recolorable spaceball, sneaky spirits slowdown off by default, citra error mii

This commit is contained in:
wookywok 2024-05-10 07:32:04 -05:00 committed by minenice55
parent 73072d5f48
commit cdfebc51b1
8 changed files with 296 additions and 7 deletions

View file

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Dispenser: {fileID: 6584942078977133660}

View file

@ -103,7 +103,8 @@ namespace HeavenStudio.Games
GuestF,
Matt,
Tsunku,
Marshal
Marshal,
Error
}
[Header("References")]
@ -241,7 +242,7 @@ namespace HeavenStudio.Games
{
do
{
player.mii = UnityEngine.Random.Range(0, player.miiFaces.Count);
player.mii = UnityEngine.Random.Range(0, player.miiFaces.Count-1);
}
while (player.mii == leftFace || player.mii == rightFace);
}
@ -259,7 +260,7 @@ namespace HeavenStudio.Games
{
do
{
leftDrummer.mii = UnityEngine.Random.Range(0, player.miiFaces.Count);
leftDrummer.mii = UnityEngine.Random.Range(0, player.miiFaces.Count-1);
}
while (leftDrummer.mii == player.mii);
}
@ -270,7 +271,7 @@ namespace HeavenStudio.Games
{
do
{
rightDrummer.mii = UnityEngine.Random.Range(0, player.miiFaces.Count);
rightDrummer.mii = UnityEngine.Random.Range(0, player.miiFaces.Count-1);
}
while (rightDrummer.mii == leftDrummer.mii || rightDrummer.mii == player.mii);
}

View file

@ -29,7 +29,7 @@ namespace HeavenStudio.Games.Loaders
},
parameters = new List<Param>()
{
new Param("slowDown", true, "Slowdown Effect", "Toggle if there should be a slowdown effect when the ghost is hit."),
new Param("slowDown", false, "Slowdown Effect", "Toggle if there should be a slowdown effect when the ghost is hit."),
new Param("volume1", new EntityTypes.Integer(0, 100, 100), "Move Volume 1", "Set the height and volume the ghost should have at this position."),
new Param("volume2", new EntityTypes.Integer(0, 100, 100), "Move Volume 2", "Set the height and volume the ghost should have at this position."),
new Param("volume3", new EntityTypes.Integer(0, 100, 100), "Move Volume 3", "Set the height and volume the ghost should have at this position."),

View file

@ -65,6 +65,18 @@ namespace HeavenStudio.Games.Loaders
{
function = delegate { Spaceball.instance.PrepareDispenser(); },
},
new GameAction("fade background", "Background Color")
{
function = delegate {var e = eventCaller.currentEntity; Spaceball.instance.BackgroundColor(e.beat, e.length, e["colorStart"], e["colorEnd"], e["ease"]); },
defaultLength = 4f,
resizable = true,
parameters = new List<Param>()
{
new Param("colorStart", Spaceball.defaultBGColor, "Start Color", "Set the color at the start of the event."),
new Param("colorEnd", Spaceball.defaultBGColor, "End Color", "Set the color at the end of the event."),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Set the easing of the action.")
}
},
},
new List<string>() {"agb", "normal"},
"agbbatter", "en",
@ -94,6 +106,9 @@ namespace HeavenStudio.Games
SphereHead
}
[SerializeField] SpriteRenderer bg;
[SerializeField] SpriteRenderer square;
[SerializeField] GameObject Ball;
[SerializeField] GameObject BallsHolder;
@ -107,6 +122,8 @@ namespace HeavenStudio.Games
private int currentZoomIndex;
public static Color defaultBGColor = new Color(0, 0f, 0.4509804f);
[SerializeField] Sprite[] BallSprites;
[SerializeField] Material[] CostumeColors;
@ -122,6 +139,12 @@ namespace HeavenStudio.Games
{
for (int i = 1; i < BallsHolder.transform.childCount; i++)
Destroy(BallsHolder.transform.GetChild(i).gameObject);
PersistColor(beat);
}
public override void OnPlay(double beat)
{
PersistColor(beat);
}
public override void OnTimeChange()
@ -149,6 +172,7 @@ namespace HeavenStudio.Games
private void Update()
{
BackgroundColorUpdate();
if (_allCameraEvents.Count > 0)
{
if (currentZoomIndex < _allCameraEvents.Count && currentZoomIndex >= 0)
@ -267,5 +291,31 @@ namespace HeavenStudio.Games
{
SpaceballPlayer.instance.SetCostume(CostumeColors[type], type);
}
//color stuff
private ColorEase bgColorEase = new(defaultBGColor);
public void BackgroundColor(double beat, float length, Color startColor, Color endColor, int ease)
{
bgColorEase = new(beat, length, startColor, endColor, ease);
}
private void BackgroundColorUpdate()
{
bg.color = bgColorEase.GetColor();
square.color = bgColorEase.GetColor();
}
private void PersistColor(double beat)
{
var allEventsBeforeBeat = EventCaller.GetAllInGameManagerList("spaceball", new string[] { "fade background" }).FindAll(x => x.beat < beat);
if (allEventsBeforeBeat.Count > 0)
{
allEventsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat)); //just in case
var lastEvent = allEventsBeforeBeat[^1];
BackgroundColor(lastEvent.beat, lastEvent.length, lastEvent["colorStart"], lastEvent["colorEnd"], lastEvent["ease"]);
}
}
}
}

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