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