mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-12 20:55:08 +00:00
19973638a2
* basic setup+inputs
this is gonna be so annoying to optimize
i am SO overwhelmed with the options that i have
object pooling, disabling the monkeys, literally just placing them manually... idk.
* custom monkeys + more setup stuff
it's all coming together .
* a few tweaks
committing to update the spritesheet
* hi ev
* player stuff
* player anims
* particles
* more of prefab
* upscale for this sheet
* prefab more
* oops
* anims n stuff
* assign the stuff, a little bit of rotation
* better sheet
* balloon sheet
* particles
* Revert "particles"
This reverts commit fe4d589731a3ceacc7d80b7fde520f87b1c6e745.
* Revert "Revert "particles""
This reverts commit ce117b280d4bd7400bd40260f4d858f2d5fba9e3.
* fixed the watch outline + pink monkey prefab variant
the bccad really is a life saver
* anims for monkeys
* convert to dictionary
yippee for dictionaries
* better camera
* click animations are all done
* custom monkeys are actually good now :)
* prefab adjustments
* oopps2
* tweaked particles
* inactive monkeys/custom monkeys + prefab fixes
they should work perfectly now, and the prefab should also need no further adjustment
hopefully...
* many animations
* click fixes
* the prefab needed One more adjustment
* oops again
hopefully the shadow is good now
* sheet adjustment
* all yellow anims done
* progress.
starting on the monkeys appear block rn, and then i'll work on the monkey spawning logic. honestly should be pretty easy (and i DON'T think this will be something i look back on as if i was crazy 😄 )
* open / close hole
* monkey spawning working better
* pink monkey anims
* clean slate
* gonna test something
* proper camera
* Camera movements done
* pink monkey sounds and a small bug fix
* clock arrow now moves
* gettin ready to spawn el monkeys
* monkeys should spawn now ig
* bug fixes
* oops
* monkeys appear added
* more fixes yahoo
* shadow tweak
* bug fixes
* zoom out beginnings
* hour more smooth
* smooth minute too
* it now zooms out lol
* middle monkey
* oopsie doopsie
* hot air balloon
* oops
* anim
* disappear fix
* ticks on input now
* prepare earlier
* tiny tweak
* oops again
* fixed the input bug
* holes
* middle monkey anims
* fixed layering
* zoom out tweaks and shadow movement
* camera tweak
* tweaks
* quad
* camera tweak
* quart
* inspcetor
* shadow correct
* Okay
* zoom out seperation
* instant
* balloon movement
* balloon fixed
* fixed particle
* icon
* fixed beataction parameters
* monkey watch camera refactor
run sourcegen
---------
Co-authored-by: AstrlJelly <bdlawson115@gmail.com>
Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
115 lines
3.9 KiB
C#
115 lines
3.9 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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using Starpelly;
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namespace HeavenStudio.Games.Scripts_MonkeyWatch
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{
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public class MonkeyClockArrow : MonoBehaviour
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{
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[Header("Components")]
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[SerializeField] private Animator anim;
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[SerializeField] private Transform anchorRotateTransform;
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[SerializeField] private Animator playerMonkeyAnim;
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[SerializeField] private ParticleSystem yellowClap;
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[SerializeField] private ParticleSystem pinkClap;
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[SerializeField] private Transform shadowTrans;
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[SerializeField] private Transform camMoveTrans;
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[Header("Properties")]
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[SerializeField] private float shadowXRange = 2f;
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[SerializeField] private float shadowYRange = 1f;
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private MonkeyWatch game;
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private void Awake()
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{
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game = MonkeyWatch.instance;
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}
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private void Update()
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{
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if (PlayerInput.GetIsAction(MonkeyWatch.InputAction_BasicPress) && !game.IsExpectingInputNow(MonkeyWatch.InputAction_BasicPress))
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{
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PlayerClap(false, false, true);
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}
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}
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public void Move()
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{
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anchorRotateTransform.localEulerAngles = new Vector3(0, 0, anchorRotateTransform.localEulerAngles.z - 6);
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anim.DoScaledAnimationAsync("Click", 0.4f);
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MoveShadow();
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}
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private void MoveShadow()
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{
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float realAngle = anchorRotateTransform.localEulerAngles.z % 360 - 360;
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realAngle *= -1;
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float x;
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float y;
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if (realAngle <= 180)
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{
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float normalizedAngle = Mathp.Normalize(realAngle, 0, 180);
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x = Mathf.Lerp(0, shadowXRange, normalizedAngle);
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}
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else
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{
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float normalizedAngle = Mathp.Normalize(realAngle, 180, 360);
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x = Mathf.Lerp(shadowXRange, 0, normalizedAngle);
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}
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float realAngleY = anchorRotateTransform.localEulerAngles.z % 180 - 180;
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realAngleY *= -1;
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if (realAngleY <= 90)
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{
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float normalizedAngle = Mathp.Normalize(realAngleY, 0, 90);
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y = Mathf.Lerp(0, shadowYRange, normalizedAngle);
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}
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else
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{
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float normalizedAngle = Mathp.Normalize(realAngleY, 90, 180);
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y = Mathf.Lerp(shadowYRange, 0, normalizedAngle);
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}
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shadowTrans.localPosition = new Vector3(x, y);
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}
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public void MoveToAngle(float angle)
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{
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anchorRotateTransform.localEulerAngles = new Vector3(0, 0, -angle);
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}
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public bool PlayerIsClapAnim()
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{
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return !playerMonkeyAnim.IsAnimationNotPlaying();
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}
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public void PlayerClap(bool big, bool barely, bool whiff)
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{
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if (playerMonkeyAnim.IsPlayingAnimationNames("PlayerClapBarely") && whiff) return;
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if (whiff)
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{
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game.middleMonkey.DoScaledAnimationAsync("MiddleMonkeyMiss", 0.4f);
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SoundByte.PlayOneShot("miss");
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}
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if (barely || whiff)
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{
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playerMonkeyAnim.DoScaledAnimationAsync("PlayerClapBarely", 0.4f);
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}
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else
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{
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playerMonkeyAnim.DoScaledAnimationAsync(big ? "PlayerClapBig" : "PlayerClap", 0.4f);
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ParticleSystem clapToSpawn = big ? pinkClap : yellowClap;
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ParticleSystem spawnedClap = Instantiate(clapToSpawn, camMoveTrans, true);
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spawnedClap.transform.eulerAngles = Vector3.zero;
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spawnedClap.transform.GetChild(0).GetComponent<ParticleSystem>().SetAsyncScaling(0.4f);
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spawnedClap.PlayScaledAsync(0.4f);
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}
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}
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}
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}
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