HeavenStudioPlus/Assets/Scripts/Games/MonkeyWatch/MonkeyWatch.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 HeavenStudio.Util;
using System;
using System.Collections.Generic;
using UnityEngine;
using Jukebox;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class RvlMonkeyWatchLoader
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("monkeyWatch", "Monkey Watch", "f0338d", false, false, new List<GameAction>()
{
new GameAction("appear", "Monkeys Appear")
{
function = delegate
{
var e = eventCaller.currentEntity;
MonkeyWatch.instance.MonkeysAppear(e.beat, e.length, e["value"], e.beat);
},
defaultLength = 2f,
resizable = true,
parameters = new List<Param>()
{
new Param("value", new EntityTypes.Integer(1, 30, 4), "Repeat Amount")
}
},
new GameAction("clap", "Clapping")
{
preFunction = delegate
{
MonkeyWatch.PreStartClapping(eventCaller.currentEntity.beat);
},
preFunctionLength = 4f,
defaultLength = 2f,
parameters = new List<Param>()
{
new Param("min", new EntityTypes.Integer(0, 59, 0), "Set Starting Second", "A second is equivalent to one monkey.")
}
},
new GameAction("off", "Pink Monkeys")
{
preFunction = delegate
{
var e = eventCaller.currentEntity;
MonkeyWatch.PinkMonkeySound(e.beat, e.length, e["muteC"], e["muteE"]);
},
defaultLength = 2f,
parameters = new List<Param>()
{
new Param("muteC", false, "Mute Ooki"),
new Param("muteE", false, "Mute Eeks")
}
},
new GameAction("offStretch", "Pink Monkeys (Stretchable)")
{
preFunction = delegate
{
var e = eventCaller.currentEntity;
MonkeyWatch.PinkMonkeySound(e.beat, e.length, e["muteC"], e["muteE"]);
},
defaultLength = 2f,
resizable = true,
parameters = new List<Param>()
{
new Param("muteC", false, "Mute Ooki"),
new Param("muteE", false, "Mute Eeks")
}
},
new GameAction("offInterval", "Custom Pink Monkey Interval")
{
preFunction = delegate
{
var e = eventCaller.currentEntity;
MonkeyWatch.PinkMonkeySoundCustom(e.beat, e.length, e["muteC"], e["muteE"]);
},
defaultLength = 2f,
resizable = true,
parameters = new List<Param>()
{
new Param("muteC", false, "Mute Ooki"),
new Param("muteE", false, "Mute Eeks")
}
},
new GameAction("offCustom", "Custom Pink Monkey")
{
defaultLength = 0.5f
},
new GameAction("zoomOut", "Zoom Out")
{
function = delegate
{
var e = eventCaller.currentEntity;
MonkeyWatch.instance.ZoomOut(e.beat, e["timeMode"], e["hour"], e["minute"], e["instant"]);
},
defaultLength = 2f,
parameters = new List<Param>()
{
new Param("instant", false, "Instant"),
new Param("timeMode", MonkeyWatch.TimeMode.RealTime, "Time Mode", "Set the clock to system time or a certain time"),
new Param("hour", new EntityTypes.Integer(0, 12, 3), "Hour"),
new Param("minute", new EntityTypes.Integer(0, 59, 0), "Minute")
}
},
new GameAction("zoomIn", "Zoom In")
{
function = delegate
{
var e = eventCaller.currentEntity;
MonkeyWatch.instance.ZoomIn(e.beat, e["timeMode"], e["hour"], e["minute"], e["instant"]);
},
defaultLength = 2f,
parameters = new List<Param>()
{
new Param("instant", false, "Instant"),
new Param("timeMode", MonkeyWatch.TimeMode.RealTime, "Time Mode", "Set the clock to system time or a certain time"),
new Param("hour", new EntityTypes.Integer(0, 12, 3), "Hour"),
new Param("minute", new EntityTypes.Integer(0, 59, 0), "Minute")
}
},
new GameAction("balloon", "Balloon Movement")
{
resizable = true,
defaultLength = 4f,
parameters = new List<Param>()
{
new Param("angleStart", new EntityTypes.Float(-360, 360, 0), "Start Angle"),
new Param("angleEnd", new EntityTypes.Float(-360, 360, 0), "End Angle"),
new Param("yStart", new EntityTypes.Float(-200, 200, 0), "Y Start"),
new Param("yEnd", new EntityTypes.Float(-200, 200, 0), "Y End"),
new Param("xStart", new EntityTypes.Float(-200, 200, 0), "X Start"),
new Param("xEnd", new EntityTypes.Float(-200, 200, 0), "X End"),
new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
}
}
},
new List<string>() {"rvl", "keep"},
chronologicalSortKey: 9);
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
}
}
}
namespace HeavenStudio.Games
{
using Scripts_MonkeyWatch;
public class MonkeyWatch : Minigame
{
public enum TimeMode
{
RealTime,
SetTime
}
private const float degreePerMonkey = 6f;
public static MonkeyWatch instance;
[Header("Components")]
[SerializeField] private Transform cameraAnchor;
[SerializeField] private Transform cameraTransform;
[SerializeField] private Transform cameraMoveable;
public MonkeyClockArrow monkeyClockArrow;
[SerializeField] private WatchMonkeyHandler monkeyHandler;
[SerializeField] private WatchBackgroundHandler backgroundHandler;
[SerializeField] private BalloonHandler balloonHandler;
public Animator middleMonkey;
[Header("Properties")]
[SerializeField] private float fullZoomOut = 40f;
[SerializeField] private Util.EasingFunction.Ease zoomOutEase;
[SerializeField] private float zoomOutBeatLength = 2f;
[SerializeField] private float zoomInBeatLength = 2f;
[SerializeField] private Util.EasingFunction.Ease zoomInEase;
private float lastAngle = 0f;
private int cameraIndex = 0;
private float cameraWantAngle, cameraAngleDelay;
private float delayRate = 0.5f, targetDelayRate;
private void Awake()
{
instance = this;
funcOut = Util.EasingFunction.GetEasingFunction(zoomOutEase);
funcIn = Util.EasingFunction.GetEasingFunction(zoomInEase);
pinkMonkeys = EventCaller.GetAllInGameManagerList("monkeyWatch", new string[] { "off", "offStretch" });
pinkMonkeysCustom = EventCaller.GetAllInGameManagerList("monkeyWatch", new string[] { "offInterval" });
}
private void Start()
{
CameraUpdate();
}
private double lastReportedBeat = 0;
private void Update()
{
CameraUpdate();
}
public override void OnBeatPulse(double beat)
{
middleMonkey.DoScaledAnimationAsync("MiddleMonkeyBop", 0.4f);
}
public void PlayerMonkeyClap(bool big, bool barely)
{
monkeyClockArrow.PlayerClap(big, barely, false);
}
public void ZoomOut(double beat, int timeMode, int hours, int minutes, bool instant)
{
zoomOutStartBeat = beat - (instant ? zoomOutBeatLength : 0);
zoomIn = false;
backgroundHandler.SetFade(beat, instant ? 0 : 0.25f, true, (TimeMode)timeMode, hours, minutes);
CameraUpdate();
}
public void ZoomIn(double beat, int timeMode, int hours, int minutes, bool instant)
{
zoomOutStartBeat = beat - (instant ? zoomInBeatLength : 0);
zoomIn = true;
backgroundHandler.SetFade(beat, instant ? 0 : 0.25f, false, (TimeMode)timeMode, hours, minutes);
CameraUpdate();
}
public void PersistZoomOut(double beat)
{
var allZooms = EventCaller.GetAllInGameManagerList("monkeyWatch", new string[] { "zoomOut" }).FindAll(x => x.beat < beat && x.beat + x.length > beat);
foreach (var zoom in allZooms)
{
ZoomOut(zoom.beat, zoom["timeMode"], zoom["hour"], zoom["minute"], zoom["instant"]);
}
var allZoomsIn = EventCaller.GetAllInGameManagerList("monkeyWatch", new string[] { "zoomIn" }).FindAll(x => x.beat < beat && x.beat + x.length > beat);
foreach (var zoom in allZoomsIn)
{
ZoomIn(zoom.beat, zoom["timeMode"], zoom["hour"], zoom["minute"], zoom["instant"]);
}
}
private double persistBeat = 0;
private double theNextGameSwitchBeat = double.MaxValue;
private double clappingBeat = 0;
public override void OnGameSwitch(double beat)
{
balloonHandler.Init(beat);
persistBeat = beat;
GetCameraMovements(beat, false);
monkeyClockArrow.MoveToAngle(lastAngle);
monkeyHandler.Init((int)(lastAngle / degreePerMonkey));
if (wantClap >= beat && IsClapBeat(wantClap))
{
StartClapping(wantClap);
}
PersistAppear(beat);
PersistZoomOut(beat);
bool IsClapBeat(double clapBeat)
{
return EventCaller.GetAllInGameManagerList("monkeyWatch", new string[] { "clap" }).Find(x => x.beat == clapBeat) != null;
}
}
public override void OnPlay(double beat)
{
balloonHandler.Init(beat);
persistBeat = beat;
GetCameraMovements(beat, true);
monkeyClockArrow.MoveToAngle(lastAngle);
monkeyHandler.Init((int)(lastAngle / degreePerMonkey));
PersistAppear(beat);
PersistZoomOut(beat);
}
private void PersistAppear(double beat)
{
var allEvents = EventCaller.GetAllInGameManagerList("monkeyWatch", new string[] { "appear" }).FindAll(x => x.beat + x["value"] > beat && x.beat < beat);
foreach (var e in allEvents)
{
MonkeysAppear(e.beat, e.length, e["value"], beat);
}
}
public void MonkeysAppear(double beat, float length, int repeatAmount, double gameSwitchBeat)
{
List<BeatAction.Action> actions = new();
double lastBeat = clappingBeat;
int index = 0;
while (index < repeatAmount)
{
if (IsPinkMonkeyAtBeat(lastBeat, out float pinkLength))
{
for (int i = 0; i < pinkLength; i++)
{
if (index >= repeatAmount) break;
bool beforeGameSwitch = beat + (index * length) < gameSwitchBeat;
double realLastBeat = lastBeat;
actions.Add(new BeatAction.Action(beat + (index * length), delegate
{
monkeyHandler.SpawnMonkey(realLastBeat, true, beforeGameSwitch);
}));
index++;
lastBeat += 1;
}
}
else if (IsCustomPinkMonkeyAtBeat(lastBeat, out float pinkCustomLength))
{
var relevantPinks = FindCustomOffbeatMonkeysBetweenBeat(lastBeat, lastBeat + pinkCustomLength);
relevantPinks.Sort((x, y) => x.beat.CompareTo(y.beat));
for (int i = 0; i < relevantPinks.Count; i++)
{
if (index >= repeatAmount) break;
int jindex = i;
bool beforeGameSwitch = beat + (index * length) < gameSwitchBeat;
actions.Add(new BeatAction.Action(beat + (index * length), delegate
{
monkeyHandler.SpawnMonkey(relevantPinks[jindex].beat, true, beforeGameSwitch);
}));
index++;
}
lastBeat += pinkCustomLength;
}
else
{
double realLastBeat = lastBeat;
bool beforeGameSwitch = beat + (index * length) < gameSwitchBeat;
actions.Add(new BeatAction.Action(beat + (index * length), delegate
{
monkeyHandler.SpawnMonkey(realLastBeat, false, beforeGameSwitch);
}));
index++;
lastBeat += 2;
}
}
actions.Sort((x, y) => x.beat.CompareTo(y.beat));
BeatAction.New(instance, actions);
}
#region clapping
private bool clapRecursing = false;
private List<RiqEntity> pinkMonkeys = new();
private List<RiqEntity> pinkMonkeysCustom = new();
private bool IsPinkMonkeyAtBeat(double beat, out float length)
{
length = 2;
var e = pinkMonkeys.Find(x => x.beat == beat);
bool isNotNull = e != null;
if (isNotNull) length = e.length;
return isNotNull;
}
private bool IsCustomPinkMonkeyAtBeat(double beat, out float length)
{
length = 2;
var e = pinkMonkeysCustom.Find(x => x.beat == beat);
bool isNotNull = e != null;
if (isNotNull) length = e.length;
return isNotNull;
}
private static double wantClap = double.MinValue;
public static void PreStartClapping(double beat)
{
if (GameManager.instance.currentGame == "monkeyWatch")
{
instance.StartClapping(beat);
}
wantClap = beat;
}
private void StartClapping(double beat)
{
if (clapRecursing) return;
clapRecursing = true;
ClapRecursing(beat);
}
private void ClapRecursing(double beat)
{
if (beat >= theNextGameSwitchBeat) return;
if (IsPinkMonkeyAtBeat(beat, out float length1))
{
PinkClap(length1);
}
else if (IsCustomPinkMonkeyAtBeat(beat, out float length2))
{
PinkClapCustom(length2);
}
else
{
NormalClap();
}
void NormalClap()
{
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat - 4, delegate
{
monkeyHandler.SpawnMonkey(beat, false, beat - 4 < persistBeat);
ClapRecursing(beat + 2);
cameraWantAngle += degreePerMonkey;
}),
new BeatAction.Action(beat - 1, delegate
{
monkeyHandler.GetMonkeyAtBeat(beat).Prepare(beat, beat + 1);
}),
});
}
void PinkClap(float length)
{
List<BeatAction.Action> actions = new List<BeatAction.Action>()
{
new BeatAction.Action(beat - 4, delegate
{
ClapRecursing(beat + length);
})
};
for (int i = 0; i < length; i++)
{
int index = i;
actions.AddRange(new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i - 4, delegate
{
monkeyHandler.SpawnMonkey(beat + index, true, beat + index - 4 < persistBeat);
cameraWantAngle += degreePerMonkey;
}),
new BeatAction.Action(beat + i - 1, delegate
{
monkeyHandler.GetMonkeyAtBeat(beat + index).Prepare(beat + index, beat + index + 0.5);
}),
});
}
actions.Sort((x, y) => x.beat.CompareTo(y.beat));
BeatAction.New(instance, actions);
}
void PinkClapCustom(float length)
{
List<BeatAction.Action> actions = new List<BeatAction.Action>()
{
new BeatAction.Action(beat - 4, delegate
{
ClapRecursing(beat + length);
})
};
var relevantEvents = FindCustomOffbeatMonkeysBetweenBeat(beat, beat + length);
relevantEvents.Sort((x, y) => x.beat.CompareTo(y.beat));
for (int i = 0; i < relevantEvents.Count; i++)
{
var e = relevantEvents[i];
actions.AddRange(new List<BeatAction.Action>()
{
new BeatAction.Action(e.beat - 4, delegate
{
monkeyHandler.SpawnMonkey(e.beat, true, e.beat - 4 < persistBeat);
cameraWantAngle += degreePerMonkey;
}),
new BeatAction.Action(e.beat - 1.5, delegate
{
monkeyHandler.GetMonkeyAtBeat(e.beat).Prepare(e.beat - 0.5, e.beat);
}),
});
}
actions.Sort((x, y) => x.beat.CompareTo(y.beat));
BeatAction.New(instance, actions);
}
}
#endregion
#region Camera
private void GetCameraMovements(double beat, bool onPlay)
{
double lastGameSwitchBeat = beat;
if (onPlay)
{
var allEndsBeforeBeat = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame" }).FindAll(x => x.beat <= beat);
if (allEndsBeforeBeat.Count > 0)
{
allEndsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat));
lastGameSwitchBeat = allEndsBeforeBeat[^1].beat;
}
else
{
lastGameSwitchBeat = 0f;
}
}
double nextGameSwitchBeat = double.MaxValue;
var allEnds = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame", "end" }).FindAll(x => x.beat > lastGameSwitchBeat);
if (allEnds.Count > 0)
{
allEnds.Sort((x, y) => x.beat.CompareTo(y.beat));
nextGameSwitchBeat = allEnds[0].beat;
}
theNextGameSwitchBeat = nextGameSwitchBeat;
double startClappingBeat = 0;
float startAngle = 0;
bool overrideStartBeat = true;
var clappingEvents = EventCaller.GetAllInGameManagerList("monkeyWatch", new string[] { "clap" }).FindAll(x => x.beat >= lastGameSwitchBeat && x.beat < nextGameSwitchBeat);
if (clappingEvents.Count > 0)
{
clappingEvents.Sort((x, y) => x.beat.CompareTo(y.beat));
startClappingBeat = clappingEvents[0].beat;
startAngle = clappingEvents[0]["min"] * degreePerMonkey;
cameraWantAngle = startAngle;
cameraAngleDelay = startAngle;
overrideStartBeat = false;
}
lastAngle = startAngle;
clappingBeat = startClappingBeat;
var pinkClappingEvents = EventCaller.GetAllInGameManagerList("monkeyWatch", new string[] { "off", "offStretch", "offInterval" }).FindAll(x => x.beat >= lastGameSwitchBeat && x.beat < nextGameSwitchBeat);
if (pinkClappingEvents.Count > 0)
{
pinkClappingEvents.Sort((x, y) => x.beat.CompareTo(y.beat));
if (overrideStartBeat) startClappingBeat = pinkClappingEvents[0].beat;
clappingBeat = startClappingBeat;
var relevantPinkClappingEvents = pinkClappingEvents.FindAll(x => (x.beat - startClappingBeat) % 2 == 0);
relevantPinkClappingEvents.Sort((x, y) => x.beat.CompareTo(y.beat));
double lastClappingBeat = startClappingBeat;
float lastAngleToCheck = startAngle;
for (int i = 0; i < relevantPinkClappingEvents.Count; i++)
{
var e = relevantPinkClappingEvents[i];
if (e.beat < lastClappingBeat) continue;
float angleToAdd;
if (e.datamodel == "monkeyWatch/offInterval")
{
angleToAdd = FindCustomOffbeatMonkeysBetweenBeat(e.beat, e.beat + e.length).Count * degreePerMonkey;
}
else
{
angleToAdd = Mathf.Ceil(e.length) * degreePerMonkey;
}
if (e.beat - lastClappingBeat > 0)
{
lastAngleToCheck += (float)((e.beat - lastClappingBeat) / 2) * degreePerMonkey;
}
lastAngleToCheck += angleToAdd;
lastClappingBeat = e.beat + e.length;
}
startClappingBeat = lastClappingBeat;
startAngle = lastAngleToCheck;
}
}
private void UpdateCamera()
{
// lastAngle = cameraMovements[cameraIndex].degreeTo;
// cameraIndex++;
// if (cameraIndex + 1 < cameraMovements.Count && conductor.songPositionInBeats >= cameraMovements[cameraIndex].beat + cameraMovements[cameraIndex].length)
// {
// UpdateCamera();
// }
}
private double zoomOutStartBeat = -2;
private bool zoomIn = true;
private Util.EasingFunction.Function funcOut;
private Util.EasingFunction.Function funcIn;
private void CameraUpdate()
{
if (conductor.isPlaying && !conductor.isPaused)
{
float degreesBehind = cameraWantAngle - 2 * degreePerMonkey;
float degreesBehindFast = cameraWantAngle - 3f * degreePerMonkey;
targetDelayRate = Mathf.Max((cameraAngleDelay - degreesBehindFast) / (degreesBehindFast - cameraWantAngle), 0) + 0.5f;
delayRate = Mathf.Lerp(delayRate, targetDelayRate, Time.deltaTime * (1f / conductor.pitchedSecPerBeat) * 0.5f);
if (cameraAngleDelay < degreesBehind)
{
cameraAngleDelay += degreePerMonkey * Time.deltaTime * (1f / conductor.pitchedSecPerBeat) * delayRate;
cameraAngleDelay = Mathf.Min(cameraAngleDelay, cameraWantAngle);
}
cameraAnchor.localEulerAngles = new Vector3(0, 0, cameraAngleDelay);
}
float normalizedZoomBeat = conductor.GetPositionFromBeat(zoomOutStartBeat, zoomIn ? zoomInBeatLength : zoomOutBeatLength);
float newX = 0f;
float newY = 0f;
float newZ = 0f;
if (zoomIn)
{
newX = funcIn(0, cameraTransform.position.x, Mathf.Clamp01(normalizedZoomBeat));
newY = funcIn(0, cameraTransform.position.y, Mathf.Clamp01(normalizedZoomBeat));
newZ = funcIn(fullZoomOut, 0, Mathf.Clamp01(normalizedZoomBeat));
}
else
{
newX = funcOut(cameraTransform.position.x, 0, Mathf.Clamp01(normalizedZoomBeat));
newY = funcOut(cameraTransform.position.y, 0, Mathf.Clamp01(normalizedZoomBeat));
newZ = funcOut(0, fullZoomOut, Mathf.Clamp01(normalizedZoomBeat));
}
if (zoomIn && normalizedZoomBeat > 1f)
{
cameraMoveable.position = new Vector3(cameraTransform.position.x, cameraTransform.position.y * -1);
}
else
{
cameraMoveable.position = new Vector3(newX, -newY, newZ);
}
}
#endregion
public static List<RiqEntity> FindCustomOffbeatMonkeysBetweenBeat(double beat, double endBeat)
{
return EventCaller.GetAllInGameManagerList("monkeyWatch", new string[] { "offCustom" }).FindAll(x => x.beat >= beat && x.beat < endBeat);
}
#region pink monkey sounds
public static void PinkMonkeySound(double beat, float length, bool muteOoki, bool muteEek)
{
List<MultiSound.Sound> soundsToPlay = new();
if (!muteOoki)
{
soundsToPlay.AddRange(new List<MultiSound.Sound>()
{
new MultiSound.Sound("monkeyWatch/voiceUki1", beat - 2),
new MultiSound.Sound("monkeyWatch/voiceUki1Echo1", beat - 1.75),
new MultiSound.Sound("monkeyWatch/voiceUki2", beat - 1),
new MultiSound.Sound("monkeyWatch/voiceUki2Echo1", beat - 0.75),
new MultiSound.Sound("monkeyWatch/voiceUki3", beat),
new MultiSound.Sound("monkeyWatch/voiceUki3Echo1", beat + 0.25),
});
}
if (!muteEek)
{
for (int i = 0; i < length; i++)
{
int randomKi = UnityEngine.Random.Range(1, 3);
soundsToPlay.AddRange(new List<MultiSound.Sound>()
{
new MultiSound.Sound($"monkeyWatch/voiceKi{randomKi}", beat + i + 0.5),
new MultiSound.Sound($"monkeyWatch/voiceKi{randomKi}Echo{UnityEngine.Random.Range(1, 3)}", beat + i + 0.75),
});
}
}
if (soundsToPlay.Count > 0) MultiSound.Play(soundsToPlay.ToArray(), forcePlay: true);
}
public static void PinkMonkeySoundCustom(double beat, float length, bool muteOoki, bool muteEek)
{
List<MultiSound.Sound> soundsToPlay = new();
var allCustoms = FindCustomOffbeatMonkeysBetweenBeat(beat, beat + length);
if (!muteOoki)
{
soundsToPlay.AddRange(new List<MultiSound.Sound>()
{
new MultiSound.Sound("monkeyWatch/voiceUki1", beat - 2),
new MultiSound.Sound("monkeyWatch/voiceUki1Echo1", beat - 1.75),
new MultiSound.Sound("monkeyWatch/voiceUki2", beat - 1),
new MultiSound.Sound("monkeyWatch/voiceUki2Echo1", beat - 0.75),
});
if (allCustoms.Find(x => x.beat == beat) == null)
{
soundsToPlay.AddRange(new List<MultiSound.Sound>()
{
new MultiSound.Sound("monkeyWatch/voiceUki3", beat),
new MultiSound.Sound("monkeyWatch/voiceUki3Echo1", beat + 0.25),
});
}
}
if (!muteEek)
{
foreach (var custom in allCustoms)
{
int randomKi = UnityEngine.Random.Range(1, 3);
soundsToPlay.AddRange(new List<MultiSound.Sound>()
{
new MultiSound.Sound($"monkeyWatch/voiceKi{randomKi}", custom.beat),
new MultiSound.Sound($"monkeyWatch/voiceKi{randomKi}Echo{UnityEngine.Random.Range(1, 3)}", custom.beat + 0.25),
});
}
}
if (soundsToPlay.Count > 0) MultiSound.Play(soundsToPlay.ToArray(), forcePlay: true);
}
#endregion
}
}