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

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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 UnityEngine.Rendering;
namespace HeavenStudio.Games.Scripts_MonkeyWatch
{
public class WatchMonkeyHandler : MonoBehaviour
{
[Header("Components")]
[SerializeField] private WatchMonkey yellowMonkeyRef;
[SerializeField] private WatchMonkey pinkMonkeyRef;
[Header("Properties")]
[SerializeField] private int maxMonkeys = 30;
private MonkeyWatch game;
private int startMinute = 0;
private int watchHoleIndex = 0;
private List<Transform> watchHoles = new();
private List<WatchMonkey> currentMonkeys = new();
private void Awake()
{
game = MonkeyWatch.instance;
for (int i = 0; i < 60; i++)
{
watchHoles.Add(transform.GetChild(i));
}
}
public void Init(int minute)
{
startMinute = minute;
watchHoleIndex = startMinute;
}
private Transform GetNextAvailableWatchHole()
{
int currentIndex = watchHoleIndex;
watchHoleIndex++;
if (watchHoleIndex >= watchHoles.Count)
{
watchHoleIndex = 0;
}
return watchHoles[currentIndex];
}
public void SpawnMonkey(double beat, bool isPink, bool instant)
{
if (GetMonkeyAtBeat(beat) != null) return;
int index = watchHoleIndex;
var hole = GetNextAvailableWatchHole();
WatchMonkey spawnedMonkey = Instantiate(isPink ? pinkMonkeyRef : yellowMonkeyRef, hole);
spawnedMonkey.Appear(beat, instant, hole.GetComponent<Animator>(), GetMonkeyAngle(index));
spawnedMonkey.transform.eulerAngles = Vector3.zero;
var sortingGroup = spawnedMonkey.GetComponent<SortingGroup>();
if (index <= 30) sortingGroup.sortingOrder = 50 + watchHoleIndex;
else sortingGroup.sortingOrder = 50 + watchHoleIndex - (watchHoleIndex - 29);
currentMonkeys.Add(spawnedMonkey);
if (currentMonkeys.Count > maxMonkeys)
{
currentMonkeys[0].Disappear(Conductor.instance.songPositionInBeats);
currentMonkeys.Remove(currentMonkeys[0]);
}
}
public WatchMonkey GetMonkeyAtBeat(double beat)
{
return currentMonkeys.Find(x => x.monkeyBeat == beat);
}
private int GetMonkeyAngle(int monkey)
{
return monkey switch
{
>= 4 and <= 12 => 2,
>= 12 and <= 19 => 3,
>= 19 and <= 27 => 4,
>= 27 and <= 34 => 5,
>= 34 and <= 42 => 6,
>= 42 and <= 49 => 7,
>= 49 and <= 56 => 8,
_ => 1,
};
}
}
}