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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>
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||||||
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||||||
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||||||
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||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
|
||||||
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|
||||||
AnimatorState:
|
AnimatorState:
|
||||||
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|
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|
|
@ -236,7 +236,7 @@ TextureImporter:
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|
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bones: []
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@ -1801,6 +1801,7 @@ TextureImporter:
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secondaryTextures: []
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nameFileIdTable:
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MMdumpling: 386239251
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munchymonk_0: 4729902717272003802
|
munchymonk_0: 4729902717272003802
|
||||||
munchymonk_1: -8560562273732883090
|
munchymonk_1: -8560562273732883090
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||||||
munchymonk_10: -1441660721830477300
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|
|
@ -81,15 +81,15 @@ TextureImporter:
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|
compressionQuality: 50
|
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|
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|
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|
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spritePixelsToUnits: 100
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|
@ -165,10 +165,10 @@ TextureImporter:
|
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name: munchymonkbg_0
|
name: munchymonkbg_0
|
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rect:
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rect:
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@ -186,10 +186,10 @@ TextureImporter:
|
||||||
name: munchymonkbg_1
|
name: munchymonkbg_1
|
||||||
rect:
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rect:
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|
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||||||
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|
alignment: 0
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border: {x: 0, y: 0, z: 0, w: 0}
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||||||
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@ -207,10 +207,10 @@ TextureImporter:
|
||||||
name: munchymonkbg_2
|
name: munchymonkbg_2
|
||||||
rect:
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rect:
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||||||
serializedVersion: 2
|
serializedVersion: 2
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||||||
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|
||||||
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|
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|
||||||
alignment: 0
|
alignment: 0
|
||||||
pivot: {x: 0.5, y: 0.5}
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border: {x: 0, y: 0, z: 0, w: 0}
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||||||
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@ -270,10 +270,10 @@ TextureImporter:
|
||||||
name: munchymonkbg_5
|
name: munchymonkbg_5
|
||||||
rect:
|
rect:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
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|
||||||
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|
||||||
width: 603
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width: 500
|
||||||
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|
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|
||||||
alignment: 0
|
alignment: 0
|
||||||
pivot: {x: 0.5, y: 0.5}
|
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|
||||||
border: {x: 0, y: 0, z: 0, w: 0}
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border: {x: 0, y: 0, z: 0, w: 0}
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||||||
|
@ -312,10 +312,10 @@ TextureImporter:
|
||||||
name: munchymonkbg_7
|
name: munchymonkbg_7
|
||||||
rect:
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rect:
|
||||||
serializedVersion: 2
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serializedVersion: 2
|
||||||
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|
||||||
width: 665
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|
||||||
height: 357
|
height: 293
|
||||||
alignment: 0
|
alignment: 0
|
||||||
pivot: {x: 0.5, y: 0.5}
|
pivot: {x: 0.5, y: 0.5}
|
||||||
border: {x: 0, y: 0, z: 0, w: 0}
|
border: {x: 0, y: 0, z: 0, w: 0}
|
||||||
|
@ -354,9 +354,9 @@ TextureImporter:
|
||||||
name: munchymonkbg_9
|
name: munchymonkbg_9
|
||||||
rect:
|
rect:
|
||||||
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|
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|
||||||
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|
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|
||||||
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|
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|
||||||
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|
||||||
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|
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|
||||||
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|
alignment: 0
|
||||||
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|
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|
@ -461,7 +461,7 @@ TextureImporter:
|
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serializedVersion: 2
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||||||
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|
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|
||||||
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|
||||||
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|
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|
||||||
alignment: 0
|
alignment: 0
|
||||||
pivot: {x: 0.5, y: 0.5}
|
pivot: {x: 0.5, y: 0.5}
|
||||||
|
|
44
Assets/Scripts/Common/ScrollObject.cs
Normal file
44
Assets/Scripts/Common/ScrollObject.cs
Normal 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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Common/ScrollObject.cs.meta
Normal file
11
Assets/Scripts/Common/ScrollObject.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 86babf8846fa7a4498e3fa3648f95cc9
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -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
|
||||||
|
|
|
@ -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;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -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+1.3f, 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 {
|
new BeatAction.Action(beat+1.75f, delegate {
|
||||||
|
// second out
|
||||||
ThreeGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f); }),
|
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+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 {
|
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;
|
||||||
|
moveAnim = (goToSide == 0 ? "GoRight" : "GoLeft");
|
||||||
|
isMoving = true;
|
||||||
|
lastEase = (EasingFunction.Ease)ease;
|
||||||
|
}
|
||||||
|
|
||||||
} else {
|
public static void Modifiers(float beat, int inputsTilGrow, bool resetLevel, int setLevel, bool disableBaby, bool shouldBlush)
|
||||||
if (whichSide == 0) {
|
{
|
||||||
|
if (MunchyMonk.inputsTilGrow != inputsTilGrow) MunchyMonk.howManyGulps = inputsTilGrow * MunchyMonk.growLevel;
|
||||||
} else {
|
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)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
Loading…
Reference in a new issue