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Merge pull request #2 from Takkkom/main
SimpleStyle (1080p)を0.6.0に対応
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System/SimpleStyle (1080p)/Graphics/3_DaniSelect/DanPlates.png
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System/SimpleStyle (1080p)/Graphics/3_SongSelect/Bar_Genre_Locked.png
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System/SimpleStyle (1080p)/Graphics/3_SongSelect/Bar_Genre_Locked_Top.png
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...impleStyle (1080p)/Graphics/3_SongSelect/Difficulty_Select/Difficulty_Crown.png
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System/SimpleStyle (1080p)/Graphics/3_SongSelect/SongSelect_Crown.png
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System/SimpleStyle (1080p)/Graphics/5_Game/5_Background/Presets.json
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{ | ||
"Regular": { | ||
"": { | ||
"UP": [ "0" ], | ||
"DOWN": [ "0" ], | ||
"DANCER": [ "0" ], | ||
"FOOTER": [ "0" ], | ||
"MOB": [ "0" ], | ||
"RUNNER": [ "0" ] | ||
}, | ||
"Dango": { | ||
"UP": [ "0" ], | ||
"DOWN": [ "0" ], | ||
"DANCER": [ "0" ], | ||
"FOOTER": [ "0" ], | ||
"MOB": [ "0" ], | ||
"RUNNER": [ "0" ] | ||
}, | ||
"Clouds": { | ||
"UP": [ "0" ], | ||
"DOWN": [ "0" ], | ||
"DANCER": [ "0" ], | ||
"FOOTER": [ "0" ], | ||
"MOB": [ "0" ], | ||
"RUNNER": [ "0" ] | ||
}, | ||
"Forest": { | ||
"UP": [ "0" ], | ||
"DOWN": [ "0" ], | ||
"DANCER": [ "0" ], | ||
"FOOTER": [ "0" ], | ||
"MOB": [ "0" ], | ||
"RUNNER": [ "0" ] | ||
}, | ||
"Dashy": { | ||
"UP": [ "0" ], | ||
"DOWN": [ "0" ], | ||
"DANCER": [ "0" ], | ||
"FOOTER": [ "0" ], | ||
"MOB": [ "0" ], | ||
"RUNNER": [ "0" ] | ||
} | ||
}, | ||
"Dan": { | ||
"Summer": { | ||
"UP": [ "0" ] | ||
}, | ||
"Fall": { | ||
"UP": [ "0" ] | ||
}, | ||
"Winter": { | ||
"UP": [ "0" ] | ||
}, | ||
"Spring": { | ||
"UP": [ "0" ] | ||
} | ||
}, | ||
"Tower": { | ||
"": { | ||
"DOWN": [ "0", "0", "0" ] | ||
}, | ||
"Day": { | ||
"DOWN": [ "0" ] | ||
}, | ||
"Sunset": { | ||
"DOWN": [ "0" ] | ||
}, | ||
"Mountain": { | ||
"DOWN": [ "0" ] | ||
}, | ||
"Event": { | ||
"DOWN": [ "0" ] | ||
} | ||
} | ||
} |
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{ | ||
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} |
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# Modal Lua Customization Guide | ||
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## Methods | ||
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- (bool) isAnimationFinished() | ||
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Returns if the currently playing modal animation is finished, when returning "true" enter is pressable again to move to the next modal orreturn to the song select screen | ||
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- (void) registerNewModal(int player, int rarity, int modal_type, object modal_info, object modal_visual_ref) | ||
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Method called every time a new modal is registered including its related information | ||
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Includes the following arguments: | ||
``` | ||
- (int) player: The player related to the modal (between 1 and 5) | ||
- (int) rarity: The rarity of the unlocked asset (between 0 (Poor) and 6 (Mythical)), unused for Coins | ||
- (int) modal_type: The type of unlocked asset (0: Coins, 1: Character, 2: Puchichara, 3: Title, 4: Song) | ||
- (object) modal_info: Asset related information, modal_type dependent: | ||
> Coins -> (long) modal_info: The coin value of the play | ||
> Character -> (CCharacter) modal_info: The unlocked character information data (never nil) | ||
> Puchichara -> (CPuchichara) modal_info: The unlocked puchichara information data (never nil) | ||
> Title -> (NameplateUnlockable) modal_info: The unlocked nameplate information data (never nil) | ||
> Song -> (SongNode?) modal_info: The unlocked song information data (can be nil) | ||
- (object) modal_visual_ref: Asset related visuals (or extra info), modal_type dependent: | ||
> Coins -> (long) modal_visual_ref: The total count of coins after the play | ||
> Character -> (CTexture?) modal_visual_ref: The character render as displayed in my room (can be nil) | ||
> Puchichara -> nil | ||
> Title -> (LuaNamePlateScript) modal_visual_ref: A reference to the Nameplate Lua script (never nil except if broken skin) | ||
> Song -> (CTexture?) modal_visual_ref: The song preimage, with the size value set to the same value as in the song select menu (can be nil) | ||
``` | ||
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- (void) loadAssets() | ||
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Method where all resource allocation should be included, called at each skin reload and at launch | ||
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- (void) update() | ||
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The regular update loop, for example to increment time counters, plays before draw() | ||
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- (void) draw() | ||
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For displayables, played at each result screen Draw() iteration | ||
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## Types | ||
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TBD |
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import ('System.Drawing') | ||
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-- Modal info | ||
local modal_current_type = 0 | ||
local modal_current_rarity = 1 | ||
local modal_current_player = 1 | ||
local modal_current_info = nil | ||
local modal_current_visual = nil | ||
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-- Modal graphics | ||
local icon_players = { } | ||
local modal_tx = { } | ||
local modal_tx_coin = nil | ||
local ttk_modal_header = nil | ||
local ttk_modal_body = nil | ||
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-- Modal sounds | ||
local modal_sfx = { } | ||
local modal_sfx_coin = nil | ||
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-- Fonts | ||
local font_modal_header = nil | ||
local font_modal_body = nil | ||
local font_modal_plate = nil | ||
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-- Modal counter | ||
local modal_duration = 500 -- 2000 | ||
local modal_counter = 0 | ||
local script_busy = false | ||
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-- After the item is revealed, a circle glow or smth like that? | ||
local modal_loopanim_duration = 1000 | ||
local modal_loopanim_counter = 0 | ||
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-- Song modal cache | ||
local modal_preimage_ref = nil | ||
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-- Tmp (until new format) | ||
local modal_asset_id = 0 | ||
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function isAnimationFinished() | ||
return not script_busy | ||
end | ||
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-- modal_asset_informations: Character object, Coin count, Nameplate unlockable whole object, etc... having all the necessary information | ||
-- modal_asset_visual_references: Character textures table, Song preimage (?) or supporting visuals, might be null for some modal types | ||
function registerNewModal(player, rarity, modal_type, modal_asset_informations, modal_asset_visual_references) | ||
local _modal_header = "" | ||
local _modal_body = "" | ||
modal_current_type = modal_type | ||
modal_current_rarity = rarity | ||
modal_current_player = player | ||
modal_current_info = modal_asset_informations | ||
modal_current_visual = modal_asset_visual_references | ||
modal_counter = 0 | ||
modal_loopanim_counter = 0 | ||
script_busy = true | ||
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if modal_type == 0 then | ||
-- Coin | ||
modal_current_rarity = 1 | ||
_modal_header = getLocalizedString("MODAL_TITLE_COIN") | ||
_modal_body = getLocalizedString("MODAL_MESSAGE_COIN", tostring(modal_asset_informations), tostring(modal_asset_visual_references)) -- 0: Delta coin, 1: Total coin | ||
debugLog(_modal_body) | ||
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modal_sfx_coin:PlayStart() | ||
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elseif modal_type == 1 then | ||
-- Character | ||
-- > modal_asset_informations: CCharacter | ||
-- > modal_asset_visual_references: CTexture? | ||
_modal_header = getLocalizedString("MODAL_TITLE_CHARA") | ||
_modal_body = modal_current_info.metadata:tGetName() | ||
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elseif modal_type == 2 then | ||
-- Puchichara | ||
-- > modal_asset_informations: CPuchichara | ||
-- > modal_asset_visual_references: | ||
_modal_header = getLocalizedString("MODAL_TITLE_PUCHI") | ||
_modal_body = modal_current_info.metadata:tGetName() | ||
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elseif modal_type == 3 then | ||
-- Title | ||
-- > modal_asset_informations: NameplateUnlockable | ||
-- > modal_asset_visual_references: CLuaNamePlateScript | ||
_modal_header = getLocalizedString("MODAL_TITLE_NAMEPLATE") | ||
_modal_body = modal_asset_informations.Value.nameplateInfo.cld:GetString("") | ||
ttk_modal_body = createTitleTextureKey(_modal_body, font_modal_plate, 99999, Color.FromArgb(0,0,0,1), Color.FromArgb(0,0,0,0)) | ||
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elseif modal_type == 4 then | ||
-- Song | ||
-- > modal_asset_informations: CSongListNode | ||
-- > modal_asset_visual_references: CTexture (Preimage) | ||
_modal_header = getLocalizedString("MODAL_TITLE_SONG") | ||
_modal_body = (modal_current_info ~= nil) and modal_current_info.ldTitle:GetString("") or "??? (Not found)" | ||
if (modal_current_info ~= nil) then | ||
modal_preimage_ref = modal_current_visual(modal_current_info) | ||
else | ||
modal_preimage_ref = nil | ||
end | ||
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end | ||
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ttk_modal_header = createTitleTextureKey(_modal_header, font_modal_header, 99999) | ||
if modal_type ~= 3 then | ||
ttk_modal_body = createTitleTextureKey(_modal_body, font_modal_body, 99999) | ||
end | ||
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-- Tmp | ||
modal_asset_id = math.max(1, math.min(5, modal_current_rarity + 1)) | ||
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if modal_type ~= 0 then | ||
modal_sfx[modal_asset_id]:PlayStart() | ||
end | ||
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end | ||
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function loadAssets() | ||
config = loadConfig("Config.json") | ||
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for i = 1, 5 do | ||
icon_players[i] = loadTexture(tostring(i).."P.png") | ||
end | ||
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-- Tmp, to change with the new structure later | ||
for i = 0, 4 do | ||
modal_tx[i + 1] = loadTexture(tostring(i)..".png") | ||
modal_sfx[i + 1] = loadSound(tostring(i)..".ogg", "soundeffect") | ||
end | ||
modal_tx_coin = loadTexture("Coin.png") | ||
modal_sfx_coin = loadSound("Coin.ogg", "soundeffect") | ||
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font_modal_header = loadFontRenderer(84, "regular") | ||
font_modal_body = loadFontRenderer(84, "regular") | ||
font_modal_plate = loadFontRenderer(16, "regular") | ||
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end | ||
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function update() | ||
if modal_counter <= modal_duration then | ||
script_busy = true | ||
modal_counter = modal_counter + (1000 * fps.deltaTime) | ||
else | ||
script_busy = false | ||
modal_loopanim_counter = modal_loopanim_counter + (1000 * fps.deltaTime) | ||
if modal_loopanim_counter >= modal_loopanim_duration then | ||
modal_loopanim_counter = 0 | ||
end | ||
end | ||
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-- Idea: If button press and not finished, directly set modal_counter to modal_duration and cut the appearing animation? | ||
end | ||
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function draw() | ||
icon_players[modal_current_player]:t2D_DisplayImage(0, 0) | ||
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tx_header = getTextTex(ttk_modal_header, false, false) | ||
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if modal_current_type == 0 then | ||
-- Coin | ||
modal_tx_coin:t2D_DisplayImage(0, 0) | ||
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tx_header:t2D_DisplayImage_AnchorCenter(960,180) | ||
tx_body = getTextTex(ttk_modal_body, false, false) | ||
tx_body:t2D_DisplayImage_AnchorCenter(960,490) | ||
else | ||
-- Others | ||
modal_tx[modal_asset_id]:t2D_DisplayImage(0, 0) | ||
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tx_header:t2D_DisplayImage_AnchorCenter(960,180) | ||
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if modal_current_type == 1 then | ||
-- Character | ||
if modal_current_visual ~= nil then | ||
modal_current_visual:t2D_DisplayImage(0,260) | ||
end | ||
tx_body = getTextTex(ttk_modal_body, false, false) | ||
tx_body:t2D_DisplayImage_AnchorCenter(960,390) | ||
elseif modal_current_type == 2 then | ||
-- Puchichara | ||
if modal_current_info.tx ~= nil then | ||
modal_current_info.tx:t2D_DisplayImage_AnchorCenter(960,490) | ||
end | ||
tx_body = getTextTex(ttk_modal_body, false, false) | ||
tx_body:t2D_DisplayImage_AnchorCenter(960,790) | ||
elseif modal_current_type == 3 then | ||
-- Nameplate Title | ||
tx_title = getTextTex(ttk_modal_body, false, false) | ||
modal_current_visual:DrawTitlePlate(960, 490, 255, modal_current_info.Value.nameplateInfo.iType, tx_title, modal_current_rarity, modal_current_info.Key) | ||
elseif modal_current_type == 4 then | ||
-- Song | ||
if modal_preimage_ref ~= nil then | ||
modal_preimage_ref:t2D_DisplayImage_AnchorCenter(960,490) | ||
end | ||
tx_body = getTextTex(ttk_modal_body, false, false) | ||
tx_body:t2D_DisplayImage_AnchorCenter(960,790) | ||
else | ||
-- Custom modals for custom unlockables in the future?? | ||
tx_body = getTextTex(ttk_modal_body, false, false) | ||
tx_body:t2D_DisplayImage_AnchorCenter(960,490) | ||
end | ||
end | ||
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end |
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