Merge pull request #28 from CarsonKompon/karate-man-event-merging

Merged all the events in Karate Man + Fixed The Toggle Input Bug
This commit is contained in:
Jenny Crowe 2022-03-01 10:46:36 -07:00 committed by GitHub
commit cd5701473a
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5 changed files with 521 additions and 25 deletions

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@ -8,6 +8,15 @@ namespace RhythmHeavenMania.Games.KarateMan
{ {
public class KarateMan : Minigame public class KarateMan : Minigame
{ {
public enum HitType
{
Pot = 0,
Rock = 2,
Ball = 3,
TacoBell = 6
}
public enum LightBulbType public enum LightBulbType
{ {
Normal, Normal,
@ -27,6 +36,12 @@ namespace RhythmHeavenMania.Games.KarateMan
Custom Custom
} }
public enum BackgroundFXType
{
None,
Sunburst
}
public enum ShadowType public enum ShadowType
{ {
Tinted, Tinted,
@ -55,6 +70,7 @@ namespace RhythmHeavenMania.Games.KarateMan
public SpriteRenderer BGFXSprite; public SpriteRenderer BGFXSprite;
public BackgroundType BGType = BackgroundType.Yellow; public BackgroundType BGType = BackgroundType.Yellow;
public BackgroundFXType BGFXType = BackgroundFXType.None;
public Color BGColor; public Color BGColor;
public ShadowType Shadow = ShadowType.Tinted; public ShadowType Shadow = ShadowType.Tinted;
@ -260,14 +276,18 @@ namespace RhythmHeavenMania.Games.KarateMan
} }
} }
public void BGFXOn() public void SetBackgroundFX(BackgroundFXType type)
{ {
BGFXSprite.enabled = true; BGFXType = type;
}
if(BGFXType == BackgroundFXType.None)
public void BGFXOff() {
{ BGFXSprite.enabled = false;
BGFXSprite.enabled = false; }
else
{
BGFXSprite.enabled = true;
}
} }
public void SetBackgroundColor(int type, int shadowType, Color backgroundColor, Color shadowColor) public void SetBackgroundColor(int type, int shadowType, Color backgroundColor, Color shadowColor)

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@ -102,21 +102,26 @@ namespace RhythmHeavenMania.Editor
else if (objType.IsEnum) else if (objType.IsEnum)
{ {
List<TMP_Dropdown.OptionData> dropDownData = new List<TMP_Dropdown.OptionData>(); List<TMP_Dropdown.OptionData> dropDownData = new List<TMP_Dropdown.OptionData>();
for (int i = 0; i < System.Enum.GetValues(objType).Length; i++) var vals = Enum.GetValues(objType);
var selected = 0;
for (int i = 0; i < vals.Length; i++)
{ {
string name = System.Enum.GetNames(objType)[i]; string name = Enum.GetNames(objType)[i];
TMP_Dropdown.OptionData optionData = new TMP_Dropdown.OptionData(); TMP_Dropdown.OptionData optionData = new TMP_Dropdown.OptionData();
optionData.text = name; optionData.text = name;
dropDownData.Add(optionData); dropDownData.Add(optionData);
if ((int)vals.GetValue(i) == (int)parameterManager.entity[propertyName])
selected = i;
} }
dropdown.AddOptions(dropDownData); dropdown.AddOptions(dropDownData);
dropdown.value = ((int)Enum.Parse(objType, parameterManager.entity[propertyName].ToString())); dropdown.value = selected;
dropdown.onValueChanged.AddListener(delegate dropdown.onValueChanged.AddListener(delegate
{ {
parameterManager.entity[propertyName] = Enum.ToObject(objType, dropdown.value); parameterManager.entity[propertyName] = (int)Enum.GetValues(objType).GetValue(dropdown.value);
}); });
} }
else if (objType == typeof(Color)) else if (objType == typeof(Color))

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@ -120,7 +120,7 @@ namespace RhythmHeavenMania.Editor
for (int i = 0; i < mg.actions.Count; i++) for (int i = 0; i < mg.actions.Count; i++)
{ {
if (mg.actions[i].actionName == "switchGame") continue; if (mg.actions[i].actionName == "switchGame" || mg.actions[i].hidden) continue;
GameObject g = Instantiate(EventRef, eventsParent); GameObject g = Instantiate(EventRef, eventsParent);
g.GetComponent<TMP_Text>().text = mg.actions[i].actionName; g.GetComponent<TMP_Text>().text = mg.actions[i].actionName;
g.SetActive(true); g.SetActive(true);

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@ -49,14 +49,20 @@ namespace RhythmHeavenMania
public float defaultLength; public float defaultLength;
public bool resizable; public bool resizable;
public List<Param> parameters; public List<Param> parameters;
public bool hidden;
public GameAction(string actionName, EventCallback function, float defaultLength = 1, bool resizable = false, List<Param> parameters = null) /* If you want to add additional arguments to GameAction, leave `bool hidden = false` as the last parameter
* You can specify an action as hidden by adding `hidden: value` as the final parameter in your call
* (Even if you haven't used all prior arguments)
*/
public GameAction(string actionName, EventCallback function, float defaultLength = 1, bool resizable = false, List<Param> parameters = null, bool hidden = false)
{ {
this.actionName = actionName; this.actionName = actionName;
this.function = function; this.function = function;
this.defaultLength = defaultLength; this.defaultLength = defaultLength;
this.resizable = resizable; this.resizable = resizable;
this.parameters = parameters; this.parameters = parameters;
this.hidden = hidden;
} }
} }
@ -242,7 +248,13 @@ namespace RhythmHeavenMania
new Minigame("karateman", "Karate Man", "70A8D8", false, false, new List<GameAction>() new Minigame("karateman", "Karate Man", "70A8D8", false, false, new List<GameAction>()
{ {
new GameAction("bop", delegate { KarateMan.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 0.5f, true), new GameAction("bop", delegate { KarateMan.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 0.5f, true),
new GameAction("pot", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 0); }, 2), new GameAction("hit", delegate
{
KarateMan.instance.Shoot(eventCaller.currentEntity.beat, eventCaller.currentEntity.type);
}, 2, false, new List<Param>()
{
new Param("type", KarateMan.HitType.Pot, "Object")
}),
new GameAction("bulb", delegate { new GameAction("bulb", delegate {
var e = eventCaller.currentEntity; var e = eventCaller.currentEntity;
var c = KarateMan.instance.LightBulbColors[e.type]; var c = KarateMan.instance.LightBulbColors[e.type];
@ -253,15 +265,20 @@ namespace RhythmHeavenMania
new Param("type", KarateMan.LightBulbType.Normal, "Type"), new Param("type", KarateMan.LightBulbType.Normal, "Type"),
new Param("colorA", new Color(), "Custom Color") new Param("colorA", new Color(), "Custom Color")
}), }),
new GameAction("rock", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 2); }, 2),
new GameAction("ball", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 3); }, 2),
new GameAction("kick", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 4); }, 4.5f), new GameAction("kick", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 4); }, 4.5f),
new GameAction("combo", delegate { KarateMan.instance.Combo(eventCaller.currentEntity.beat); }, 4f), new GameAction("combo", delegate { KarateMan.instance.Combo(eventCaller.currentEntity.beat); }, 4f),
new GameAction("hit3", delegate { KarateMan.instance.Hit3(eventCaller.currentEntity.beat); }), new GameAction("hit3", delegate
new GameAction("hit4", delegate { KarateMan.instance.Hit4(eventCaller.currentEntity.beat); }), {
var e = eventCaller.currentEntity;
if(e.toggle)
KarateMan.instance.Hit4(e.beat);
else
KarateMan.instance.Hit3(e.beat);
}, 1f, false, new List<Param>()
{
new Param("toggle", false, "Hit 4")
}),
new GameAction("prepare", delegate { KarateMan.instance.Prepare(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 1f, true), 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 { new GameAction("set background color", delegate {
var e = eventCaller.currentEntity; var e = eventCaller.currentEntity;
var c = KarateMan.instance.BackgroundColors[e.type]; var c = KarateMan.instance.BackgroundColors[e.type];
@ -272,9 +289,25 @@ namespace RhythmHeavenMania
new Param("type", KarateMan.BackgroundType.Yellow, "Background Type"), new Param("type", KarateMan.BackgroundType.Yellow, "Background Type"),
new Param("type2", KarateMan.ShadowType.Tinted, "Shadow Type"), new Param("type2", KarateMan.ShadowType.Tinted, "Shadow Type"),
new Param("colorA", new Color(), "Custom Background Color"), new Param("colorA", new Color(), "Custom Background Color"),
new Param("colorB", new Color(), "Custom Shadow Color") new Param("colorB", new Color(), "Custom Shadow Color"),
}), }),
new GameAction("tacobell", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 6); }, 2), new GameAction("set background fx", delegate {
KarateMan.instance.SetBackgroundFX((KarateMan.BackgroundFXType)eventCaller.currentEntity.type);
}, 0.5f, false, new List<Param>()
{
new Param("type", KarateMan.BackgroundFXType.None, "FX Type")
}),
// These are still here for backwards-compatibility but are hidden in the editor
new GameAction("pot", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 0); }, 2, hidden: true),
new GameAction("rock", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 2); }, 2, hidden: true),
new GameAction("ball", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 3); }, 2, hidden: true),
new GameAction("tacobell", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 6); }, 2, hidden: true),
new GameAction("hit4", delegate { KarateMan.instance.Hit4(eventCaller.currentEntity.beat); }, hidden: true),
new GameAction("bgfxon", delegate { KarateMan.instance.SetBackgroundFX(KarateMan.BackgroundFXType.Sunburst); }, hidden: true),
new GameAction("bgfxoff", delegate { KarateMan.instance.SetBackgroundFX(KarateMan.BackgroundFXType.None); }, hidden: true),
}), }),
new Minigame("spaceSoccer", "Space Soccer", "B888F8", false, false, new List<GameAction>() new Minigame("spaceSoccer", "Space Soccer", "B888F8", false, false, new List<GameAction>()
{ {