Implemented proper sprite, flickering, and dropdown menu

There's now a "type" dropdown menu that allows you to choose between "Normal", "Yellow", "Blue", and "Custom". Custom will use the color specified in the Custom Color field
This commit is contained in:
Carson Kompon
2022-02-26 01:31:35 -05:00
parent c557c62b32
commit 26b9497114
8 changed files with 187 additions and 93 deletions

View File

@ -15,10 +15,11 @@ namespace RhythmHeavenMania.Games.KarateMan
public GameObject Holder;
private GameObject newHolder;
public GameObject Sprite;
public GameObject BottomSprite;
public GameObject BulbLightSprite;
private SpriteRenderer spriteComp;
public GameObject Shadow;
private SpriteRenderer shadowSpriteComp;
private SpriteRenderer bulbLightSpriteComp;
public bool isThrown;
public bool isHit = false;
@ -59,9 +60,10 @@ namespace RhythmHeavenMania.Games.KarateMan
anim = GetComponent<Animator>();
spriteComp = Sprite.GetComponent<SpriteRenderer>();
shadowSpriteComp = Shadow.GetComponent<SpriteRenderer>();
bulbLightSpriteComp = BulbLightSprite.GetComponent<SpriteRenderer>();
Sprite.transform.eulerAngles = new Vector3(0, 0, Random.Range(0, 360));
BottomSprite.transform.eulerAngles = Sprite.transform.eulerAngles;
BulbLightSprite.transform.eulerAngles = Sprite.transform.eulerAngles;
if (type == 2)
hitLength = 14f;
@ -201,12 +203,15 @@ namespace RhythmHeavenMania.Games.KarateMan
if (normalizedBeat > 1)
{
spriteComp.sortingOrder = -20;
bulbLightSpriteComp.sortingOrder = -20;
shadowSpriteComp.sortingOrder = -30;
}
else
{
// Pots closer to Joe are sorted further back.
spriteComp.sortingOrder = 60 - Mathf.RoundToInt(10f * normalizedBeat);
int newOrder = 60 - Mathf.RoundToInt(10f * normalizedBeat);
spriteComp.sortingOrder = newOrder;
bulbLightSpriteComp.sortingOrder = newOrder;
}
}
@ -291,6 +296,7 @@ namespace RhythmHeavenMania.Games.KarateMan
isHit = true;
spriteComp.sortingOrder = 49;
bulbLightSpriteComp.sortingOrder = 49;
}
public void Miss()
@ -307,6 +313,7 @@ namespace RhythmHeavenMania.Games.KarateMan
isThrown = false;
anim.enabled = false;
spriteComp.sortingOrder = 49;
bulbLightSpriteComp.sortingOrder = 49;
}
private void NewHolder()