Merge pull request #458 from AstrlJelly/MiscAdditions_4

Bug Fixes + Feature Additions
This commit is contained in:
minenice55 2023-06-13 21:39:08 +00:00 committed by GitHub
commit b90435825a
32 changed files with 4283 additions and 2906 deletions

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@ -59,6 +59,17 @@ namespace HeavenStudio.Games.Loaders
}, },
resizable = true resizable = true
}, },
new GameAction("bop", "Bop")
{
function = delegate { var e = eventCaller.currentEntity; ForkLifter.instance.Bop(e.beat, e.length, e["bop"], e["autoBop"]); },
parameters = new List<Param>()
{
new Param("bop", true, "Keep Bopping", "Should Fork bop for the duration of the block?"),
new Param("autoBop", false, "Keep Bopping (Auto)", "Should Fork bop indefinitely?"),
},
resizable = true,
},
// These are still here for backwards-compatibility but are hidden in the editor // These are still here for backwards-compatibility but are hidden in the editor
new GameAction("pea", "") new GameAction("pea", "")
{ {
@ -143,6 +154,19 @@ namespace HeavenStudio.Games
ForkLifterHand.CheckNextFlick(); ForkLifterHand.CheckNextFlick();
} }
public void Bop(double beat, double length, bool doesBop, bool autoBop)
{
playerInstance.shouldBop = (autoBop || doesBop);
if (!autoBop && doesBop) {
BeatAction.New(gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(beat + length, delegate {
playerInstance.shouldBop = false;
})
});
}
}
public void Flick(double beat, int type) public void Flick(double beat, int type)
{ {
SoundByte.PlayOneShotGame("forkLifter/flick"); SoundByte.PlayOneShotGame("forkLifter/flick");

View file

@ -13,24 +13,21 @@ namespace HeavenStudio.Games.Scripts_ForkLifter
public static ForkLifterPlayer instance { get; set; } public static ForkLifterPlayer instance { get; set; }
[Header("Objects")] [Header("Objects")]
public GameObject fork;
public Sprite peaSprite;
public Sprite hitFX; public Sprite hitFX;
public Sprite hitFXG; public Sprite hitFXG;
public Sprite hitFXMiss; public Sprite hitFXMiss;
public Sprite hitFX2; public Sprite hitFX2;
public Transform early, perfect, late; public Transform early, perfect, late;
[SerializeField]
private BoxCollider2D col;
private Animator anim; private Animator anim;
private int currentHitInList = 0; private int currentHitInList = 0;
public bool shouldBop;
public int currentEarlyPeasOnFork; public int currentEarlyPeasOnFork;
public int currentPerfectPeasOnFork; public int currentPerfectPeasOnFork;
public int currentLatePeasOnFork; public int currentLatePeasOnFork;
private double lastReportedBeat;
private bool isEating = false; private bool isEating = false;
@ -57,6 +54,11 @@ namespace HeavenStudio.Games.Scripts_ForkLifter
{ {
currentHitInList = 0; currentHitInList = 0;
} }
if (Conductor.instance.ReportBeat(ref lastReportedBeat) && anim.IsAnimationNotPlaying() && shouldBop)
{
anim.DoScaledAnimationAsync("Player_Bop", 0.5f);
}
} }
public void Eat() public void Eat()
@ -68,6 +70,7 @@ namespace HeavenStudio.Games.Scripts_ForkLifter
} }
} }
// used in an animation event
public void EatConfirm() public void EatConfirm()
{ {
if (topbun && middleburger && bottombun) if (topbun && middleburger && bottombun)

View file

@ -1,25 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_MarchingOrders
{
public class Cadet : MonoBehaviour
{
public bool isSparkler;
// Start is called before the first frame update
void Awake()
{
}
// Update is called once per frame
void Update()
{
}
}
}

View file

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@ -18,12 +18,51 @@ using System.Collections.Generic;
using UnityEditor; using UnityEditor;
using UnityEngine; using UnityEngine;
using Jukebox;
namespace HeavenStudio.Games.Loaders namespace HeavenStudio.Games.Loaders
{ {
using static Minigames; using static Minigames;
public static class AgbMarcherLoader public static class AgbMarcherLoader
{ {
public static Minigame AddGame(EventCaller eventCaller) { public static Minigame AddGame(EventCaller eventCaller)
{
RiqEntity FaceTurnUpdater(string datamodel, RiqEntity entity)
{
if (datamodel == "marchingOrders/face turn")
{
if (entity["type2"] == (int)MarchingOrders.FaceTurnLength.Normal)
{
entity.datamodel = "marchingOrders/faceTurn";
}
else
{
entity.datamodel = "marchingOrders/faceTurnFast";
}
entity.CreateProperty("direction", entity["type"]);
entity.CreateProperty("point", false);
// don't actually need to do this here
//entity.version = 1;
entity.dynamicData.Remove("type");
entity.dynamicData.Remove("type2");
return entity;
}
return null;
}
RiqBeatmap.OnUpdateEntity += FaceTurnUpdater;
RiqEntity MarchUpdater(string datamodel, RiqEntity entity)
{
if (datamodel == "marchingOrders/marching")
{
entity.beat = double.NaN;
return entity;
}
return null;
}
RiqBeatmap.OnUpdateEntity += MarchUpdater;
return new Minigame("marchingOrders", "Marching Orders", "ffb108", false, false, new List<GameAction>() return new Minigame("marchingOrders", "Marching Orders", "ffb108", false, false, new List<GameAction>()
{ {
new GameAction("bop", "Bop") new GameAction("bop", "Bop")
@ -46,12 +85,13 @@ namespace HeavenStudio.Games.Loaders
}, },
new GameAction("march", "March!") new GameAction("march", "March!")
{ {
function = delegate { var e = eventCaller.currentEntity; MarchingOrders.SargeMarch(e.beat, e["disableVoice"]); }, function = delegate { var e = eventCaller.currentEntity; MarchingOrders.SargeMarch(e.beat, e["disableVoice"], e["shouldMarch"]); },
inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.SargeMarch(e.beat, e["disableVoice"]); }, inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.SargeMarch(e.beat, e["disableVoice"], e["shouldMarch"]); },
defaultLength = 2f, defaultLength = 2f,
parameters = new List<Param> parameters = new List<Param>
{ {
new Param("disableVoice", false, "Disable Voice", "Disable the Drill Sergeant's call") new Param("disableVoice", false, "Disable Voice", "Disable the Drill Sergeant's call"),
new Param("shouldMarch", true, "March", "Disable automatic marching"),
}, },
priority = 5, priority = 5,
}, },
@ -96,7 +136,7 @@ namespace HeavenStudio.Games.Loaders
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("start", true, "Start Moving", "Start moving the conveyor"), new Param("start", true, "Start Moving", "Start moving the conveyor"),
new Param("direction", MarchingOrders.Direction.Right, "Direction", "Direction"), new Param("direction", MarchingOrders.Direction.Right, "Direction", "The direction the cadets will move"),
}, },
defaultLength = 7f, defaultLength = 7f,
resizable = true, resizable = true,
@ -129,7 +169,7 @@ namespace HeavenStudio.Games.Loaders
var e = eventCaller.currentEntity; var e = eventCaller.currentEntity;
MarchingOrders.instance.ForceMarching(e.beat, e.length); MarchingOrders.instance.ForceMarching(e.beat, e.length);
}, },
preFunctionLength = 1, preFunctionLength = 0.2f,
resizable = true, resizable = true,
}, },
@ -137,21 +177,10 @@ namespace HeavenStudio.Games.Loaders
new GameAction("marching", "Start Marching (old)") new GameAction("marching", "Start Marching (old)")
{ {
hidden = true, hidden = true,
preFunction = delegate {
var e = eventCaller.currentEntity;
MarchingOrders.instance.ForceMarching(e.beat, e.length);
},
preFunctionLength = 1,
resizable = true,
}, },
new GameAction("face turn", "Direction to Turn (old)") new GameAction("face turn", "Direction to Turn (old)")
{ {
hidden = true, hidden = true,
function = delegate {
var e = eventCaller.currentEntity;
MarchingOrders.instance.FaceTurn(e.beat, e["type"], e["type2"], false);
},
defaultLength = 4f,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("type", MarchingOrders.Direction.Right, "Direction", "The direction the sergeant wants the cadets to face"), new Param("type", MarchingOrders.Direction.Right, "Direction", "The direction the sergeant wants the cadets to face"),
@ -169,7 +198,6 @@ namespace HeavenStudio.Games.Loaders
namespace HeavenStudio.Games namespace HeavenStudio.Games
{ {
using Scripts_MarchingOrders;
public class MarchingOrders : Minigame public class MarchingOrders : Minigame
{ {
public static MarchingOrders instance; public static MarchingOrders instance;
@ -196,10 +224,10 @@ namespace HeavenStudio.Games
bool goBop; bool goBop;
bool shouldClap; bool shouldClap;
bool keepMarching; bool keepMarching;
private int marchOtherCount; int marchOtherCount;
private int marchPlayerCount; int marchPlayerCount;
private double lastMissBeat; double lastMissBeat;
private double lastReportedBeat; double lastReportedBeat;
public static double wantMarch = double.MinValue; public static double wantMarch = double.MinValue;
@ -267,8 +295,8 @@ namespace HeavenStudio.Games
if (ConveyorGo[0].AutoScroll && (ConveyorGo[1].gameObject.transform.position.x < 0)) { if (ConveyorGo[0].AutoScroll && (ConveyorGo[1].gameObject.transform.position.x < 0)) {
foreach (var scroll in ConveyorGo) scroll.AutoScroll = false; foreach (var scroll in ConveyorGo) scroll.AutoScroll = false;
ConveyorGo[0].gameObject.transform.position = new Vector3(0, 0); ConveyorGo[0].gameObject.transform.position = new Vector3(6.181f, -3.37f);
ConveyorGo[1].gameObject.transform.position = new Vector3(6.181f, -3.37f); ConveyorGo[1].gameObject.transform.position = new Vector3(0, 0);
} }
// input stuff below // input stuff below
@ -377,11 +405,9 @@ namespace HeavenStudio.Games
}); });
} }
public static void SargeMarch(double beat, bool noVoice) public static void SargeMarch(double beat, bool noVoice, bool march)
{ {
if (MarchingOrders.wantMarch != double.MinValue) return; if (march) MarchingOrders.wantMarch = beat + 1;
MarchingOrders.wantMarch = beat + 1;
if (!noVoice) PlaySoundSequence("marchingOrders", "susume", beat); if (!noVoice) PlaySoundSequence("marchingOrders", "susume", beat);
if (GameManager.instance.currentGame == "marchingOrders") { if (GameManager.instance.currentGame == "marchingOrders") {
@ -393,7 +419,7 @@ namespace HeavenStudio.Games
public void ForceMarching(double beat, float length) public void ForceMarching(double beat, float length)
{ {
for (int i = 0; i < length; i++) { for (int i = 0; i < length; i++) {
ScheduleInput(beat + i - 1, 1f, InputType.STANDARD_DOWN, MarchHit, GenericMiss, Empty); ScheduleInput(beat + i - 0.2f, 0.2f, InputType.STANDARD_DOWN, MarchHit, GenericMiss, Empty);
BeatAction.New(instance.gameObject, new List<BeatAction.Action>() { BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(beat + i, delegate { new BeatAction.Action(beat + i, delegate {
marchOtherCount++; marchOtherCount++;

View file

@ -79,7 +79,7 @@ namespace HeavenStudio.Games
struct QueuedInterval struct QueuedInterval
{ {
public double beat; public double beat;
public float length; public double length;
} }
[Header("Objects")] [Header("Objects")]
@ -93,7 +93,7 @@ namespace HeavenStudio.Games
bool intervalStarted; bool intervalStarted;
double intervalStartBeat; double intervalStartBeat;
bool bossBop = true; bool bossBop = true;
public float beatInterval = 4f; public double beatInterval = 4f;
public bool bossAnnoyed = false; public bool bossAnnoyed = false;
private double lastReportedBeat = 0f; private double lastReportedBeat = 0f;
const string sfxName = "meatGrinder/"; const string sfxName = "meatGrinder/";
@ -119,10 +119,7 @@ namespace HeavenStudio.Games
intervalStarted = false; intervalStarted = false;
beatInterval = 4f; beatInterval = 4f;
} }
foreach (var evt in scheduledInputs) foreach (var evt in scheduledInputs) evt.Disable();
{
evt.Disable();
}
} }
private void Update() private void Update()
@ -131,13 +128,13 @@ namespace HeavenStudio.Games
TackAnim.DoScaledAnimationAsync("TackEmptyHit", 0.5f); TackAnim.DoScaledAnimationAsync("TackEmptyHit", 0.5f);
TackAnim.SetBool("tackMeated", false); TackAnim.SetBool("tackMeated", false);
SoundByte.PlayOneShotGame(sfxName+"whiff"); SoundByte.PlayOneShotGame(sfxName+"whiff");
if (bossAnnoyed) BossAnim.DoScaledAnimationAsync("Bop", 0.5f); bossAnnoyed = false;
} }
if (bossAnnoyed) BossAnim.SetBool("bossAnnoyed", true); if (bossAnnoyed) BossAnim.SetBool("bossAnnoyed", true);
if (queuedIntervals.Count > 0) { if (queuedIntervals.Count > 0) {
foreach (var interval in queuedIntervals) { StartInterval(interval.beat, interval.length); } foreach (var interval in queuedIntervals) StartInterval(interval.beat, interval.length);
queuedIntervals.Clear(); queuedIntervals.Clear();
} }
} }
@ -153,7 +150,7 @@ namespace HeavenStudio.Games
} }
} }
public void Bop(double beat, float length, bool doesBop, bool autoBop) public void Bop(double beat, double length, bool doesBop, bool autoBop)
{ {
bossBop = autoBop; bossBop = autoBop;
if (doesBop) { if (doesBop) {
@ -169,7 +166,7 @@ namespace HeavenStudio.Games
} }
} }
public static void PreInterval(double beat, float length) public static void PreInterval(double beat, double length)
{ {
if (MeatGrinder.instance.intervalStarted || MeatGrinder.queuedIntervals.Count > 0) return; if (MeatGrinder.instance.intervalStarted || MeatGrinder.queuedIntervals.Count > 0) return;
@ -178,9 +175,7 @@ namespace HeavenStudio.Games
length = length, length = length,
}); });
MultiSound.Play(new MultiSound.Sound[] { SoundByte.PlayOneShotGame("meatGrinder/startSignal", beat - 1, forcePlay: true);
new MultiSound.Sound("meatGrinder/startSignal", beat - 1),
}, forcePlay: true);
if (GameManager.instance.currentGame == "meatGrinder") { if (GameManager.instance.currentGame == "meatGrinder") {
BeatAction.New(MeatGrinder.instance.gameObject, new List<BeatAction.Action>() { BeatAction.New(MeatGrinder.instance.gameObject, new List<BeatAction.Action>() {
@ -191,7 +186,7 @@ namespace HeavenStudio.Games
} }
} }
public void StartInterval(double beat, float length) public void StartInterval(double beat, double length)
{ {
if (MeatGrinder.instance.intervalStarted) return; if (MeatGrinder.instance.intervalStarted) return;

View file

@ -32,6 +32,7 @@ namespace HeavenStudio.Games.Loaders
var e = eventCaller.currentEntity; var e = eventCaller.currentEntity;
MunchyMonk.instance.MonkMove(e.beat, e.length, e["goToSide"], e["ease"]); MunchyMonk.instance.MonkMove(e.beat, e.length, e["goToSide"], e["ease"]);
}, },
defaultLength = 8f,
resizable = true, resizable = true,
parameters = new List<Param>() parameters = new List<Param>()
{ {
@ -133,6 +134,20 @@ namespace HeavenStudio.Games.Loaders
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the scroll ramp up have?"), new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the scroll ramp up have?"),
} }
}, },
new GameAction("CloudMonkey", "Cloud Monkey")
{
function = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.instance.MoveCloudMonkey(e.beat, e.length, e["start"], e["direction"]);
},
parameters = new List<Param>()
{
new Param("start", true, "Start Moving", "Start moving the monkey"),
new Param("direction", MunchyMonk.WhichSide.Right, "Direction", "The direction the monkey will move."),
},
defaultLength = 8f,
resizable = true,
},
}, },
new List<string>() {"ntr", "normal"}, new List<string>() {"ntr", "normal"},
"ntrshugyo", "en", "ntrshugyo", "en",
@ -176,6 +191,8 @@ namespace HeavenStudio.Games
[SerializeField] GameObject BrowHolder; [SerializeField] GameObject BrowHolder;
[SerializeField] GameObject StacheHolder; [SerializeField] GameObject StacheHolder;
[SerializeField] GameObject DumplingObj; [SerializeField] GameObject DumplingObj;
[SerializeField] GameObject CloudMonkey;
[SerializeField] ScrollObject CloudMonkeyScroll;
[Header("Animators")] [Header("Animators")]
[SerializeField] Animator OneGiverAnim; [SerializeField] Animator OneGiverAnim;
@ -204,7 +221,7 @@ namespace HeavenStudio.Games
// the variables for scroll // the variables for scroll
bool scrollRampUp; bool scrollRampUp;
double scrollBeat; double scrollBeat;
float scrollLength; double scrollLength;
float scrollMod; float scrollMod;
static float scrollModCurrent = 0; static float scrollModCurrent = 0;
EasingFunction.Ease scrollEase; EasingFunction.Ease scrollEase;
@ -212,7 +229,7 @@ namespace HeavenStudio.Games
// the variables for the monk moving // the variables for the monk moving
bool isMoving; bool isMoving;
double movingStartBeat; double movingStartBeat;
float movingLength; double movingLength;
string moveAnim; string moveAnim;
EasingFunction.Ease lastEase; EasingFunction.Ease lastEase;
ScrollObject[] scrollObjects; ScrollObject[] scrollObjects;
@ -230,31 +247,39 @@ namespace HeavenStudio.Games
{ {
scrollObjects = FindObjectsByType<ScrollObject>(FindObjectsSortMode.None); scrollObjects = FindObjectsByType<ScrollObject>(FindObjectsSortMode.None);
foreach (var obj in scrollObjects) obj.SpeedMod = scrollModCurrent; foreach (var obj in scrollObjects) obj.SpeedMod = scrollModCurrent;
if (growLevel > 0) {
StacheHolder.SetActive(true);
StacheAnim.Play($"Idle{growLevel}");
if (growLevel == 4) {
BrowHolder.SetActive(true);
BrowAnim.Play("Idle");
}
}
} }
private void OnDestroy() private void OnDestroy()
{ {
// reset static variables // reset static variables only when the game is stopped (so that it carries over between game switches)
if (queuedOnes.Count > 0) queuedOnes.Clear(); if (!Conductor.instance.NotStopped()) {
if (queuedTwoTwos.Count > 0) queuedThrees.Clear(); if (queuedOnes.Count > 0) queuedOnes.Clear();
if (queuedThrees.Count > 0) queuedThrees.Clear(); if (queuedTwoTwos.Count > 0) queuedThrees.Clear();
if (queuedThrees.Count > 0) queuedThrees.Clear();
howManyGulps = 0; howManyGulps = 0;
growLevel = 0; growLevel = 0;
inputsTilGrow = 10; inputsTilGrow = 10;
noBlush = false; noBlush = false;
disableBaby = false; disableBaby = false;
foreach (var evt in scheduledInputs)
{
evt.Disable();
} }
foreach (var evt in scheduledInputs) evt.Disable();
} }
private void Update() private void Update()
{ {
// input stuff // input stuff
if (PlayerInput.Pressed(true) && (!IsExpectingInputNow(InputType.STANDARD_DOWN) || !IsExpectingInputNow(InputType.DIRECTION_DOWN))) { if (PlayerInput.Pressed(true) && !IsExpectingInputNow(InputType.STANDARD_DOWN)) {
Debug.Log("ooops" + PlayerInput.Pressed(true));
MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f); MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f);
SoundByte.PlayOneShotGame(sfxName+"slap"); SoundByte.PlayOneShotGame(sfxName+"slap");
isStaring = false; isStaring = false;
@ -304,6 +329,10 @@ namespace HeavenStudio.Games
foreach (var obj in scrollObjects) obj.SpeedMod = newPos; foreach (var obj in scrollObjects) obj.SpeedMod = newPos;
} }
if (CloudMonkey.transform.position.x < -5 || CloudMonkey.transform.position.x > 15.5) {
CloudMonkey.SetActive(false);
}
// cue queuing stuff // cue queuing stuff
if (queuedOnes.Count > 0) { if (queuedOnes.Count > 0) {
foreach (var dumpling in queuedOnes) OneGoCue(dumpling.beat, dumpling.color1); foreach (var dumpling in queuedOnes) OneGoCue(dumpling.beat, dumpling.color1);
@ -335,6 +364,10 @@ namespace HeavenStudio.Games
if (growLevel == 4) BrowAnim.DoScaledAnimationAsync("Bop", 0.5f); if (growLevel == 4) BrowAnim.DoScaledAnimationAsync("Bop", 0.5f);
if (growLevel > 0) StacheAnim.DoScaledAnimationAsync($"Bop{growLevel}", 0.5f); if (growLevel > 0) StacheAnim.DoScaledAnimationAsync($"Bop{growLevel}", 0.5f);
} }
if (CloudMonkey.activeInHierarchy) {
CloudMonkey.GetComponent<Animator>().DoScaledAnimationAsync("Bop", 0.5f);
}
} }
} }
@ -382,8 +415,10 @@ namespace HeavenStudio.Games
{ {
PlaySoundSequence("munchyMonk", "one_go", beat); PlaySoundSequence("munchyMonk", "one_go", beat);
queuedOnes.Add(new QueuedDumpling() queuedOnes.Add(new QueuedDumpling() {
{ beat = beat, color1 = firstColor, }); beat = beat,
color1 = firstColor,
});
} }
public void OneGoCue(double beat, Color firstColor) public void OneGoCue(double beat, Color firstColor)
@ -528,7 +563,7 @@ namespace HeavenStudio.Games
if (vineBoom) SoundByte.PlayOneShotGame("fanClub/arisa_dab", forcePlay: true); if (vineBoom) SoundByte.PlayOneShotGame("fanClub/arisa_dab", forcePlay: true);
} }
public void MonkMove(double beat, float length, int goToSide, int ease) public void MonkMove(double beat, double length, int goToSide, int ease)
{ {
movingStartBeat = beat; movingStartBeat = beat;
movingLength = length; movingLength = length;
@ -539,23 +574,35 @@ namespace HeavenStudio.Games
public static void Modifiers(double beat, int inputsTilGrow, bool resetLevel, int setLevel, bool disableBaby, bool shouldBlush) public static void Modifiers(double beat, int inputsTilGrow, bool resetLevel, int setLevel, bool disableBaby, bool shouldBlush)
{ {
if (MunchyMonk.inputsTilGrow != inputsTilGrow) MunchyMonk.howManyGulps = inputsTilGrow * MunchyMonk.growLevel; if (MunchyMonk.inputsTilGrow != inputsTilGrow) {
if (setLevel != 0) MunchyMonk.growLevel = setLevel; // no matter what you set inputsTilGrow to, it will reset howManyGulps to a value inbetween the level-ups relative to the old level and old inputsTilGrow.
MunchyMonk.howManyGulps = ((inputsTilGrow * MunchyMonk.growLevel) + inputsTilGrow * (MunchyMonk.howManyGulps % MunchyMonk.inputsTilGrow)/MunchyMonk.inputsTilGrow);
MunchyMonk.inputsTilGrow = inputsTilGrow;
}
if (setLevel != 0) {
MunchyMonk.growLevel = setLevel;
MunchyMonk.howManyGulps = setLevel*inputsTilGrow;
if (GameManager.instance.currentGame == "munchyMonk") {
MunchyMonk.instance.StacheAnim.Play($"Idle{setLevel}", 0, 0);
MunchyMonk.instance.StacheHolder.SetActive(true);
}
}
if (resetLevel) { if (resetLevel) {
MunchyMonk.growLevel = 0; MunchyMonk.growLevel = 0;
MunchyMonk.howManyGulps = 0; MunchyMonk.howManyGulps = 0;
if (GameManager.instance.currentGame == "munchyMonk") MunchyMonk.instance.StacheHolder.SetActive(false);
} }
MunchyMonk.noBlush = !shouldBlush; MunchyMonk.noBlush = !shouldBlush;
MunchyMonk.inputsTilGrow = inputsTilGrow;
MunchyMonk.disableBaby = disableBaby; MunchyMonk.disableBaby = disableBaby;
if (GameManager.instance.currentGame == "munchyMonk") if (GameManager.instance.currentGame == "munchyMonk")
MunchyMonk.instance.Baby.SetActive(!disableBaby); MunchyMonk.instance.Baby.SetActive(!disableBaby);
} }
public void ScrollBG(double beat, float length, float scrollSpeed, int ease) public void ScrollBG(double beat, double length, float scrollSpeed, int ease)
{ {
scrollBeat = beat; scrollBeat = beat;
scrollLength = length; scrollLength = length;
@ -563,5 +610,14 @@ namespace HeavenStudio.Games
scrollRampUp = true; scrollRampUp = true;
scrollEase = (EasingFunction.Ease)ease; scrollEase = (EasingFunction.Ease)ease;
} }
public void MoveCloudMonkey(double beat, double length, bool go, int direction)
{
bool wasActive = CloudMonkey.activeInHierarchy;
CloudMonkey.SetActive(true);
CloudMonkeyScroll.SpeedMod = (float)((direction == 0 ? 34 : -34)/length)*(Conductor.instance.songBpm/100);
CloudMonkeyScroll.AutoScroll = go;
if (!wasActive) CloudMonkey.transform.position = new Vector3((direction == 0 ? -5f : 15.5f), 0, 0);
}
} }
} }

View file

@ -15,20 +15,24 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
public GameObject Projectile; public GameObject Projectile;
public Animator anim; public Animator anim;
public bool shouldBop = false;
public int row; public int row;
public int col; public int col;
double lastReportedBeat;
double startJumpTime = double.MinValue; double startJumpTime = double.MinValue;
float jumpLength = 1f; float jumpLength = 1f;
float jumpHeight = 4f; float jumpHeight = 4f;
int jumpAlt; int jumpAlt;
private bool hasJumped = false; bool shouldntBop = false;
bool hasJumped = false;
double startThrowTime = double.MinValue; double startThrowTime = double.MinValue;
float throwLength = 4f; float throwLength = 4f;
float throwHeight = 12f; float throwHeight = 12f;
private bool hasThrown = false; private bool hasThrown = false;
void Awake() void Awake()
@ -67,6 +71,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
{ {
if (hasJumped) if (hasJumped)
{ {
shouldntBop = false;
hasJumped = false; hasJumped = false;
PajamaParty.instance.DoBedImpact(); PajamaParty.instance.DoBedImpact();
anim.DoScaledAnimationAsync("MonkeyLand"); anim.DoScaledAnimationAsync("MonkeyLand");
@ -98,10 +103,19 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
anim.DoUnscaledAnimation("MonkeyBeat"); anim.DoUnscaledAnimation("MonkeyBeat");
Projectile.SetActive(false); Projectile.SetActive(false);
hasThrown = false; hasThrown = false;
shouldntBop = false;
} }
} }
} }
private void LateUpdate()
{
if (Conductor.instance.ReportBeat(ref lastReportedBeat) && anim.IsAnimationNotPlaying() && !hasThrown && !shouldntBop && shouldBop)
{
anim.DoScaledAnimationAsync("MonkeyBeat", 0.5f);
}
}
public void Jump(double beat, int alt = 1) public void Jump(double beat, int alt = 1)
{ {
startJumpTime = beat; startJumpTime = beat;
@ -114,6 +128,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
public void Charge(double beat) public void Charge(double beat)
{ {
shouldntBop = true;
anim.DoUnscaledAnimation("MonkeyReady"); anim.DoUnscaledAnimation("MonkeyReady");
} }
@ -126,6 +141,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
public void ReadySleep(double beat, int action) public void ReadySleep(double beat, int action)
{ {
shouldntBop = true;
var cond = Conductor.instance; var cond = Conductor.instance;
startThrowTime = double.MinValue; startThrowTime = double.MinValue;
Projectile.transform.localPosition = new Vector3(0, 0); Projectile.transform.localPosition = new Vector3(0, 0);

View file

@ -16,27 +16,31 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
public GameObject Projectile_Root; public GameObject Projectile_Root;
public Animator anim; public Animator anim;
double lastReportedBeat;
double startJumpTime = double.MinValue; double startJumpTime = double.MinValue;
float jumpLength = 0; float jumpLength = 0;
float jumpHeight = 0; float jumpHeight = 0;
bool jumpNg = false; bool jumpNg = false;
private bool hasJumped = false; bool canJump = true;
private bool canJump = true; bool hasJumped = false;
private bool charging = false; private bool charging = false;
private bool canCharge = true; private bool canCharge = true;
private bool startedSleeping = false;
double startThrowTime = double.MinValue; double startThrowTime = double.MinValue;
float throwLength = 0; float throwLength = 0;
float throwHeight = 0; float throwHeight = 0;
// true = throw, false = dropped ("Out")
bool throwType = true; bool throwType = true; // true = throw, false = dropped ("Out")
bool hasThrown = false; bool hasThrown = false;
bool throwNg = false; bool throwNg = false;
bool longSleep = false; bool longSleep = false;
public bool canSleep = false; public bool canSleep = false;
public bool shouldBop = false;
void Awake() void Awake()
{ {
@ -44,7 +48,6 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
longSleep = false; longSleep = false;
} }
// Update is called once per frame
void Update() void Update()
{ {
var cond = Conductor.instance; var cond = Conductor.instance;
@ -145,6 +148,14 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
} }
} }
private void LateUpdate()
{
if (Conductor.instance.ReportBeat(ref lastReportedBeat) && anim.IsAnimationNotPlaying() && !hasThrown && !startedSleeping && canCharge && shouldBop)
{
anim.DoScaledAnimationAsync("MakoBeat", 0.5f);
}
}
public void ProjectileThrow(double beat, bool drop = false, bool ng = false) public void ProjectileThrow(double beat, bool drop = false, bool ng = false)
{ {
throwNg = ng; throwNg = ng;
@ -167,6 +178,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
public void PlayerJump(double beat, bool pressout = false, bool ng = false) public void PlayerJump(double beat, bool pressout = false, bool ng = false)
{ {
startedSleeping = false;
startJumpTime = beat; startJumpTime = beat;
canCharge = false; canCharge = false;
canJump = false; canJump = false;
@ -179,6 +191,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
public void StartCharge() public void StartCharge()
{ {
startedSleeping = false;
canJump = false; canJump = false;
anim.DoUnscaledAnimation("MakoReady"); anim.DoUnscaledAnimation("MakoReady");
charging = true; charging = true;
@ -312,6 +325,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
// sleep cue // sleep cue
public void StartSleepSequence(double beat, bool alt, int action) public void StartSleepSequence(double beat, bool alt, int action)
{ {
startedSleeping = true;
if (hasJumped) if (hasJumped)
{ {
hasJumped = false; hasJumped = false;

View file

@ -14,36 +14,58 @@ namespace HeavenStudio.Games.Loaders
public static Minigame AddGame(EventCaller eventCaller) { public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("pajamaParty", "Pajama Party", "fc9ac3", false, false, new List<GameAction>() return new Minigame("pajamaParty", "Pajama Party", "fc9ac3", false, false, new List<GameAction>()
{ {
new GameAction("bop", "Bop")
{
function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.Bop(e.beat, e.length, e["bop"], e["autoBop"]); },
parameters = new List<Param>()
{
new Param("bop", true, "Keep Bopping", "Should Mako and the monkeys bop for the duration of the block?"),
new Param("autoBop", false, "Keep Bopping (Auto)", "Should Mako and the monkeys bop indefinitely?"),
},
resizable = true,
},
// both same timing // both same timing
new GameAction("jump (side to middle)", "Side to Middle Jumps") new GameAction("jump (side to middle)", "Side to Middle Jumps")
{ {
function = delegate {PajamaParty.instance.DoThreeJump(eventCaller.currentEntity.beat);}, function = delegate { PajamaParty.instance.DoThreeJump(eventCaller.currentEntity.beat); },
defaultLength = 4f, defaultLength = 4f,
inactiveFunction = delegate {PajamaParty.WarnThreeJump(eventCaller.currentEntity.beat);} inactiveFunction = delegate { PajamaParty.WarnThreeJump(eventCaller.currentEntity.beat); }
}, },
new GameAction("jump (back to front)", "Back to Front Jumps") new GameAction("jump (back to front)", "Back to Front Jumps")
{ {
function =delegate {PajamaParty.instance.DoFiveJump(eventCaller.currentEntity.beat);}, function = delegate { PajamaParty.instance.DoFiveJump(eventCaller.currentEntity.beat); },
defaultLength = 4f, defaultLength = 4f,
inactiveFunction = delegate {PajamaParty.WarnFiveJump(eventCaller.currentEntity.beat);} inactiveFunction = delegate { PajamaParty.WarnFiveJump(eventCaller.currentEntity.beat); }
}, },
//idem //idem
new GameAction("slumber", "Slumber") new GameAction("slumber", "Slumber")
{ {
function = delegate {var e = eventCaller.currentEntity; PajamaParty.instance.DoSleepSequence(e.beat, e["toggle"], e["type"]);}, function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.DoSleepSequence(e.beat, e["toggle"], e["type"]); },
defaultLength = 8f, defaultLength = 8f,
parameters = new List<Param>() parameters = new List<Param>()
{ {
new Param("type", PajamaParty.SleepType.Normal, "Sleep Type", "Type of sleep action to use"), new Param("type", PajamaParty.SleepType.Normal, "Sleep Type", "Type of sleep action to use"),
new Param("toggle", false, "Alt. Animation", "Use an alternate animation for Mako") new Param("toggle", false, "Alt. Animation", "Use an alternate animation for Mako")
}, },
inactiveFunction = delegate {var e = eventCaller.currentEntity; PajamaParty.WarnSleepSequence(e.beat, e["toggle"], e["type"]);} inactiveFunction = delegate { var e = eventCaller.currentEntity; PajamaParty.WarnSleepSequence(e.beat, e["toggle"], e["type"]); }
}, },
new GameAction("throw", "Throw Pillows") new GameAction("throw", "Throw Pillows")
{ {
function = delegate {PajamaParty.instance.DoThrowSequence(eventCaller.currentEntity.beat);}, function = delegate { PajamaParty.instance.DoThrowSequence(eventCaller.currentEntity.beat); },
defaultLength = 8f, defaultLength = 8f,
inactiveFunction = delegate {PajamaParty.WarnThrowSequence(eventCaller.currentEntity.beat);} inactiveFunction = delegate { PajamaParty.WarnThrowSequence(eventCaller.currentEntity.beat); }
},
new GameAction("instant slumber", "Instant Slumber")
{
function = delegate { var e = eventCaller.currentEntity; PajamaParty.instance.DoInstantSleep(e.beat + e.length - 1, e["type"]); },
defaultLength = 0.5f,
inactiveFunction = delegate { var e = eventCaller.currentEntity; PajamaParty.WarnInstantSleep(e.beat, e.length, e["type"]); },
resizable = true,
parameters = new List<Param>()
{
new Param("type", PajamaParty.SleepType.Normal, "Sleep Type", "Type of sleep action to use"),
},
priority = 5,
}, },
// todo cosmetic crap // todo cosmetic crap
// background stuff // background stuff
@ -79,8 +101,10 @@ namespace HeavenStudio.Games
static double WantFiveJump = double.MinValue; static double WantFiveJump = double.MinValue;
static double WantThrowSequence = double.MinValue; static double WantThrowSequence = double.MinValue;
static double WantSleepSequence = double.MinValue; static double WantSleepSequence = double.MinValue;
static double WantInstantSleep = Single.MinValue;
static bool WantSleepType = false; static bool WantSleepType = false;
static int WantSleepAction = (int) PajamaParty.SleepType.Normal; static int WantSleepAction = (int) PajamaParty.SleepType.Normal;
static int WantInstantSleepAction = (int) PajamaParty.SleepType.Normal;
public enum SleepType { public enum SleepType {
Normal, Normal,
@ -151,6 +175,32 @@ namespace HeavenStudio.Games
DoSleepSequence(WantSleepSequence, WantSleepType, WantSleepAction, false); DoSleepSequence(WantSleepSequence, WantSleepType, WantSleepAction, false);
WantSleepSequence = double.MinValue; WantSleepSequence = double.MinValue;
} }
if (WantInstantSleep != double.MinValue)
{
DoInstantSleep(WantInstantSleep, WantInstantSleepAction);
WantInstantSleep = double.MinValue;
}
}
public void Bop(double beat, double length, bool doesBop, bool autoBop)
{
void Bops(bool bop) {
Mako.shouldBop = bop;
for (int y = 0; y < 5; y++) {
for (int x = 0; x < 5; x++) {
if (!(y == 0 && x == 2)) monkeys[x, y].shouldBop = bop;
}
}
}
Bops(autoBop || doesBop);
if (!autoBop && doesBop) {
BeatAction.New(gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(beat + length, delegate {
Bops(false);
})
});
}
} }
public void DoThreeJump(double beat, bool doSound = true) public void DoThreeJump(double beat, bool doSound = true)
@ -240,8 +290,8 @@ namespace HeavenStudio.Games
BeatAction.New(Mako.Player, new List<BeatAction.Action>() BeatAction.New(Mako.Player, new List<BeatAction.Action>()
{ {
new BeatAction.Action( beat + 2f, delegate { MonkeyCharge(beat + 2f); } ), new BeatAction.Action(beat + 2f, delegate { MonkeyCharge(beat + 2f); } ),
new BeatAction.Action( beat + 3f, delegate { MonkeyThrow(beat + 3f); } ), new BeatAction.Action(beat + 3f, delegate { MonkeyThrow(beat + 3f); } ),
}); });
} }
@ -267,7 +317,6 @@ namespace HeavenStudio.Games
public void DoSleepSequence(double beat, bool alt = false, int action = (int) PajamaParty.SleepType.Normal, bool doSound = true) public void DoSleepSequence(double beat, bool alt = false, int action = (int) PajamaParty.SleepType.Normal, bool doSound = true)
{ {
var cond = Conductor.instance;
Mako.StartSleepSequence(beat, alt, action); Mako.StartSleepSequence(beat, alt, action);
MonkeySleep(beat, action); MonkeySleep(beat, action);
if (doSound) if (doSound)
@ -294,6 +343,35 @@ namespace HeavenStudio.Games
WantSleepAction = action; WantSleepAction = action;
} }
public void DoInstantSleep(double deslumber, int action)
{
Mako.anim.Play("MakoSleepJust", -1, 1);
for (int y = 0; y < 5; y++) {
for (int x = 0; x < 5; x++) {
if (!(y == 0 && x == 2)) monkeys[x, y].anim.Play("MonkeySleep02", -1, 1);
}
}
if (action == 1) return;
BeatAction.New(gameObject, new List<BeatAction.Action>() {
new BeatAction.Action(deslumber, delegate {
Mako.anim.DoScaledAnimationAsync("MakoAwake", 0.5f);
SoundByte.PlayOneShotGame("pajamaParty/siestaDone");
for (int y = 0; y < 5; y++) {
for (int x = 0; x < 5; x++) {
if (!(y == 0 && x == 2)) monkeys[x, y].anim.DoScaledAnimationAsync("MonkeyAwake", 0.5f);
}
}
}),
});
}
public static void WarnInstantSleep(double beat, double length, int action)
{
WantInstantSleep = beat + length - 1;
WantInstantSleepAction = action;
}
public void DoBedImpact() public void DoBedImpact()
{ {
Bed.GetComponent<Animator>().Play("BedImpact", -1, 0); Bed.GetComponent<Animator>().Play("BedImpact", -1, 0);