mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +00:00
make Karate Man init from new entities
This commit is contained in:
parent
c034155e8a
commit
f0fd6f5ede
1 changed files with 8 additions and 4 deletions
|
@ -705,14 +705,15 @@ namespace HeavenStudio.Games
|
||||||
if (e.beat > beat)
|
if (e.beat > beat)
|
||||||
break;
|
break;
|
||||||
SetBgAndShadowCol(e.beat, e.length, e.type, e.type2, e.colorA, e.colorB, e.type3);
|
SetBgAndShadowCol(e.beat, e.length, e.type, e.type2, e.colorA, e.colorB, e.type3);
|
||||||
|
SetBgTexture(e.type4, e.type5, e.colorC, e.colorD);
|
||||||
}
|
}
|
||||||
var bgtex = GameManager.instance.Beatmap.entities.FindAll(en => en.datamodel == "karateman/set background texture");
|
var camfx = GameManager.instance.Beatmap.entities.FindAll(en => en.datamodel == "karateman/special camera");
|
||||||
for (int i = 0; i < bgtex.Count; i++)
|
for (int i = 0; i < camfx.Count; i++)
|
||||||
{
|
{
|
||||||
var e = bgtex[i];
|
var e = camfx[i];
|
||||||
if (e.beat > beat)
|
if (e.beat > beat)
|
||||||
break;
|
break;
|
||||||
SetBgTexture(e.type, e.type2, e.colorA, e.colorB);
|
DoSpecialCamera(e.beat, e.length, e.toggle);
|
||||||
}
|
}
|
||||||
// has issues when creating a new hitx entity so this is deactivated for now
|
// has issues when creating a new hitx entity so this is deactivated for now
|
||||||
// var hitx = GameManager.instance.Beatmap.entities.FindAll(en => en.datamodel == "karateman/hitX");
|
// var hitx = GameManager.instance.Beatmap.entities.FindAll(en => en.datamodel == "karateman/hitX");
|
||||||
|
@ -756,7 +757,10 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
//😢
|
//😢
|
||||||
if (fx != (int) BackgroundFXType.Fade)
|
if (fx != (int) BackgroundFXType.Fade)
|
||||||
|
{
|
||||||
|
bgColourLast = bgColour;
|
||||||
oldShadowColour = GetShadowColor(true);
|
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);
|
||||||
|
|
Loading…
Reference in a new issue