Munchy Monk Finalized (#432)

* stache stuff (still needs more work but yeah)

* new icon (TEMPORARY ICON!!!)
* some placeholder animations
* more two two jank fixed, almost there

* superscroll + fixing early misses

* made a few temporary changes to superscroll.cs, i will be modifying it further for ease of use but for now it isn't permanent
* made real progress on stopping repeat inputs
 -game is basically broken for the time being, but i wanna push this so nothing theoretically breaks. ill fix it all tomorrow when im less tired

* it's been a while since i've committed my changes

* modifiers work again (idk if i broke that in this commit or it was already broken)
* stacking logic is here!!! it always uses the latest objects' hit/miss/early function so it should be perfect. i might be able to improve on efficiency tho
 -FollowHand animation is broken again unfortunately :(
* dumplings can now be individually colored, and are assigned their colors in Start(). the smear's colors are defined on Hit() (HitFunction() to be specific) , so that even when there are multiple stacked dumplings, they'll all be accurate.

maybe some other stuff but i cannot remember

* clean-up + integral fixes

onto Monk Move and SingleSuperScroll
i think ill add some more comments too

* fixed some missing/early stuff + a check for whether you can hit or not
* fixed FollowHand animation and the squishing/dumpling on top
* cleaned up a ton of unused variables + checks + anims
* added unused sound sequences
 -ig if somebody knows how to use them they can implement them but idk how to and it's not worth figuring out rn
* more work on superscroll; there seems to be too many changes to the structure of the script to keep the single scrolling in with the tile scrolling, will combine if necessary tho
* fanClub/arisa_dab

* monk move!!

still working on singlesuperscroll 😭
but i got the monk moving!!

* a few optimizations + starting on new singlesuperscroll

* ok ScrollObject is usable now

oh my GOD i need to optimize how it looks and functions but rn it works like it will when it's done (theoretically)
ev do ur work

* a few things + new icon!!

* scroll speeds are good now

* finished except for the stache bop

😭 😭 😭 😭 😭 why isn't it working

* im pring this now

---------

Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
This commit is contained in:
AstrlJelly 2023-05-23 00:09:46 -04:00 committed by GitHub
parent d65953ec7b
commit 2c1394feb6
46 changed files with 5474 additions and 1731 deletions

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@ -461,7 +461,7 @@ TextureImporter:
serializedVersion: 2 serializedVersion: 2
x: 3868 x: 3868
y: 1116 y: 1116
width: 88 width: 84
height: 864 height: 864
alignment: 0 alignment: 0
pivot: {x: 0.5, y: 0.5} pivot: {x: 0.5, y: 0.5}

View file

@ -0,0 +1,44 @@
using UnityEngine;
using System;
namespace HeavenStudio.Common
{
public class ScrollObject : MonoBehaviour
{
public bool AutoScroll;
public float XSpeed = 1.0f;
public float YSpeed = 1.0f;
public Vector2 NegativeBounds;
public Vector2 PositiveBounds;
[System.NonSerialized] public float SpeedMod = 5;
public void LateUpdate()
{
var pos = gameObject.transform.position;
float _x = Time.deltaTime*SpeedMod*XSpeed;
float _y = Time.deltaTime*SpeedMod*YSpeed;
if (AutoScroll && Conductor.instance.isPlaying) {
gameObject.transform.position += new Vector3(_x, _y);
if (XSpeed > 0 && pos.x >= PositiveBounds.x) {
SetPos(NegativeBounds.x, pos.y);
}
if (XSpeed < 0 && pos.x <= NegativeBounds.x) {
SetPos(PositiveBounds.x, pos.y);
}
if (YSpeed > 0 && pos.y >= PositiveBounds.y) {
SetPos(pos.x, NegativeBounds.y);
}
if (YSpeed < 0 && pos.y <= NegativeBounds.y) {
SetPos(pos.x, PositiveBounds.y);
}
}
}
public void SetPos(float x, float y)
{
gameObject.transform.position = new Vector3(x, y);
}
}
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 86babf8846fa7a4498e3fa3648f95cc9
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -21,6 +21,9 @@ namespace HeavenStudio.Common
public float NormalizedX = 0.0f; public float NormalizedX = 0.0f;
public float NormalizedY = 0.0f; public float NormalizedY = 0.0f;
public Vector2 Normalized { get { return new Vector2(NormalizedX, NormalizedY); } set { NormalizedX = value.x; NormalizedY = value.y; } } public Vector2 Normalized { get { return new Vector2(NormalizedX, NormalizedY); } set { NormalizedX = value.x; NormalizedY = value.y; } }
public bool AutoScroll;
public float AutoScrollX;
public float AutoScrollY;
public float TileX = 1.0f; public float TileX = 1.0f;
public float TileY = 1.0f; public float TileY = 1.0f;
@ -37,7 +40,7 @@ namespace HeavenStudio.Common
_renderer.material = _shader; _renderer.material = _shader;
var spriteRect = _sprite.rect; var spriteRect = _sprite.rect;
var tex = CropTexture(_sprite.texture, new Rect(spriteRect.x, spriteRect.y, spriteRect.width, spriteRect .height)); var tex = CropTexture(_sprite.texture, new Rect(spriteRect.x, spriteRect.y, spriteRect.width, spriteRect.height));
tex.wrapMode = TextureWrapMode.Repeat; tex.wrapMode = TextureWrapMode.Repeat;
Material.mainTexture = tex; Material.mainTexture = tex;
} }
@ -46,6 +49,12 @@ namespace HeavenStudio.Common
{ {
_renderer.material.mainTextureScale = Tile; _renderer.material.mainTextureScale = Tile;
_renderer.material.mainTextureOffset = new Vector2(NormalizedX, -NormalizedY) * Tile; _renderer.material.mainTextureOffset = new Vector2(NormalizedX, -NormalizedY) * Tile;
if (AutoScroll) {
float songPos = Conductor.instance.songPositionInBeats/100;
NormalizedX = songPos*AutoScrollX;
NormalizedY = songPos*AutoScrollY;
}
} }
#endregion #endregion

View file

@ -9,70 +9,72 @@ namespace HeavenStudio.Games.Scripts_MunchyMonk
{ {
public class Dumpling : MonoBehaviour public class Dumpling : MonoBehaviour
{ {
public Animator otherAnim; public Color dumplingColor;
public float startBeat; public float startBeat;
public float type;
const string sfxName = "munchyMonk/"; const string sfxName = "munchyMonk/";
private bool canDestroy; public bool canDestroy;
[Header("References")] [Header("References")]
[SerializeField] Animator smearAnim; [SerializeField] Animator smearAnim;
[SerializeField] Animator anim; [SerializeField] Animator anim;
[SerializeField] SpriteRenderer smearSr;
public SpriteRenderer sr;
private MunchyMonk game; private MunchyMonk game;
private void Awake() private void Awake()
{ {
game = MunchyMonk.instance; game = MunchyMonk.instance;
game.firstTwoMissed = false; sr = GetComponent<SpriteRenderer>();
} }
private void Start() private void Start()
{ {
if (type == 1f || type == 3f) { sr.color = dumplingColor;
game.ScheduleInput(startBeat, 1f, InputType.STANDARD_DOWN, Hit, Miss, Early); if (game.dumplings.Count > 1) {
} else if (type >= 3.5f) { anim.Play("IdleOnTop", 0, 0);
game.ScheduleInput(startBeat, 0.75f, InputType.STANDARD_DOWN, Hit, Miss, Early); game.dumplings[0].anim.DoScaledAnimationAsync("Squish", 0.5f);
} else {
game.ScheduleInput(startBeat, type == 2f ? 1.5f : 2f, InputType.STANDARD_DOWN, Hit, Miss, Early);
} }
} }
private void Update() private void Update()
{ {
if ((!Conductor.instance.isPlaying && !Conductor.instance.isPaused) || GameManager.instance.currentGame != "munchyMonk") {
GameObject.Destroy(gameObject);
}
if (canDestroy && anim.IsAnimationNotPlaying()) GameObject.Destroy(gameObject); if (canDestroy && anim.IsAnimationNotPlaying()) GameObject.Destroy(gameObject);
} }
private void Hit(PlayerActionEvent caller, float state) public void HitFunction(float state)
{ {
if (!canDestroy) { smearSr.color = dumplingColor;
game.MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f); game.MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f);
Jukebox.PlayOneShotGame(sfxName+"slap"); Jukebox.PlayOneShotGame(sfxName+"slap");
game.isStaring = false; game.isStaring = false;
if (state >= 1f || state <= -1f) if (state >= 1f || state <= -1f)
{
game.MonkAnim.DoScaledAnimationAsync("Barely", 0.5f);
anim.DoScaledAnimationAsync("HitHead", 0.5f);
Jukebox.PlayOneShotGame(sfxName+"barely");
canDestroy = true;
game.needBlush = false;
} else {
game.MonkAnim.DoScaledAnimationAsync("Eat", 0.4f);
game.dumplings[0].anim.DoScaledAnimationAsync("FollowHand", 0.5f);
smearAnim.Play("SmearAppear", 0, 0);
game.needBlush = true;
Jukebox.PlayOneShotGame(sfxName+"gulp");
MunchyMonk.howManyGulps++;
for (int i = 1; i <= 4; i++)
{ {
game.MonkAnim.DoScaledAnimationAsync("Barely", 0.5f); if (MunchyMonk.howManyGulps == MunchyMonk.inputsTilGrow*i) {
anim.DoScaledAnimationAsync("HitHead", 0.5f); MunchyMonk.growLevel = i;
Jukebox.PlayOneShotGame(sfxName+"barely"); }
canDestroy = true;
} else {
game.MonkAnim.DoScaledAnimationAsync("Eat", 0.4f);
if (type == 2) otherAnim.DoScaledAnimationAsync("FollowHand", 0.5f);
smearAnim.Play("SmearAppear", 0, 0);
game.needBlush = true;
Jukebox.PlayOneShotGame(sfxName+"gulp");
if (game.forceGrow) game.growLevel += 1;
GameObject.Destroy(gameObject);
} }
GameObject.Destroy(gameObject);
} }
} }
private void Miss(PlayerActionEvent caller) public void MissFunction()
{ {
if (!canDestroy) { if (!canDestroy) {
anim.DoScaledAnimationAsync("FallOff", 0.5f); anim.DoScaledAnimationAsync("FallOff", 0.5f);
@ -80,21 +82,18 @@ namespace HeavenStudio.Games.Scripts_MunchyMonk
} }
} }
private void Early(PlayerActionEvent caller) public void EarlyFunction()
{ {
if (!(type == 2.5f) || game.firstTwoMissed) { game.MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f);
game.MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f); game.MonkAnim.DoScaledAnimationAsync("Miss", 0.5f);
game.MonkAnim.DoScaledAnimationAsync("Miss", 0.5f); smearAnim.Play("SmearAppear", 0, 0);
smearAnim.Play("SmearAppear", 0, 0); anim.DoScaledAnimationAsync("HitHead", 0.5f);
anim.DoScaledAnimationAsync("HitHead", 0.5f); MultiSound.Play(new MultiSound.Sound[] {
MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound(sfxName+"slap", Conductor.instance.songPositionInBeats),
new MultiSound.Sound(sfxName+"slap", game.lastReportedBeat), new MultiSound.Sound(sfxName+"miss", Conductor.instance.songPositionInBeats),
new MultiSound.Sound(sfxName+"miss", game.lastReportedBeat), });
}); canDestroy = true;
canDestroy = true; game.needBlush = false;
game.needBlush = false;
game.firstTwoMissed = true;
}
} }
} }
} }

View file

@ -1,6 +1,8 @@
using HeavenStudio.Util; using HeavenStudio.Util;
using HeavenStudio.Common;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using UnityEngine; using UnityEngine;
namespace HeavenStudio.Games.Loaders namespace HeavenStudio.Games.Loaders
@ -15,11 +17,12 @@ namespace HeavenStudio.Games.Loaders
{ {
function = delegate { function = delegate {
var e = eventCaller.currentEntity; var e = eventCaller.currentEntity;
MunchyMonk.instance.Bop(e.beat, e["monkBop"]); MunchyMonk.instance.Bop(e.beat, e["bop"], e["autoBop"]);
}, },
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("monkBop", false, "Bop", "Does the Monk bop?"), new Param("bop", true, "Monk Bops?", "Does the monk bop?"),
new Param("autoBop", false, "Monk Bops? (Auto)", "Does the monk auto bop?"),
}, },
defaultLength = 0.5f, defaultLength = 0.5f,
}, },
@ -27,13 +30,14 @@ namespace HeavenStudio.Games.Loaders
{ {
function = delegate { function = delegate {
var e = eventCaller.currentEntity; var e = eventCaller.currentEntity;
MunchyMonk.instance.MonkMove(e.beat, e.length, e["instant"], e["whichSide"]); MunchyMonk.instance.MonkMove(e.beat, e.length, e["goToSide"], e["ease"]);
}, },
resizable = true, resizable = true,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("instant", false, "", "Instantly move to the middle or to the right"), new Param("goToSide", MunchyMonk.WhichSide.Right, "Go to Which Side?", "Which side the Monk will move to"),
} new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the movement have?"),
},
}, },
new GameAction("One", "One") new GameAction("One", "One")
{ {
@ -41,81 +45,88 @@ namespace HeavenStudio.Games.Loaders
var e = eventCaller.currentEntity; var e = eventCaller.currentEntity;
MunchyMonk.PreOneGoCue(e.beat, e["oneColor"]); MunchyMonk.PreOneGoCue(e.beat, e["oneColor"]);
}, },
inactiveFunction = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.PreOneGoCue(e.beat, e["oneColor"]);
},
defaultLength = 2f, defaultLength = 2f,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("oneColor", new Color(1, 1, 1, 1), "Color", "Change the color of the dumpling") new Param("oneColor", new Color(1, 1, 1, 1), "Color", "Change the color of the dumpling")
}, },
inactiveFunction = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.PreOneGoCue(e.beat, e["oneColor"]);
}
}, },
new GameAction("TwoTwo", "Two Two") new GameAction("TwoTwo", "Two Two")
{ {
defaultLength = 2f, defaultLength = 2f,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("twoColor", new Color(1, 0.51f, 0.45f, 1), "Color", "Change the color of the dumplings") new Param("twoColor1", new Color(1, 0.51f, 0.45f, 1), "1st Dumpling Color", "Change the color of the first dumpling"),
new Param("twoColor2", new Color(1, 0.51f, 0.45f, 1), "2nd Dumpling Color", "Change the color of the second dumpling"),
}, },
preFunctionLength = 0.5f, preFunctionLength = 0.5f,
preFunction = delegate { preFunction = delegate {
var e = eventCaller.currentEntity; var e = eventCaller.currentEntity;
MunchyMonk.PreTwoTwoCue(e.beat, e["twoColor"]); MunchyMonk.PreTwoTwoCue(e.beat, e["twoColor1"], e["twoColor2"]);
}, },
}, },
new GameAction("Three", "Three") new GameAction("Three", "Three")
{ {
function = delegate { function = delegate {
var e = eventCaller.currentEntity; var e = eventCaller.currentEntity;
MunchyMonk.PreThreeGoCue(e.beat, e["threeColor"]); MunchyMonk.PreThreeGoCue(e.beat, e["threeColor1"], e["threeColor2"], e["threeColor3"]);
},
inactiveFunction = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.PreThreeGoCue(e.beat, e["threeColor1"], e["threeColor2"], e["threeColor3"]);
}, },
defaultLength = 4f, defaultLength = 4f,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("threeColor", new Color(0.34f, 0.77f, 0.36f, 1), "Color", "Change the color of the dumplings") new Param("threeColor1", new Color(0.34f, 0.77f, 0.36f, 1), "1st Dumpling Color", "Change the color of the first dumpling"),
new Param("threeColor2", new Color(0.34f, 0.77f, 0.36f, 1), "2nd Dumpling Color", "Change the color of the second dumpling"),
new Param("threeColor3", new Color(0.34f, 0.77f, 0.36f, 1), "3rd Dumpling Color", "Change the color of the third dumpling"),
}, },
inactiveFunction = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.PreThreeGoCue(e.beat, e["threeColor"]);
}
}, },
new GameAction("Modifiers", "Modifiers") new GameAction("Modifiers", "Modifiers")
{ {
function = delegate { function = delegate {
var e = eventCaller.currentEntity; var e = eventCaller.currentEntity;
MunchyMonk.instance.Modifiers(e.beat, e["inputsTil"], e["forceGrow"], e["disableBaby"]); MunchyMonk.Modifiers(e.beat, e["inputsTil"], e["resetLevel"], e["setLevel"], e["disableBaby"], e["shouldBlush"]);
}, },
defaultLength = 0.5f, defaultLength = 0.5f,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("inputsTil", new EntityTypes.Integer(0, 50, 10), "How Many 'til Growth?", "How many dumplings are needed to grow the stache?"), new Param("inputsTil", new EntityTypes.Integer(0, 50, 10), "How Many 'til Growth?", "How many dumplings are needed to grow the stache?"),
new Param("forceGrow", false, "Next Will Grow?", "Will the next input increment stache growth?"), new Param("resetLevel", false, "Remove Hair", "Instantly remove all hair"),
new Param("setLevel", new EntityTypes.Integer(0, 4, 0), "Set Growth Level", "Instantly grow hair"),
new Param("disableBaby", false, "Disable Baby?", "Make baby active or not"), new Param("disableBaby", false, "Disable Baby?", "Make baby active or not"),
new Param("shouldBlush", true, "Should Monk Blush?", "Makes the Monk blush or not after eating"),
}, },
}, },
new GameAction("MonkAnimation", "Monk Animations") new GameAction("MonkAnimation", "Monk Animations")
{ {
function = delegate { function = delegate {
var e = eventCaller.currentEntity; var e = eventCaller.currentEntity;
MunchyMonk.instance.PlayMonkAnim(e.beat, e["whichAnim"]); MunchyMonk.instance.PlayMonkAnim(e.beat, e["whichAnim"], e["vineBoom"]);
}, },
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("whichAnim", MunchyMonk.WhichMonkAnim.Stare, "Which Animation", "Which animation will the Monk play?"), new Param("whichAnim", MunchyMonk.WhichMonkAnim.Stare, "Which Animation", "Which animation will the Monk play?"),
new Param("vineBoom", false, "Vine Boom", "Just guess with this one."),
} }
}, },
// note: make the bg not scroll by default
new GameAction("ScrollBackground", "Scroll Background") new GameAction("ScrollBackground", "Scroll Background")
{ {
function = delegate { function = delegate {
var e = eventCaller.currentEntity; var e = eventCaller.currentEntity;
MunchyMonk.instance.ScrollBG(e.beat, e["instant"]); MunchyMonk.instance.ScrollBG(e.beat, e.length, e["scrollSpeed"], e["ease"]);
}, },
defaultLength = 0.5f, defaultLength = 1f,
resizable = true,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("instant", false, "Instant?", "Will the scrolling happen immediately?"), new Param("scrollSpeed", new EntityTypes.Float(0, 20, 5), "Scroll Speed", "What should the scroll speed be?"),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the scroll ramp up have?"),
} }
}, },
}); });
@ -128,32 +139,28 @@ namespace HeavenStudio.Games
using Scripts_MunchyMonk; using Scripts_MunchyMonk;
public class MunchyMonk : Minigame public class MunchyMonk : Minigame
{ {
static List<QueuedOne> queuedOnes = new List<QueuedOne>(); public List<Dumpling> dumplings = new List<Dumpling>();
struct QueuedOne static List<QueuedDumpling> queuedOnes = new List<QueuedDumpling>();
static List<QueuedDumpling> queuedTwoTwos = new List<QueuedDumpling>();
static List<QueuedDumpling> queuedThrees = new List<QueuedDumpling>();
struct QueuedDumpling
{ {
public float beat; public float beat;
public Color color; public Color color1;
} public Color color2;
public Color color3;
static List<QueuedTwoTwo> queuedTwoTwos = new List<QueuedTwoTwo>();
struct QueuedTwoTwo
{
public float beat;
public Color color;
}
static List<QueuedThree> queuedThrees = new List<QueuedThree>();
struct QueuedThree
{
public float beat;
public Color color;
} }
public enum WhichMonkAnim public enum WhichMonkAnim
{ {
Stare, Stare,
Blush, Blush,
Bop, }
public enum WhichSide
{
Right,
Left,
} }
[Header("Objects")] [Header("Objects")]
@ -161,15 +168,6 @@ namespace HeavenStudio.Games
[SerializeField] GameObject BrowHolder; [SerializeField] GameObject BrowHolder;
[SerializeField] GameObject StacheHolder; [SerializeField] GameObject StacheHolder;
[SerializeField] GameObject DumplingObj; [SerializeField] GameObject DumplingObj;
[SerializeField] GameObject TwoDumplingObj1;
[SerializeField] GameObject TwoDumplingObj2;
[SerializeField] SpriteRenderer DumplingSprite;
[SerializeField] SpriteRenderer TwoDumplingSprite1;
[SerializeField] SpriteRenderer TwoDumplingSprite2;
[SerializeField] SpriteRenderer DumplingSmear;
[SerializeField] SpriteRenderer TwoDumplingSmear1;
[SerializeField] SpriteRenderer TwoDumplingSmear2;
[SerializeField] Transform MMParent;
[Header("Animators")] [Header("Animators")]
[SerializeField] Animator OneGiverAnim; [SerializeField] Animator OneGiverAnim;
@ -177,24 +175,41 @@ namespace HeavenStudio.Games
[SerializeField] Animator ThreeGiverAnim; [SerializeField] Animator ThreeGiverAnim;
[SerializeField] Animator BrowAnim; [SerializeField] Animator BrowAnim;
[SerializeField] Animator StacheAnim; [SerializeField] Animator StacheAnim;
[SerializeField] Animator MonkHolderAnim;
public Animator MonkAnim; public Animator MonkAnim;
public Animator MonkArmsAnim; public Animator MonkArmsAnim;
public Animator DumplingAnim;
public Animator TwoDumpling1Anim;
public Animator TwoDumpling2Anim;
public Animator SmearAnim;
[Header("Variables")] [Header("Variables")]
[SerializeField] Sprite[] dumplingSprites;
public float lastReportedBeat = 0f; public float lastReportedBeat = 0f;
public bool monkBop = true;
public bool needBlush; public bool needBlush;
public bool isStaring; public bool isStaring;
public bool firstTwoMissed; bool monkBop = true;
public bool forceGrow;
public int growLevel = 0; // these variables are static so that they can be set outside of the game/stay the same between game switches
private bool disableBaby; static public int howManyGulps;
private int inputsTilGrow; static public int growLevel = 0;
float scrollModifier = 0f; static public int inputsTilGrow = 10;
static bool noBlush;
static bool disableBaby;
// the variables for scroll
bool scrollRampUp;
float scrollBeat;
float scrollLength;
float scrollMod;
static float scrollModCurrent = 0;
EasingFunction.Ease scrollEase;
// the variables for the monk moving
bool isMoving;
float movingStartBeat;
float movingLength;
string moveAnim;
EasingFunction.Ease lastEase;
private Dumpling currentDumpling;
ScrollObject[] scrollObjects;
const string sfxName = "munchyMonk/"; const string sfxName = "munchyMonk/";
public static MunchyMonk instance; public static MunchyMonk instance;
@ -202,7 +217,29 @@ namespace HeavenStudio.Games
private void Awake() private void Awake()
{ {
instance = this; instance = this;
if (disableBaby) Baby.SetActive(false); Baby.SetActive(!disableBaby);
}
private void Start()
{
scrollObjects = FindObjectsByType<ScrollObject>(FindObjectsSortMode.None);
foreach (var obj in scrollObjects) {
obj.SpeedMod = scrollModCurrent;
}
}
private void OnDestroy()
{
// reset static variables
if (queuedOnes.Count > 0) queuedOnes.Clear();
if (queuedTwoTwos.Count > 0) queuedThrees.Clear();
if (queuedThrees.Count > 0) queuedThrees.Clear();
howManyGulps = 0;
growLevel = 0;
inputsTilGrow = 10;
noBlush = false;
disableBaby = false;
} }
private void Update() private void Update()
@ -213,6 +250,10 @@ namespace HeavenStudio.Games
MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f); MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f);
Jukebox.PlayOneShotGame(sfxName+"slap"); Jukebox.PlayOneShotGame(sfxName+"slap");
isStaring = false; isStaring = false;
// early input stuff
if (dumplings.Count != 0) {
InputFunctions(3);
}
} }
// blushes when done eating but not when staring // blushes when done eating but not when staring
@ -221,40 +262,61 @@ namespace HeavenStudio.Games
&& !MonkAnim.IsPlayingAnimationName("Stare") && !MonkAnim.IsPlayingAnimationName("Stare")
&& !MonkAnim.IsPlayingAnimationName("Barely") && !MonkAnim.IsPlayingAnimationName("Barely")
&& !MonkAnim.IsPlayingAnimationName("Miss") && !MonkAnim.IsPlayingAnimationName("Miss")
&& !isStaring) && !isStaring
&& !noBlush)
{ {
MonkAnim.DoScaledAnimationAsync("Blush", 0.5f); MonkAnim.DoScaledAnimationAsync("Blush", 0.5f);
needBlush = false; needBlush = false;
} }
// sets hair stuff active when it needs to be // sets hair stuff active when it needs to be
if (growLevel == 4) BrowHolder.SetActive(true); if (growLevel > 0) {
if (growLevel > 0) StacheHolder.SetActive(true); StacheHolder.SetActive(true);
if (growLevel == 4) BrowHolder.SetActive(true);
}
// resets the monk when game is paused // resets the monk when game is stopped
if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused) { if (!Conductor.instance.NotStopped()) {
MonkAnim.DoScaledAnimationAsync("Idle", 0.5f); MonkAnim.DoScaledAnimationAsync("Idle", 0.5f);
} }
// scrolling stuff if (isMoving) {
//if (needScroll) { float normalizedBeat = Conductor.instance.GetPositionFromBeat(movingStartBeat, movingLength);
// Tile += new Vector2(2 * Time.deltaTime, 0); EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
// NormalizedX += 0.5f * Time.deltaTime; float newPos = func(0f, 1f, normalizedBeat);
//} MonkHolderAnim.DoNormalizedAnimation(moveAnim, newPos);
if (normalizedBeat >= 1f) {
isMoving = false;
}
}
if (scrollRampUp) {
float normalizedBeat = Conductor.instance.GetPositionFromBeat(scrollBeat, scrollLength);
EasingFunction.Function func = EasingFunction.GetEasingFunction(scrollEase);
float newPos = func(scrollModCurrent, scrollMod, normalizedBeat);
if (normalizedBeat >= 1f) {
scrollRampUp = false;
scrollModCurrent = scrollMod;
}
foreach (var obj in scrollObjects) {
obj.SpeedMod = newPos;
}
}
// cue queuing stuff // cue queuing stuff
if (queuedOnes.Count > 0) { if (queuedOnes.Count > 0) {
foreach (var dumpling in queuedOnes) { OneGoCue(dumpling.beat, dumpling.color); } foreach (var dumpling in queuedOnes) { OneGoCue(dumpling.beat, dumpling.color1); }
queuedOnes.Clear(); queuedOnes.Clear();
} }
if (queuedTwoTwos.Count > 0) { if (queuedTwoTwos.Count > 0) {
foreach (var dumpling in queuedTwoTwos) { TwoTwoCue(dumpling.beat, dumpling.color); } foreach (var dumpling in queuedTwoTwos) { TwoTwoCue(dumpling.beat, dumpling.color1, dumpling.color2); }
queuedTwoTwos.Clear(); queuedTwoTwos.Clear();
} }
if (queuedThrees.Count > 0) { if (queuedThrees.Count > 0) {
foreach (var dumpling in queuedThrees) { ThreeGoCue(dumpling.beat, dumpling.color); } foreach (var dumpling in queuedThrees) { ThreeGoCue(dumpling.beat, dumpling.color1, dumpling.color2, dumpling.color3); }
queuedThrees.Clear(); queuedThrees.Clear();
} }
} }
@ -263,47 +325,91 @@ namespace HeavenStudio.Games
{ {
if (Conductor.instance.ReportBeat(ref lastReportedBeat)) { if (Conductor.instance.ReportBeat(ref lastReportedBeat)) {
if ((MonkAnim.IsAnimationNotPlaying() || MonkAnim.IsPlayingAnimationName("Bop") || MonkAnim.IsPlayingAnimationName("Idle")) if ((MonkAnim.IsAnimationNotPlaying() || MonkAnim.IsPlayingAnimationName("Bop") || MonkAnim.IsPlayingAnimationName("Idle"))
&& monkBop && monkBop
&& !isStaring){ && !isStaring)
{
MonkAnim.DoScaledAnimationAsync("Bop", 0.5f); MonkAnim.DoScaledAnimationAsync("Bop", 0.5f);
} }
// commented this out cuz it makes a warning every beat but im not fixing it cuz i need to fix it on my munchy monk branch
//if (BrowAnim.IsPlayingAnimationName("Bop") && growLevel == 4) BrowAnim.DoScaledAnimationAsync("Bop", 0.5f); if (!MonkAnim.IsPlayingAnimationName("Blush") || !MonkAnim.IsPlayingAnimationName("Stare")) {
//if (StacheAnim.IsPlayingAnimationName("Bop"+growLevel)) StacheAnim.DoScaledAnimationAsync("Bop"+growLevel, 0.5f); if (growLevel == 4) BrowAnim.DoScaledAnimationAsync("Bop", 0.5f);
if (growLevel > 0) StacheAnim.DoScaledAnimationAsync($"Bop{growLevel}", 0.5f);
}
} }
} }
public void Bop(float beat, bool doesBop) public void Bop(float beat, bool bop, bool autoBop)
{ {
monkBop = doesBop; monkBop = autoBop;
if (bop) {
needBlush = false;
MonkAnim.DoScaledAnimationAsync("Bop", 0.5f);
if (growLevel == 4) BrowAnim.DoScaledAnimationAsync("Bop", 0.5f);
if (growLevel > 0) StacheAnim.DoScaledAnimationAsync($"Bop{growLevel}", 0.5f);
}
} }
public static void PreOneGoCue(float beat, Color oneColor) public void InputFunctions(int whichVar, float state = 0)
{
currentDumpling = dumplings[dumplings.Count-1];
switch (whichVar)
{
case 1:
currentDumpling.HitFunction(state);
break;
case 2:
currentDumpling.MissFunction();
break;
case 3:
currentDumpling.EarlyFunction();
break;
}
dumplings.RemoveAt(dumplings.Count-1);
}
public void Hit(PlayerActionEvent caller, float state)
{
if (dumplings.Count > 0) InputFunctions(1, state);
}
public void Miss(PlayerActionEvent caller)
{
if (dumplings.Count > 0) InputFunctions(2);
}
public void Early(PlayerActionEvent caller) { }
public static void PreOneGoCue(float beat, Color firstColor)
{ {
MultiSound.Play(new MultiSound.Sound[] { MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound(sfxName+"one_1", beat), new MultiSound.Sound(sfxName+"one_1", beat),
new MultiSound.Sound(sfxName+"one_2", beat + 1f), new MultiSound.Sound(sfxName+"one_2", beat + 1f),
}, forcePlay: true); }, forcePlay: true);
queuedOnes.Add(new QueuedOne() queuedOnes.Add(new QueuedDumpling()
{ beat = beat, color = oneColor, }); { beat = beat, color1 = firstColor, });
} }
public void OneGoCue(float beat, Color oneColor) public void OneGoCue(float beat, Color firstColor)
{ {
DumplingSprite.color =
DumplingSmear.color = oneColor;
BeatAction.New(gameObject, new List<BeatAction.Action>() { BeatAction.New(gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(beat , delegate { OneGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f); }), new BeatAction.Action(beat, delegate {
new BeatAction.Action(beat+0.5f, delegate { OneGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f); }), OneGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f);
// dumpling
Dumpling DumplingClone = Instantiate(DumplingObj, gameObject.transform).GetComponent<Dumpling>();
DumplingClone.dumplingColor = firstColor;
DumplingClone.startBeat = beat;
DumplingClone.sr.sprite = dumplingSprites[0];
dumplings.Add(DumplingClone);
ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, Hit, Miss, Early);
}),
new BeatAction.Action(beat+0.5f, delegate {
OneGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f);
}),
}); });
Dumpling DumplingClone = Instantiate(DumplingObj, MMParent).GetComponent<Dumpling>();
DumplingClone.startBeat = beat;
} }
public static void PreTwoTwoCue(float beat, Color twoColor) public static void PreTwoTwoCue(float beat, Color firstColor, Color secondColor)
{ {
MultiSound.Play(new MultiSound.Sound[] { MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound(sfxName+"two_1", beat - 0.5f), new MultiSound.Sound(sfxName+"two_1", beat - 0.5f),
@ -312,37 +418,41 @@ namespace HeavenStudio.Games
new MultiSound.Sound(sfxName+"two_4", beat + 1.5f), new MultiSound.Sound(sfxName+"two_4", beat + 1.5f),
}, forcePlay: true); }, forcePlay: true);
queuedTwoTwos.Add(new QueuedTwoTwo() queuedTwoTwos.Add(new QueuedDumpling() {
{ beat = beat, color = twoColor, }); beat = beat,
} color1 = firstColor,
color2 = secondColor,
public void TwoTwoCue(float beat, Color twoColor)
{
BeatAction.New(gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(beat-0.5f, delegate {
// lol
TwoDumplingSmear1.color =
TwoDumplingSmear2.color =
TwoDumplingSprite1.color =
TwoDumplingSprite2.color = twoColor;
// first dumpling
Dumpling DumplingClone1 = Instantiate(TwoDumplingObj1, MMParent).GetComponent<Dumpling>();
DumplingClone1.startBeat = beat-0.5f;
DumplingClone1.type = 2f;
// second dumpling
Dumpling DumplingClone2 = Instantiate(TwoDumplingObj2, MMParent).GetComponent<Dumpling>();
DumplingClone2.startBeat = beat-0.5f;
DumplingClone2.type = 2.5f;
DumplingClone1.otherAnim = DumplingClone2.gameObject.GetComponent<Animator>();
TwoGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f); }),
new BeatAction.Action(beat, delegate {
TwoGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f); }),
}); });
} }
public static void PreThreeGoCue(float beat, Color threeColor) public void TwoTwoCue(float beat, Color firstColor, Color secondColor)
{
BeatAction.New(gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(beat-0.5f, delegate {
TwoGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f);
// first dumpling
Dumpling DumplingClone1 = Instantiate(DumplingObj, gameObject.transform).GetComponent<Dumpling>();
DumplingClone1.dumplingColor = firstColor;
DumplingClone1.startBeat = beat-0.5f;
DumplingClone1.sr.sprite = dumplingSprites[1];
dumplings.Add(DumplingClone1);
ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, Hit, Miss, Early);
//DumplingClone1.otherAnim = DumplingClone2.gameObject.GetComponent<Animator>();
}),
new BeatAction.Action(beat, delegate {
TwoGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f);
// second dumpling
Dumpling DumplingClone2 = Instantiate(DumplingObj, gameObject.transform).GetComponent<Dumpling>();
DumplingClone2.dumplingColor = secondColor;
DumplingClone2.startBeat = beat-0.5f;
DumplingClone2.sr.sprite = dumplingSprites[2];
dumplings.Add(DumplingClone2);
ScheduleInput(beat, 1.5f, InputType.STANDARD_DOWN, Hit, Miss, Early);
}),
});
}
public static void PreThreeGoCue(float beat, Color firstColor, Color secondColor, Color thirdColor)
{ {
MultiSound.Play(new MultiSound.Sound[] { MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound(sfxName+"three_1", beat), new MultiSound.Sound(sfxName+"three_1", beat),
@ -351,89 +461,116 @@ namespace HeavenStudio.Games
new MultiSound.Sound(sfxName+"three_4", beat + 3f), new MultiSound.Sound(sfxName+"three_4", beat + 3f),
}, forcePlay: true); }, forcePlay: true);
queuedThrees.Add(new QueuedThree() queuedThrees.Add(new QueuedDumpling() {
{ beat = beat, color = threeColor, }); beat = beat,
color1 = firstColor,
color2 = secondColor,
color3 = thirdColor,
});
} }
public void ThreeGoCue(float beat, Color threeColor) public void ThreeGoCue(float beat, Color firstColor, Color secondColor, Color thirdColor)
{ {
DumplingSprite.color =
DumplingSmear.color = threeColor;
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() { BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
// first dumpling
new BeatAction.Action(beat, delegate { new BeatAction.Action(beat, delegate {
Dumpling DumplingClone1 = Instantiate(DumplingObj, MMParent).GetComponent<Dumpling>(); // first in
ThreeGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f);
// first dumpling
Dumpling DumplingClone1 = Instantiate(DumplingObj, gameObject.transform).GetComponent<Dumpling>();
DumplingClone1.dumplingColor = firstColor;
DumplingClone1.startBeat = beat; DumplingClone1.startBeat = beat;
DumplingClone1.type = 3f; DumplingClone1.sr.sprite = dumplingSprites[3];
dumplings.Add(DumplingClone1);
ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, Hit, Miss, Early); }),
ThreeGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f); }),
new BeatAction.Action(beat+0.5f, delegate { new BeatAction.Action(beat+0.5f, delegate {
// first out
ThreeGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f); }), ThreeGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f); }),
// second dumpling
new BeatAction.Action(beat+1.25f, delegate {
Dumpling DumplingClone2 = Instantiate(DumplingObj, MMParent).GetComponent<Dumpling>();
DumplingClone2.startBeat = beat+1.25f;
DumplingClone2.type = 3.5f;
ThreeGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f); }),
new BeatAction.Action(beat+1.75f, delegate {
ThreeGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f); }),
// third dumpling
new BeatAction.Action(beat+2.25f, delegate {
Dumpling DumplingClone3 = Instantiate(DumplingObj, MMParent).GetComponent<Dumpling>();
DumplingClone3.startBeat = beat+2.25f;
DumplingClone3.type = 4f;
ThreeGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f); }), new BeatAction.Action(beat+1.3f, delegate {
new BeatAction.Action(beat+2.75f, delegate { // second in
ThreeGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f);
// second dumpling
Dumpling DumplingClone2 = Instantiate(DumplingObj, gameObject.transform).GetComponent<Dumpling>();
DumplingClone2.dumplingColor = secondColor;
DumplingClone2.startBeat = beat+1.3f;
DumplingClone2.sr.sprite = dumplingSprites[4];
dumplings.Add(DumplingClone2);
ScheduleInput(beat, 2f, InputType.STANDARD_DOWN, Hit, Miss, Early); }),
new BeatAction.Action(beat+1.75f, delegate {
// second out
ThreeGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f); }),
new BeatAction.Action(beat+2.3f, delegate {
// third in
ThreeGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f);
// third dumpling
Dumpling DumplingClone3 = Instantiate(DumplingObj, gameObject.transform).GetComponent<Dumpling>();
DumplingClone3.dumplingColor = thirdColor;
DumplingClone3.startBeat = beat+2.3f;
DumplingClone3.sr.sprite = dumplingSprites[5];
dumplings.Add(DumplingClone3);
ScheduleInput(beat, 3f, InputType.STANDARD_DOWN, Hit, Miss, Early); }),
new BeatAction.Action(beat+2.75f, delegate {
// third out
ThreeGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f); }), ThreeGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f); }),
}); });
} }
public void PlayMonkAnim(float beat, int whichAnim) public void PlayMonkAnim(float beat, int whichAnim, bool vineBoom)
{ {
switch (whichAnim) switch (whichAnim)
{ {
case 0:
MonkAnim.DoScaledAnimationAsync("Stare", 0.5f);
isStaring = true;
break;
case 1: case 1:
MonkAnim.DoScaledAnimationAsync("Blush", 0.5f); MonkAnim.DoScaledAnimationAsync("Blush", 0.5f);
needBlush = false; needBlush = false;
break; break;
case 2: default:
MonkAnim.DoScaledAnimationAsync("Bop", 0.5f); MonkAnim.DoScaledAnimationAsync("Stare", 0.5f);
isStaring = true;
break; break;
} }
// it's in zeo's video; no reason not to include it :)
if (vineBoom) Jukebox.PlayOneShotGame("fanClub/arisa_dab", forcePlay: true);
} }
public void MonkMove(float beat, float length, bool isInstant, int whichSide) public void MonkMove(float beat, float length, int goToSide, int ease)
{ {
if (isInstant) { movingStartBeat = beat;
movingLength = length;
} else { moveAnim = (goToSide == 0 ? "GoRight" : "GoLeft");
if (whichSide == 0) { isMoving = true;
lastEase = (EasingFunction.Ease)ease;
} else { }
} public static void Modifiers(float beat, int inputsTilGrow, bool resetLevel, int setLevel, bool disableBaby, bool shouldBlush)
{
if (MunchyMonk.inputsTilGrow != inputsTilGrow) MunchyMonk.howManyGulps = inputsTilGrow * MunchyMonk.growLevel;
if (setLevel != 0) MunchyMonk.growLevel = setLevel;
if (resetLevel) {
MunchyMonk.growLevel = 0;
MunchyMonk.howManyGulps = 0;
} }
MunchyMonk.noBlush = !shouldBlush;
MunchyMonk.inputsTilGrow = inputsTilGrow;
MunchyMonk.disableBaby = disableBaby;
if (GameManager.instance.currentGame == "munchyMonk")
MunchyMonk.instance.Baby.SetActive(!disableBaby);
} }
public void Modifiers(float beat, int inputsTilGrow, bool forceGrow, bool disableBaby) public void ScrollBG(float beat, float length, float scrollSpeed, int ease)
{ {
instance.inputsTilGrow = inputsTilGrow; scrollBeat = beat;
instance.forceGrow = forceGrow; scrollLength = length;
instance.disableBaby = disableBaby; scrollMod = scrollSpeed;
scrollRampUp = true;
if (disableBaby) Baby.SetActive(false); scrollEase = (EasingFunction.Ease)ease;
}
public void ScrollBG(float beat, bool isInstant)
{
} }
} }
} }