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put resources in assetbundle
- implements the bomb glow for DS karate man kicks
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@ -66,13 +66,13 @@ namespace HeavenStudio.Games.Loaders
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},
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inactiveFunction: delegate { var e = eventCaller.currentEntity; KarateMan.SetBgEffectsUnloaded(e.beat, e.length, e.type, e.type2, e.colorA, e.colorB, e.type3, e.type4, e.type5, e.colorC, e.colorD); }
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),
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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, false, new List<Param>()
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new GameAction("set object colors", delegate { var e = eventCaller.currentEntity; KarateMan.UpdateMaterialColour(e.colorA, e.colorB, e.colorC); }, 0.5f, false, new List<Param>()
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{
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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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inactiveFunction: delegate { var e = eventCaller.currentEntity; KarateMan.UpdateMaterialColourUnloaded(e.colorA, e.colorB, e.colorC); }
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inactiveFunction: delegate { var e = eventCaller.currentEntity; KarateMan.UpdateMaterialColour(e.colorA, e.colorB, e.colorC); }
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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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@ -124,7 +124,11 @@ namespace HeavenStudio.Games.Loaders
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},
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hidden: true),
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});
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},
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new List<string>() {"agb", "ntr", "rvl", "ctr", "pco", "normal"},
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"karate", "en",
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new List<string>() {"en"}
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);
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}
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}
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}
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@ -247,7 +251,7 @@ namespace HeavenStudio.Games
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Vector3 cameraPosition;
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static float startCamSpecial = Single.MinValue;
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static float wantsReturn = Single.MinValue;
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static float cameraReturnLength = 2f;
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static float cameraReturnLength = 0f;
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static CameraAngle cameraAngle = CameraAngle.Normal;
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//pot trajectory stuff
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@ -260,9 +264,9 @@ namespace HeavenStudio.Games
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[Header("Colour Map")]
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public Material MappingMaterial;
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public static Color BodyColor;
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public static Color HighlightColor;
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public static Color ItemColor;
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public static Color BodyColor = Color.white;
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public static Color HighlightColor = Color.white;
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public static Color ItemColor = Color.white;
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[Header("Word")]
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public Animator Word;
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@ -846,15 +850,7 @@ 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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}
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public static void UpdateMaterialColourUnloaded(Color mainCol, Color highlightCol, Color objectCol)
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public static void UpdateMaterialColour(Color mainCol, Color highlightCol, Color objectCol)
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{
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BodyColor = mainCol;
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HighlightColor = highlightCol;
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