From 267d9f6bdd0cc6bd4dbd3d6b0b27a3f5bb1f96dc Mon Sep 17 00:00:00 2001 From: Carson Kompon Date: Tue, 1 Mar 2022 03:17:06 -0500 Subject: [PATCH 1/3] Started work on merging the karate man events This breaks enum dropdowns but I'll fix that tomorrow --- Assets/Scripts/Games/KarateMan/KarateMan.cs | 9 +++++++ .../EventSelector/EventPropertyPrefab.cs | 4 ++-- .../EventSelector/GridGameSelector.cs | 2 +- Assets/Scripts/Minigames.cs | 24 +++++++++++++++---- 4 files changed, 31 insertions(+), 8 deletions(-) diff --git a/Assets/Scripts/Games/KarateMan/KarateMan.cs b/Assets/Scripts/Games/KarateMan/KarateMan.cs index 31891d6c..cf94d1d9 100644 --- a/Assets/Scripts/Games/KarateMan/KarateMan.cs +++ b/Assets/Scripts/Games/KarateMan/KarateMan.cs @@ -8,6 +8,15 @@ namespace RhythmHeavenMania.Games.KarateMan { public class KarateMan : Minigame { + + public enum HitType + { + Pot = 0, + Rock = 2, + Ball = 3, + TacoBell = 6 + } + public enum LightBulbType { Normal, diff --git a/Assets/Scripts/LevelEditor/EventSelector/EventPropertyPrefab.cs b/Assets/Scripts/LevelEditor/EventSelector/EventPropertyPrefab.cs index ce4fc5ff..3f3c31a7 100644 --- a/Assets/Scripts/LevelEditor/EventSelector/EventPropertyPrefab.cs +++ b/Assets/Scripts/LevelEditor/EventSelector/EventPropertyPrefab.cs @@ -99,11 +99,11 @@ namespace RhythmHeavenMania.Editor dropDownData.Add(optionData); } dropdown.AddOptions(dropDownData); - dropdown.value = ((int)Enum.Parse(objType, parameterManager.entity[propertyName].ToString())); + dropdown.value = Array.IndexOf(Enum.GetValues(objType), Enum.GetValues(objType).GetValue((int)parameterManager.entity[propertyName])); 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)) diff --git a/Assets/Scripts/LevelEditor/EventSelector/GridGameSelector.cs b/Assets/Scripts/LevelEditor/EventSelector/GridGameSelector.cs index 7f57ac61..0138c515 100644 --- a/Assets/Scripts/LevelEditor/EventSelector/GridGameSelector.cs +++ b/Assets/Scripts/LevelEditor/EventSelector/GridGameSelector.cs @@ -120,7 +120,7 @@ namespace RhythmHeavenMania.Editor 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); g.GetComponent().text = mg.actions[i].actionName; g.SetActive(true); diff --git a/Assets/Scripts/Minigames.cs b/Assets/Scripts/Minigames.cs index 72e0798a..c50dbef0 100644 --- a/Assets/Scripts/Minigames.cs +++ b/Assets/Scripts/Minigames.cs @@ -49,14 +49,20 @@ namespace RhythmHeavenMania public float defaultLength; public bool resizable; public List parameters; + public bool hidden; - public GameAction(string actionName, EventCallback function, float defaultLength = 1, bool resizable = false, List 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 parameters = null, bool hidden = false) { this.actionName = actionName; this.function = function; this.defaultLength = defaultLength; this.resizable = resizable; this.parameters = parameters; + this.hidden = hidden; } } @@ -235,7 +241,13 @@ namespace RhythmHeavenMania new Minigame("karateman", "Karate Man", "70A8D8", false, false, new List() { 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() + { + new Param("type", KarateMan.HitType.Pot, "Object") + }), new GameAction("bulb", delegate { var e = eventCaller.currentEntity; var c = KarateMan.instance.LightBulbColors[e.type]; @@ -246,8 +258,6 @@ namespace RhythmHeavenMania new Param("type", KarateMan.LightBulbType.Normal, "Type"), 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("combo", delegate { KarateMan.instance.Combo(eventCaller.currentEntity.beat); }, 4f), new GameAction("hit3", delegate { KarateMan.instance.Hit3(eventCaller.currentEntity.beat); }), @@ -267,7 +277,11 @@ namespace RhythmHeavenMania new Param("colorA", new Color(), "Custom Background Color"), new Param("colorB", new Color(), "Custom Shadow Color") }), - new GameAction("tacobell", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 6); }, 2), + // 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 Minigame("spaceSoccer", "Space Soccer", "B888F8", false, false, new List() { From d1a4c0464f7bad3d7fca01dc55418bb1e647e0be Mon Sep 17 00:00:00 2001 From: Carson Kompon Date: Tue, 1 Mar 2022 12:40:59 -0500 Subject: [PATCH 2/3] Karate Man Events have been merged also I forgot the toggle in the last update lol --- Assets/Scenes/Editor.unity | 442 +++++++++++++++++- Assets/Scripts/Games/KarateMan/KarateMan.cs | 25 +- .../EventSelector/EventPropertyPrefab.cs | 13 +- Assets/Scripts/Minigames.cs | 29 +- 4 files changed, 491 insertions(+), 18 deletions(-) diff --git a/Assets/Scenes/Editor.unity b/Assets/Scenes/Editor.unity index 89a67a1a..3c5202e7 100644 --- a/Assets/Scenes/Editor.unity +++ b/Assets/Scenes/Editor.unity @@ -2324,7 +2324,7 @@ RectTransform: - 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public void BGFXOn() + public void SetBackgroundFX(BackgroundFXType type) { - BGFXSprite.enabled = true; - } - - public void BGFXOff() - { - BGFXSprite.enabled = false; + BGFXType = type; + + if(BGFXType == BackgroundFXType.None) + { + BGFXSprite.enabled = false; + } + else + { + BGFXSprite.enabled = true; + } } public void SetBackgroundColor(int type, int shadowType, Color backgroundColor, Color shadowColor) diff --git a/Assets/Scripts/LevelEditor/EventSelector/EventPropertyPrefab.cs b/Assets/Scripts/LevelEditor/EventSelector/EventPropertyPrefab.cs index deee15db..215e52fc 100644 --- a/Assets/Scripts/LevelEditor/EventSelector/EventPropertyPrefab.cs +++ b/Assets/Scripts/LevelEditor/EventSelector/EventPropertyPrefab.cs @@ -102,18 +102,23 @@ namespace RhythmHeavenMania.Editor else if (objType.IsEnum) { List dropDownData = new List(); - 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(); optionData.text = name; dropDownData.Add(optionData); + + if ((int)vals.GetValue(i) == (int)parameterManager.entity[propertyName]) + selected = i; } dropdown.AddOptions(dropDownData); - dropdown.value = Array.IndexOf(Enum.GetValues(objType), Enum.GetValues(objType).GetValue((int)parameterManager.entity[propertyName])); - + dropdown.value = selected; + dropdown.onValueChanged.AddListener(delegate { parameterManager.entity[propertyName] = (int)Enum.GetValues(objType).GetValue(dropdown.value); diff --git a/Assets/Scripts/Minigames.cs b/Assets/Scripts/Minigames.cs index 20ea0eb0..32779c30 100644 --- a/Assets/Scripts/Minigames.cs +++ b/Assets/Scripts/Minigames.cs @@ -267,11 +267,18 @@ namespace RhythmHeavenMania }), 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("hit3", delegate { KarateMan.instance.Hit3(eventCaller.currentEntity.beat); }), - new GameAction("hit4", delegate { KarateMan.instance.Hit4(eventCaller.currentEntity.beat); }), + new GameAction("hit3", delegate + { + var e = eventCaller.currentEntity; + if(e.toggle) + KarateMan.instance.Hit4(e.beat); + else + KarateMan.instance.Hit3(e.beat); + }, 1f, false, new List() + { + new Param("toggle", false, "Hit 4") + }), 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 { var e = eventCaller.currentEntity; var c = KarateMan.instance.BackgroundColors[e.type]; @@ -282,13 +289,25 @@ namespace RhythmHeavenMania new Param("type", KarateMan.BackgroundType.Yellow, "Background Type"), new Param("type2", KarateMan.ShadowType.Tinted, "Shadow Type"), 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("set background fx", delegate { + KarateMan.instance.SetBackgroundFX((KarateMan.BackgroundFXType)eventCaller.currentEntity.type); + }, 0.5f, false, new List() + { + 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() { From c0ef632f3d12d8ccafb74942e5b9654563aebe2d Mon Sep 17 00:00:00 2001 From: Carson Kompon Date: Tue, 1 Mar 2022 12:52:47 -0500 Subject: [PATCH 3/3] im sorry im dumb i fixed it for real idk why unity wasnt saving these changes --- Assets/Scenes/Editor.unity | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/Assets/Scenes/Editor.unity b/Assets/Scenes/Editor.unity index 3c5202e7..792e1bbe 100644 --- a/Assets/Scenes/Editor.unity +++ b/Assets/Scenes/Editor.unity @@ -8722,7 +8722,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - 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