What do I name these sorts of PRs?? Anyways fixes and stuff! (#592)

* blue bear and bop region fix

* fixed see saw bug

* I hate blue bear.

* Accuracy

* random things

* extended bgs

* karate man stuff

* ok

* star colors and senior gradient

* reworked blue bear emotions again

* head seperated in ringside

* fix

* blink fix

* blink fix again

* no cancel

* karate man right hand thing

* new sheet

* oops

* bop anim fix

* i have made a severe and continuous lapse in judgement

* fixed stuff

* fixed stuff in sneak y Psirits

* drumming practice new sprites and anims

* extended bg

* the blush was lower on z axis oops

* if you love it so much why dont u put a ringside on it

* blue bear change

* Double date !

* new karate joe heads + snow and double date bench fix

* ops

* fixed breakup anim thing

* story position fixes

* oops

* smile anim fix

* added jump option

---------

Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
This commit is contained in:
Rapandrasmus
2023-12-12 17:54:04 +01:00
committed by GitHub
parent 87653b0d65
commit a72e2a154b
127 changed files with 53129 additions and 9172 deletions

View File

@ -260,7 +260,7 @@ namespace HeavenStudio.Games.Loaders
new Param("fxType", KarateMan.BackgroundFXType.None, "FX Type", "The background effect to be displayed"),
new Param("type", KarateMan.NoriMode.None, "Flow Bar type", "The type of Flow bar to use", new List<Param.CollapseParam>()
{
new Param.CollapseParam((x, _) => (int)x != (int)KarateMan.NoriMode.None, new string[] { "startColor" })
new Param.CollapseParam((x, _) => (int)x != (int)KarateMan.NoriMode.None, new string[] { "type" })
}),
new Param("hitsPerHeart", new EntityTypes.Float(0f, 20f, 0f), "Hits Per Heart", "How many hits will it take for each heart to light up? (0 will do it automatically.)"),
new Param("toggle", true, "Enable Combos", "Allow the player to combo? (Contextual combos will still be allowed even when off)"),
@ -340,7 +340,7 @@ namespace HeavenStudio.Games.Loaders
{
function = delegate {
var e = eventCaller.currentEntity;
KarateMan.instance.UpdateMaterialColour(e["colorA"], e["colorB"], e["colorC"]);
KarateMan.instance.UpdateMaterialColour(e["colorA"], e["colorB"], e["colorC"], e["colorD"], e["star"]);
},
defaultLength = 0.5f,
parameters = new List<Param>()
@ -348,6 +348,11 @@ namespace HeavenStudio.Games.Loaders
new Param("colorA", new Color(1,1,1,1), "Joe Body Color", "The color to use for Karate Joe's body"),
new Param("colorB", new Color(0.81f,0.81f,0.81f,1), "Joe Highlight Color", "The color to use for Karate Joe's highlights"),
new Param("colorC", new Color(1,1,1,1), "Item Color", "The color to use for the thrown items"),
new Param("star", KarateMan.StarColorOption.ItemColor, "Star Color Options", "", new()
{
new((x, _) => (int)x == (int)KarateMan.StarColorOption.Custom, new string[] { "colorD" })
}),
new Param("colorD", new Color(1,1,1,1), "Star Color", "The color to use for star particles"),
},
},
new GameAction("particle effects", "Particle Effects")
@ -480,7 +485,7 @@ namespace HeavenStudio.Games
Gradient,
Radial,
Blood,
//ManMan?
SeniorGradient
}
public enum ShadowType
@ -555,6 +560,8 @@ namespace HeavenStudio.Games
public Color BodyColor = Color.white;
public Color HighlightColor = new Color(0.81f, 0.81f, 0.81f);
public Color ItemColor = Color.white;
[NonSerialized] public bool useItemColorForStar = true;
public Color StarColor = Color.white;
[Header("Word")]
public Animator Word;
@ -765,9 +772,9 @@ namespace HeavenStudio.Games
}
if (obj != null) {
UpdateMaterialColour(obj["colorA"], obj["colorB"], obj["colorC"]);
UpdateMaterialColour(obj["colorA"], obj["colorB"], obj["colorC"], obj["colorD"], obj["star"]);
} else {
UpdateMaterialColour(Color.white, new Color(0.81f, 0.81f, 0.81f), Color.white);
UpdateMaterialColour(Color.white, new Color(0.81f, 0.81f, 0.81f), Color.white, Color.white, (int)StarColorOption.ItemColor);
}
// init modifier(s)
@ -1139,11 +1146,19 @@ namespace HeavenStudio.Games
IsComboEnable = combo;
}
public void UpdateMaterialColour(Color mainCol, Color highlightCol, Color objectCol)
public enum StarColorOption
{
ItemColor,
Custom
}
public void UpdateMaterialColour(Color mainCol, Color highlightCol, Color objectCol, Color starCol, int starColOption)
{
BodyColor = mainCol;
HighlightColor = highlightCol;
ItemColor = objectCol;
StarColor = starCol;
useItemColorForStar = starColOption == 0;
}
public void SetParticleEffect(double beat, int type, bool instant, float windStrength, float particleStrength)