Karate Man Additions Part 1 (#559)

* starting out with adding so many things

* voiceless kicks and combos (that one was easy)
* queuing objects/specials
* starting on cutting out the voice
 -i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice
* got rid of basically all of the static variables in favor of checking the last color blocks
 -also means that the bg and object colors getting held over between remixes shouldn't happen anymore
* removed all of the super backwards compatibility
 -im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues

* convert karateman to karateMan

* conversion stuff start
* voice cutting fully works and is consistent now

color conversion isn't working, but ill fix it eventually
background color isn't working rn either, and moving to the new system has caused a lot of errors

* it compiles now

this Background Appearance block got hands ‼️
working on converting everything to the new bg color system
this will be so annoying to build a RiqUpdater for.

* bunch of small stuff

i got this done while i was at a cabin

* bg still broken :(

* unconvert karateman from karateMan, bg finally works

well. bg ALMOST finally works
i'll be doing the fx stuff after, and ill combine it with the flow block

* bg nearly done

* i just might give up on bg compatibility

i tried for like an hour and a half to convert it but i couldn't.
minenice might be able to but idk.

* background + lightbulb stuffs

* FINALLY got old bg blocks updating + better bulb sfx

store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys.

bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues 😃

moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list

camera bug fixed (call update in awake and start)

recolorable barrels lol

* and with that, it's finished!

added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector

* fixed a bug

the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block

* oops forgot to remove a debug log
This commit is contained in:
AstrlJelly
2023-10-07 14:14:06 -04:00
committed by GitHub
parent 6c0680db6d
commit 6051b6c3f4
19 changed files with 1724 additions and 1744 deletions

View File

@ -18,7 +18,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
public Color BombGlowTint;
double bombGlowStart = double.MinValue;
float bombGlowLength = 0f;
float bombGlowIntensity;
float bombGlowIntensity = 0f;
const float bombGlowRatio = 1f;
double lastPunchTime = double.MinValue;
@ -46,10 +46,6 @@ namespace HeavenStudio.Games.Scripts_KarateMan
Conductor.instance.GetPositionFromBeat(lastChargeTime, 2.75f) <= 0.25f || inNuriLock; } }
public bool inNuriLock { get { return (Conductor.instance.songPositionInBeatsAsDouble >= noNuriJabTime && Conductor.instance.songPositionInBeatsAsDouble < noNuriJabTime + 1f); } }
private void Awake()
{
}
private void Update()
{
var cond = Conductor.instance;
@ -68,7 +64,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
bombGlowLength = 0f;
}
}
UpdateShadowColour();
UpdateJoeColour();
if (canEmote && wantFace >= 0)
{
@ -334,15 +330,10 @@ namespace HeavenStudio.Games.Scripts_KarateMan
canEmote = false;
}
public void UpdateShadowColour()
public void UpdateJoeColour()
{
foreach (var shadow in Shadows)
{
shadow.color = KarateMan.instance.GetShadowColor();
}
Color mainCol = KarateMan.BodyColor;
Color highlightCol = KarateMan.HighlightColor;
Color mainCol = KarateMan.instance.BodyColor;
Color highlightCol = KarateMan.instance.HighlightColor;
if (bombGlowIntensity > 0)
{
@ -383,6 +374,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
public void RemoveBombGlow(double beat, float length = 0.5f)
{
if (double.IsNaN(bombGlowIntensity)) return;
bombGlowStart = beat;
bombGlowLength = length;
bombGlowIntensity = 0f;