
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new Param("colorA", new Color(), "Custom Background Color"),
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new Param("colorB", new Color(), "Custom Shadow Color")
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}),
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new GameAction("tacobell", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 6); }, 2),
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}),
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