HeavenStudioPlus/Assets/Scripts/Games/MonkeyWatch/MonkeyClockArrow.cs

116 lines
3.9 KiB
C#
Raw Normal View History

Monkey watch (#555) * basic setup+inputs this is gonna be so annoying to optimize i am SO overwhelmed with the options that i have object pooling, disabling the monkeys, literally just placing them manually... idk. * custom monkeys + more setup stuff it's all coming together . * a few tweaks committing to update the spritesheet * hi ev * player stuff * player anims * particles * more of prefab * upscale for this sheet * prefab more * oops * anims n stuff * assign the stuff, a little bit of rotation * better sheet * balloon sheet * particles * Revert "particles" This reverts commit fe4d589731a3ceacc7d80b7fde520f87b1c6e745. * Revert "Revert "particles"" This reverts commit ce117b280d4bd7400bd40260f4d858f2d5fba9e3. * fixed the watch outline + pink monkey prefab variant the bccad really is a life saver * anims for monkeys * convert to dictionary yippee for dictionaries * better camera * click animations are all done * custom monkeys are actually good now :) * prefab adjustments * oopps2 * tweaked particles * inactive monkeys/custom monkeys + prefab fixes they should work perfectly now, and the prefab should also need no further adjustment hopefully... * many animations * click fixes * the prefab needed One more adjustment * oops again hopefully the shadow is good now * sheet adjustment * all yellow anims done * progress. starting on the monkeys appear block rn, and then i'll work on the monkey spawning logic. honestly should be pretty easy (and i DON'T think this will be something i look back on as if i was crazy :smile: ) * open / close hole * monkey spawning working better * pink monkey anims * clean slate * gonna test something * proper camera * Camera movements done * pink monkey sounds and a small bug fix * clock arrow now moves * gettin ready to spawn el monkeys * monkeys should spawn now ig * bug fixes * oops * monkeys appear added * more fixes yahoo * shadow tweak * bug fixes * zoom out beginnings * hour more smooth * smooth minute too * it now zooms out lol * middle monkey * oopsie doopsie * hot air balloon * oops * anim * disappear fix * ticks on input now * prepare earlier * tiny tweak * oops again * fixed the input bug * holes * middle monkey anims * fixed layering * zoom out tweaks and shadow movement * camera tweak * tweaks * quad * camera tweak * quart * inspcetor * shadow correct * Okay * zoom out seperation * instant * balloon movement * balloon fixed * fixed particle * icon * fixed beataction parameters * monkey watch camera refactor run sourcegen --------- Co-authored-by: AstrlJelly <bdlawson115@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-29 03:04:19 +00:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using Starpelly;
namespace HeavenStudio.Games.Scripts_MonkeyWatch
{
public class MonkeyClockArrow : MonoBehaviour
{
[Header("Components")]
[SerializeField] private Animator anim;
[SerializeField] private Transform anchorRotateTransform;
[SerializeField] private Animator playerMonkeyAnim;
[SerializeField] private ParticleSystem yellowClap;
[SerializeField] private ParticleSystem pinkClap;
[SerializeField] private Transform shadowTrans;
[SerializeField] private Transform camMoveTrans;
[Header("Properties")]
[SerializeField] private float shadowXRange = 2f;
[SerializeField] private float shadowYRange = 1f;
private MonkeyWatch game;
private void Awake()
{
game = MonkeyWatch.instance;
}
private void Update()
{
if (PlayerInput.GetIsAction(MonkeyWatch.InputAction_BasicPress) && !game.IsExpectingInputNow(MonkeyWatch.InputAction_BasicPress))
{
PlayerClap(false, false, true);
}
}
public void Move()
{
anchorRotateTransform.localEulerAngles = new Vector3(0, 0, anchorRotateTransform.localEulerAngles.z - 6);
anim.DoScaledAnimationAsync("Click", 0.4f);
MoveShadow();
}
private void MoveShadow()
{
float realAngle = anchorRotateTransform.localEulerAngles.z % 360 - 360;
realAngle *= -1;
float x;
float y;
if (realAngle <= 180)
{
float normalizedAngle = Mathp.Normalize(realAngle, 0, 180);
x = Mathf.Lerp(0, shadowXRange, normalizedAngle);
}
else
{
float normalizedAngle = Mathp.Normalize(realAngle, 180, 360);
x = Mathf.Lerp(shadowXRange, 0, normalizedAngle);
}
float realAngleY = anchorRotateTransform.localEulerAngles.z % 180 - 180;
realAngleY *= -1;
if (realAngleY <= 90)
{
float normalizedAngle = Mathp.Normalize(realAngleY, 0, 90);
y = Mathf.Lerp(0, shadowYRange, normalizedAngle);
}
else
{
float normalizedAngle = Mathp.Normalize(realAngleY, 90, 180);
y = Mathf.Lerp(shadowYRange, 0, normalizedAngle);
}
shadowTrans.localPosition = new Vector3(x, y);
}
public void MoveToAngle(float angle)
{
anchorRotateTransform.localEulerAngles = new Vector3(0, 0, -angle);
}
public bool PlayerIsClapAnim()
{
return !playerMonkeyAnim.IsAnimationNotPlaying();
}
public void PlayerClap(bool big, bool barely, bool whiff)
{
if (playerMonkeyAnim.IsPlayingAnimationNames("PlayerClapBarely") && whiff) return;
if (whiff)
{
game.middleMonkey.DoScaledAnimationAsync("MiddleMonkeyMiss", 0.4f);
SoundByte.PlayOneShot("miss");
}
if (barely || whiff)
{
playerMonkeyAnim.DoScaledAnimationAsync("PlayerClapBarely", 0.4f);
}
else
{
playerMonkeyAnim.DoScaledAnimationAsync(big ? "PlayerClapBig" : "PlayerClap", 0.4f);
ParticleSystem clapToSpawn = big ? pinkClap : yellowClap;
ParticleSystem spawnedClap = Instantiate(clapToSpawn, camMoveTrans, true);
spawnedClap.transform.eulerAngles = Vector3.zero;
spawnedClap.transform.GetChild(0).GetComponent<ParticleSystem>().SetAsyncScaling(0.4f);
spawnedClap.PlayScaledAsync(0.4f);
}
}
}
}