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https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 17:07:38 +02:00
start adding object colour remapping
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@ -35,6 +35,10 @@ namespace HeavenStudio.Games.Loaders
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{
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new Param("type", KarateMan.HitThree.HitThree, "Type", "The warning text to show")
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}),
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new GameAction("special camera", delegate { var e = eventCaller.currentEntity; KarateMan.instance.DoSpecialCamera(e.beat, e.length, e.toggle); }, 8f, true, new List<Param>()
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{
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new Param("toggle", true, "Return Camera", "Camera zooms back in?"),
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}),
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new GameAction("prepare", delegate { var e = eventCaller.currentEntity; KarateMan.instance.Prepare(e.beat, e.length);}, 1f, true),
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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>()
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{
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@ -52,9 +56,11 @@ namespace HeavenStudio.Games.Loaders
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new Param("colorA", new Color(), "Custom Filter Color", "The filter color to use when color filter type is set to Custom"),
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new Param("colorB", new Color(), "Fading Filter Color", "When using the Fade background effect, make filter colour fade to this colour"),
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}),
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new GameAction("special camera", delegate { var e = eventCaller.currentEntity; KarateMan.instance.DoSpecialCamera(e.beat, e.length, e.toggle); }, 8f, true, new List<Param>()
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new GameAction("set object colors", delegate { var e = eventCaller.currentEntity; KarateMan.instance.UpdateMaterialColour(e.colorA, e.colorB, e.colorC); }, 0.5f, true, new List<Param>()
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{
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new Param("toggle", true, "Return Camera", "Camera zooms back in?"),
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new Param("colorA", new Color(), "Joe Body Color", "The color to use for Karate Joe's body"),
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new Param("colorB", new Color(), "Joe Highlight Color", "The color to use for Karate Joe's highlights"),
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new Param("colorC", new Color(), "Item Color", "The color to use for the thrown items"),
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}),
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new GameAction("particle effects", delegate { var e = eventCaller.currentEntity; KarateMan.instance.SetParticleEffect(e.beat, e.type, e.valA, e.valB); }, 0.5f, false, new List<Param>()
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{
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@ -219,6 +225,12 @@ namespace HeavenStudio.Games
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public GameObject Item;
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public KarateManJoe Joe;
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[Header("Colour Map")]
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public Material MappingMaterial;
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public Color BodyColor;
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public Color HighlightColor;
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public Color ItemColor;
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[Header("Word")]
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public Animator Word;
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float wordClearTime = Single.MinValue;
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@ -278,6 +290,7 @@ namespace HeavenStudio.Games
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bgGradientRenderer = BGGradient.GetComponent<SpriteRenderer>();
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SetBgAndShadowCol(0f, 0f, bgType, (int) currentShadowType, BackgroundColors[bgType], customShadowColour, (int)currentBgEffect);
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UpdateMaterialColour(BodyColor, HighlightColor, ItemColor);
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}
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private void Update()
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@ -697,6 +710,15 @@ namespace HeavenStudio.Games
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customShadowColour = colour;
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}
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public void UpdateMaterialColour(Color mainCol, Color highlightCol, Color objectCol)
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{
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MappingMaterial.SetColor("_ColorAlpha", mainCol);
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MappingMaterial.SetColor("_ColorBravo", new Color(1, 0, 0, 1));
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MappingMaterial.SetColor("_ColorDelta", highlightCol);
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ItemColor = objectCol;
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//TODO: joe fist colour when punching Straight with low flow
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}
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public void SetParticleEffect(float beat, int type, float windStrength, float particleStrength)
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{
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ParticleSystem.EmissionModule emm;
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@ -747,4 +769,4 @@ namespace HeavenStudio.Games
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Joe.SetFaceExpression(face);
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}
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}
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}
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}
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