using HeavenStudio.Util; using System.Collections; using System.Collections.Generic; using System; using UnityEngine; namespace HeavenStudio.Games.Scripts_PajamaParty { public class CtrPillowMonkey : MonoBehaviour { [Header("Objects")] public GameObject Monkey; public GameObject Shadow; public GameObject Projectile; public Animator anim; public int row; public int col; float startJumpTime = Single.MinValue; float jumpLength = 1f; float jumpHeight = 4f; int jumpAlt; private bool hasJumped = false; float startThrowTime = Single.MinValue; float throwLength = 4f; float throwHeight = 12f; private bool hasThrown = false; void Awake() { anim = Monkey.GetComponent(); } // Update is called once per frame void Update() { var cond = Conductor.instance; //jumping logic float jumpPos = cond.GetPositionFromBeat(startJumpTime, jumpLength); if (jumpPos >= 0 && jumpPos <= 1f) { hasJumped = true; float yMul = jumpPos * 2f - 1f; float yWeight = -(yMul*yMul) + 1f; Monkey.transform.localPosition = new Vector3(0, jumpHeight * yWeight); Shadow.transform.localScale = new Vector3((1f-yWeight*0.2f) * 1.2f, (1f-yWeight*0.2f) * 0.8f, 1f); if (jumpAlt > 1) { float t; if (jumpAlt == 3) t = 1f - jumpPos; else t = jumpPos; Monkey.transform.rotation = Quaternion.Euler(0, 0, Mathf.Lerp(22.5f, -22.5f, t)); anim.DoScaledAnimation("MonkeyJump0" + jumpAlt, startJumpTime, jumpLength); } else anim.DoScaledAnimation("MonkeyJump", startJumpTime, jumpLength); } else { if (hasJumped) { hasJumped = false; PajamaParty.instance.DoBedImpact(); anim.DoScaledAnimationAsync("MonkeyLand"); Monkey.transform.rotation = Quaternion.Euler(0, 0, 0); jumpAlt = 0; } startJumpTime = Single.MinValue; Monkey.transform.localPosition = new Vector3(0, 0); Shadow.transform.localScale = new Vector3(1.2f, 0.8f, 1f); } //throwing logic jumpPos = cond.GetPositionFromBeat(startThrowTime, throwLength); if (jumpPos >= 0 && jumpPos <= 1f) { hasThrown = true; float yMul = jumpPos * 2f - 1f; float yWeight = -(yMul*yMul) + 1f; Projectile.transform.localPosition = new Vector3(0, throwHeight * yWeight + 1.5f); Projectile.transform.rotation = Quaternion.Euler(0, 0, Projectile.transform.rotation.eulerAngles.z - (360f * Time.deltaTime)); } else { startThrowTime = Single.MinValue; Projectile.transform.localPosition = new Vector3(0, 0); Projectile.transform.rotation = Quaternion.Euler(0, 0, 0); if (hasThrown) { anim.DoUnscaledAnimation("MonkeyBeat"); Projectile.SetActive(false); hasThrown = false; } } } public void Jump(float beat, int alt = 1) { startJumpTime = beat; jumpAlt = 0; if (alt > 1) { jumpAlt = alt; } } public void Charge(float beat) { anim.DoUnscaledAnimation("MonkeyReady"); } public void Throw(float beat) { anim.DoUnscaledAnimation("MonkeyThrow"); startThrowTime = beat; Projectile.SetActive(true); } public void ReadySleep(float beat) { var cond = Conductor.instance; startThrowTime = Single.MinValue; Projectile.transform.localPosition = new Vector3(0, 0); Projectile.transform.rotation = Quaternion.Euler(0, 0, 0); if (hasThrown) { Projectile.SetActive(false); hasThrown = false; } startJumpTime = Single.MinValue; Monkey.transform.localPosition = new Vector3(0, 0); Shadow.transform.localScale = new Vector3(1.2f, 0.8f, 1f); List seq = new List() { new BeatAction.Action( beat, delegate { anim.DoScaledAnimationAsync("MonkeySleep00"); }), new BeatAction.Action( beat + 0.5f, delegate { anim.DoUnscaledAnimation("MonkeySleep01"); }), }; if (col == 0 || col == 4) { seq.Add(new BeatAction.Action( beat + 1f, delegate { anim.DoScaledAnimationAsync("MonkeySleep02"); })); } else if (col == 1 || col == 3) { seq.Add(new BeatAction.Action( beat + 1.5f, delegate { anim.DoScaledAnimationAsync("MonkeyReadySleep"); })); seq.Add(new BeatAction.Action( beat + 2.5f, delegate { anim.DoScaledAnimationAsync("MonkeySleep02"); })); } else { seq.Add(new BeatAction.Action( beat + 3f, delegate { anim.DoScaledAnimationAsync("MonkeyReadySleep"); })); seq.Add(new BeatAction.Action( beat + 4f, delegate { anim.DoScaledAnimationAsync("MonkeySleep02"); })); } seq.Add(new BeatAction.Action( beat + 7f, delegate { anim.DoScaledAnimationAsync("MonkeyAwake"); })); BeatAction.New(Monkey, seq); } } }