facial expressions

- activated thru certain actions (NG input, special moves) or can be forced via entity
This commit is contained in:
minenice55
2022-08-05 22:37:06 -04:00
parent 7509224289
commit 2d4af47609
37 changed files with 1524 additions and 29 deletions

View File

@ -56,7 +56,11 @@ namespace HeavenStudio.Games.Loaders
{
new Param("type", KarateMan.ParticleType.None, "Particle Type", "The type of particle effect to spawn"),
new Param("valA", new EntityTypes.Float(0f, 64f, 1f), "Wind Strength", "The strength of the particle wind. (Does not work on the Rain particle.)"),
new Param("valB", new EntityTypes.Float(1f, 12f, 1f), "Particle Intensity", "The intensity of the particle effect.")
new Param("valB", new EntityTypes.Float(1f, 12f, 1f), "Particle Intensity", "The intensity of the particle effect")
}),
new GameAction("force facial expression", delegate { KarateMan.instance.SetFaceExpression(eventCaller.currentEntity.type); }, 0.5f, false, new List<Param>()
{
new Param("type", KarateMan.KarateManFaces.Normal, "Facial Expression", "The facial expression to force Joe to. Special moves may override this")
}),
// These are still here for backwards-compatibility but are hidden in the editor
@ -155,6 +159,7 @@ namespace HeavenStudio.Games
{
Plain,
Gradient,
Radial,
Blood,
//ManMan?
}
@ -178,6 +183,18 @@ namespace HeavenStudio.Games
Fire,
Rain
}
public enum KarateManFaces
{
Normal,
Smirk,
Surprise,
Sad,
Lenny,
Happy,
VerySad,
Blush
}
public Color[] LightBulbColors;
public Color[] BackgroundColors;
@ -591,5 +608,10 @@ namespace HeavenStudio.Games
}
Wind.windMain = windStrength;
}
public void SetFaceExpression(int face)
{
Joe.SetFaceExpression(face);
}
}
}