cooking pot lids fly off

- also fixes issues with fading shadow colours
- TODO: make fading bg texture colour more intuitive
This commit is contained in:
minenice55 2022-08-06 21:09:28 -04:00
parent 5f8899008d
commit d36111cef6
8 changed files with 1716 additions and 15 deletions

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m_Position: {x: 515, y: 585, z: 0}
- serializedVersion: 1
m_State: {fileID: -6198479457997952412}
m_Position: {x: 550, y: 650, z: 0}
m_ChildStateMachines: [] m_ChildStateMachines: []
m_AnyStateTransitions: [] m_AnyStateTransitions: []
m_EntryTransitions: [] m_EntryTransitions: []

View file

@ -33,13 +33,12 @@ namespace HeavenStudio.Games.Loaders
new Param("type", KarateMan.HitThree.HitThree, "Type", "The warning text to show") new Param("type", KarateMan.HitThree.HitThree, "Type", "The warning text to show")
}), }),
new GameAction("prepare", delegate { }, 1f, true), new GameAction("prepare", delegate { }, 1f, true),
new GameAction("set background effects", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgAndShadowCol(e.beat, e.length, e.type, e.type2, e.colorA, e.colorB, e.type3, e.colorC); }, 0.5f, true, new List<Param>() new GameAction("set background effects", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgAndShadowCol(e.beat, e.length, e.type, e.type2, e.colorA, e.colorB, e.type3); }, 0.5f, true, new List<Param>()
{ {
new Param("type", KarateMan.BackgroundType.Yellow, "Background Type", "The preset background type"), new Param("type", KarateMan.BackgroundType.Yellow, "Background Type", "The preset background type"),
new Param("type2", KarateMan.ShadowType.Tinted, "Shadow Type", "The shadow type. If Tinted doesn't work with your background color try Custom"), new Param("type2", KarateMan.ShadowType.Tinted, "Shadow Type", "The shadow type. If Tinted doesn't work with your background color try Custom"),
new Param("colorA", new Color(), "Custom Background Color", "The background color to use when background type is set to Custom"), new Param("colorA", new Color(), "Custom Background Color", "The background color to use when background type is set to Custom"),
new Param("colorB", new Color(), "Custom Shadow Color", "The shadow color to use when shadow type is set to Custom"), new Param("colorB", new Color(), "Custom Shadow Color", "The shadow color to use when shadow type is set to Custom. When fading the background colour shadows fade to this color"),
new Param("colorC", new Color(), "Fading Shadow Color", "When using the Fade background effect, make shadow colour fade to this colour"),
new Param("type3", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed. Fade uses the entity length to determine colour fading speed") new Param("type3", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed. Fade uses the entity length to determine colour fading speed")
}), }),
@ -79,7 +78,7 @@ namespace HeavenStudio.Games.Loaders
new Param("type", KarateMan.HitThree.HitThree, "Type", "The warning text to show") new Param("type", KarateMan.HitThree.HitThree, "Type", "The warning text to show")
}, },
hidden: true), hidden: true),
new GameAction("set background color", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgAndShadowCol(e.beat, e.length, e.type, e.type2, e.colorA, e.colorB, (int) KarateMan.instance.currentBgEffect, e.colorB); }, 0.5f, false, new GameAction("set background color", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetBgAndShadowCol(e.beat, e.length, e.type, e.type2, e.colorA, e.colorB, (int) KarateMan.instance.currentBgEffect); }, 0.5f, false,
new List<Param>() new List<Param>()
{ {
new Param("type", KarateMan.BackgroundType.Yellow, "Background Type", "The preset background type"), new Param("type", KarateMan.BackgroundType.Yellow, "Background Type", "The preset background type"),
@ -275,7 +274,7 @@ namespace HeavenStudio.Games
bgGradientRenderer = BGGradient.GetComponent<SpriteRenderer>(); bgGradientRenderer = BGGradient.GetComponent<SpriteRenderer>();
SetBgAndShadowCol(0f, 0f, bgType, (int) currentShadowType, BackgroundColors[bgType], customShadowColour, (int)currentBgEffect, customShadowColour); SetBgAndShadowCol(0f, 0f, bgType, (int) currentShadowType, BackgroundColors[bgType], customShadowColour, (int)currentBgEffect);
} }
private void Update() private void Update()
@ -546,10 +545,10 @@ namespace HeavenStudio.Games
return mobj; return mobj;
} }
public void SetBgAndShadowCol(float beat, float length, int bgType, int shadowType, Color a, Color b, int fx, Color c) public void SetBgAndShadowCol(float beat, float length, int bgType, int shadowType, Color a, Color b, int fx)
{ {
SetBgFx(fx, beat, length); SetBgFx(fx, beat, length);
UpdateShadowColour(shadowType, b, c); UpdateShadowColour(shadowType, b);
this.bgType = bgType; this.bgType = bgType;
if (this.bgType == (int) BackgroundType.Custom) if (this.bgType == (int) BackgroundType.Custom)
@ -558,6 +557,10 @@ namespace HeavenStudio.Games
bgColour = BackgroundColors[this.bgType]; bgColour = BackgroundColors[this.bgType];
BGPlane.color = bgColour; BGPlane.color = bgColour;
//😢
if (fx != (int) BackgroundFXType.Fade)
oldShadowColour = GetShadowColor(true);
if (textureFiltertype == (int) ShadowType.Tinted) if (textureFiltertype == (int) ShadowType.Tinted)
filterColour = Color.LerpUnclamped(bgColour, ShadowBlendColor, 0.45f); filterColour = Color.LerpUnclamped(bgColour, ShadowBlendColor, 0.45f);
} }
@ -617,7 +620,7 @@ namespace HeavenStudio.Games
lastCol = oldShadowColour; lastCol = oldShadowColour;
if(currentShadowType == (int) ShadowType.Custom) if(currentShadowType == (int) ShadowType.Custom)
nextCol = fadeShadowColour; nextCol = customShadowColour;
else if(bgType < (int) BackgroundType.Custom) else if(bgType < (int) BackgroundType.Custom)
nextCol = ShadowColors[bgType]; nextCol = ShadowColors[bgType];
else else
@ -632,7 +635,7 @@ namespace HeavenStudio.Games
return next ? nextCol : lastCol; return next ? nextCol : lastCol;
} }
public void UpdateShadowColour(int type, Color colour, Color fadeColour) public void UpdateShadowColour(int type, Color colour)
{ {
if(currentShadowType == (int) ShadowType.Custom) if(currentShadowType == (int) ShadowType.Custom)
@ -644,7 +647,6 @@ namespace HeavenStudio.Games
currentShadowType = type; currentShadowType = type;
customShadowColour = colour; customShadowColour = colour;
fadeShadowColour = fadeColour;
} }
public void SetParticleEffect(float beat, int type, float windStrength, float particleStrength) public void SetParticleEffect(float beat, int type, float windStrength, float particleStrength)

View file

@ -49,7 +49,9 @@ namespace HeavenStudio.Games.Scripts_KarateMan
ComboPot3, // path 2 ComboPot3, // path 2
ComboPot4, // path 3 ComboPot4, // path 3
ComboPot5, // path 4 ComboPot5, // path 4
ComboBarrel // path 5 ComboBarrel,// path 5
CookingLid, //only used for hit
} }
public enum FlyStatus { public enum FlyStatus {
@ -153,6 +155,13 @@ namespace HeavenStudio.Games.Scripts_KarateMan
path = 1; path = 1;
comboId = -1; comboId = -1;
break; break;
case ItemType.CookingLid:
CurrentCurve = ItemCurves[9];
path = 1;
curveTargetBeat = 2f;
status = FlyStatus.Hit;
comboId = -1;
break;
default: default:
KarateMan.instance.ScheduleInput(startBeat, 1f, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, ItemJustOrNg, ItemThrough, ItemOut); KarateMan.instance.ScheduleInput(startBeat, 1f, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, ItemJustOrNg, ItemThrough, ItemOut);
KarateMan.instance.ScheduleUserInput(startBeat, 1f, InputType.STANDARD_ALT_DOWN, ItemWrongAction, ItemOut, ItemOut); KarateMan.instance.ScheduleUserInput(startBeat, 1f, InputType.STANDARD_ALT_DOWN, ItemWrongAction, ItemOut, ItemOut);
@ -331,7 +340,8 @@ namespace HeavenStudio.Games.Scripts_KarateMan
Jukebox.PlayOneShotGame("karateman/cookingPot", forcePlay: true); Jukebox.PlayOneShotGame("karateman/cookingPot", forcePlay: true);
p = Instantiate(HitParticles[1], HitPosition[1].position, Quaternion.Euler(0, 0, UnityEngine.Random.Range(0f, 360f)), KarateMan.instance.ItemHolder); p = Instantiate(HitParticles[1], HitPosition[1].position, Quaternion.Euler(0, 0, UnityEngine.Random.Range(0f, 360f)), KarateMan.instance.ItemHolder);
p.Play(); p.Play();
//todo: pot lid KarateMan.instance.CreateItemInstance(startBeat + 1f, "Item09", ItemType.CookingLid);
GetComponent<Animator>().Play("Item08", -1, 0);
break; break;
case ItemType.Alien: case ItemType.Alien:
CurrentCurve = ItemCurves[1]; CurrentCurve = ItemCurves[1];