HeavenStudioPlus/Assets/Scripts/Games/MunchyMonk/MunchyMonk.cs
Zeo 3a4279ce5e Mass Text Update (#615)
* Air Rally Text Update

* Blue Bear Text Update

* Board Meeting Text Update

* Built To Scale DS Text Update

also changed Air Rally's assetbundle tag from "normal" to "keep"

* Catchy Tune Text Update

also changed some minor wording in Board Meeting and Built To Scale DS

* Cheer Readers Text Update

* The Clappy Trio Text Update

* Coin Toss Text Update

* Crop Stomp Text Update

* DJ School Text Update

* Dog Ninja Text Update

* Double Date Text Update

* Drumming Practice Text Update

* Fan Club Text Update

* Fireworks Text Update

* Second Contact Text Update

* Flipper-Flop Text Update

also fix an error in Catchy Tune

* Fork Lifter Text Update

* Glee Club Text Update

* Karate Man Text Update

also minor updates to other games

* Kitties! Text Update

* Launch Party Text Update

* Lockstep Text Update

* Marching Orders Text Update

* Meat Grinder Text Update

also fixed an error in Second Contact

* Mr. Upbeat Text Update

* Munchy Monk Text Update

* Octopus Machine Text Update

* Pajama Party Text Update

* Quiz Show Text Update

also changed some wording in meat grinder

* Rhythm Rally Text Update

* Rhythm Somen Text Update

that was easy

* Rhythm Tweezers Text Update

* Ringside Text Update

* Rockers Text Update

this sucked

* Samurai Slice DS Text Update

* See Saw Text Update

* Sneaky Spirits Text Update

* Spaceball Text Update

* Space Dance Text Update

* Space Soccer Text Update

* Splashdown Text Update

* Tambourine Text Update

* Tap Trial Text Update

* Tap Troupe Text Update

* The Dazzles Text Update

* Toss Boys Text Update

* Tram & Pauline Text Update

also added translation for Fireworks

* Tunnel Text Update

* Wizard's Waltz Text Update

* Working Dough Text Update

* fix compiler errors

* fix editor offset bug(?)

* fix missing param in second contact

* Ball Redispense text

* remove space soccer swing

* Trick on the Class Text Update

* Non-Game Text Update

* fix pre-function sorting

* camera shake ease

* remove a bunch of prints

* rhythm tweezers bug fix

* Update Credits.txt

* ssds nop samurai bop

* swap order of shake properties

* Update FirstContact.cs

---------

Co-authored-by: minenice55 <star.elementa@gmail.com>
2024-01-15 02:04:10 +00:00

627 lines
No EOL
27 KiB
C#

using HeavenStudio.Util;
using HeavenStudio.Common;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class ntrMunchyMonkLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("munchyMonk", "Munchy Monk", "b9fffc", false, false, new List<GameAction>()
{
new GameAction("Bop", "Bop")
{
function = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.instance.Bop(e.beat, e.length, e["bop"]);
},
parameters = new List<Param>()
{
new Param("bop", true, "Bop", "Toggle if Munchy Monk should bop for the duration of this event."),
new Param("autoBop", false, "Bop (Auto)", "Toggle if Munchy Monk should automatically bop until another Bop event is reached."),
},
resizable = true
},
new GameAction("MonkMove", "Monk Move")
{
function = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.instance.MonkMove(e.beat, e.length, e["goToSide"], e["ease"]);
},
defaultLength = 8f,
resizable = true,
parameters = new List<Param>()
{
new Param("goToSide", MunchyMonk.WhichSide.Right, "Side", "Choose the side that Munchy Monk will move to."),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
},
},
new GameAction("One", "One")
{
function = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.PreOneGoCue(e.beat, e["oneColor"]);
},
inactiveFunction = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.PreOneGoCue(e.beat, e["oneColor"]);
},
defaultLength = 2f,
parameters = new List<Param>()
{
new Param("oneColor", new Color(1, 1, 1, 1), "Color", "Set the color of the dumpling.")
},
},
new GameAction("TwoTwo", "Two Two")
{
defaultLength = 2f,
parameters = new List<Param>()
{
new Param("twoColor1", new Color(1, 0.51f, 0.45f, 1), "1st Dumpling Color", "Set the color of the first dumpling."),
new Param("twoColor2", new Color(1, 0.51f, 0.45f, 1), "2nd Dumpling Color", "Set the color of the second dumpling."),
},
preFunctionLength = 0.5f,
preFunction = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.PreTwoTwoCue(e.beat, e["twoColor1"], e["twoColor2"]);
},
},
new GameAction("Three", "Three")
{
function = delegate {
var e = eventCaller.currentEntity;
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,
parameters = new List<Param>()
{
new Param("threeColor1", new Color(0.34f, 0.77f, 0.36f, 1), "1st Dumpling Color", "Set the color of the first dumpling."),
new Param("threeColor2", new Color(0.34f, 0.77f, 0.36f, 1), "2nd Dumpling Color", "Set the color of the second dumpling."),
new Param("threeColor3", new Color(0.34f, 0.77f, 0.36f, 1), "3rd Dumpling Color", "Set the color of the third dumpling."),
},
},
new GameAction("Modifiers", "Modifiers")
{
function = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.Modifiers(e.beat, e["inputsTil"], e["resetLevel"], e["setLevel"], e["disableBaby"], e["shouldBlush"]);
},
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("inputsTil", new EntityTypes.Integer(0, 50, 10), "Moustache Growth Requirement", "Set how many dumplings Munchy Monk needs to eat for his moustache to grow."),
new Param("resetLevel", false, "Reset Hair Growth", "Toggle if the current amount of moustache growth should be reset."),
new Param("setLevel", new EntityTypes.Integer(0, 4, 0), "Instant Growth", "Set how much hair Munchy Monk should instantly grow at the start of this event."),
new Param("disableBaby", false, "Disable Baby", "Toggle if the baby should appear or not."),
new Param("shouldBlush", true, "Blush", "Toggle if Munchy Monk should blush after eating a dumpling."),
},
},
new GameAction("MonkAnimation", "Monk Animations")
{
function = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.instance.PlayMonkAnim(e.beat, e["whichAnim"], e["vineBoom"]);
},
inactiveFunction = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.instance.PlayMonkAnimInactive(e["vineBoom"]);
},
parameters = new List<Param>()
{
new Param("whichAnim", MunchyMonk.WhichMonkAnim.Stare, "Animation", "Set the animation to play."),
new Param("vineBoom", false, "Vine Boom", "Toggle if a certain sound effect should play."),
}
},
new GameAction("ScrollBackground", "Scroll Background")
{
function = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.instance.ScrollBG(e.beat, e.length, e["scrollSpeed"], e["ease"]);
},
defaultLength = 1f,
resizable = true,
parameters = new List<Param>()
{
new Param("scrollSpeed", new EntityTypes.Float(0, 20, 5), "Speed", "Set the speed that the background should scroll."),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
}
},
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", "Toggle if the monkey should start moving."),
new Param("direction", MunchyMonk.WhichSide.Right, "Direction", "Set the direction that the monkey will move."),
},
defaultLength = 8f,
resizable = true,
},
},
new List<string>() {"ntr", "normal"},
"ntrshugyo", "en",
new List<string>() {"en"}
);
}
}
}
namespace HeavenStudio.Games
{
using Scripts_MunchyMonk;
public class MunchyMonk : Minigame
{
public List<Dumpling> dumplings = new List<Dumpling>();
static List<QueuedDumpling> queuedOnes = new List<QueuedDumpling>();
static List<QueuedDumpling> queuedTwoTwos = new List<QueuedDumpling>();
static List<QueuedDumpling> queuedThrees = new List<QueuedDumpling>();
struct QueuedDumpling
{
public double beat;
public Color color1;
public Color color2;
public Color color3;
}
public enum WhichMonkAnim
{
Stare,
Blush,
}
public enum WhichSide
{
Right,
Left,
}
[Header("Objects")]
[SerializeField] GameObject Baby;
[SerializeField] GameObject BrowHolder;
[SerializeField] GameObject StacheHolder;
[SerializeField] GameObject DumplingObj;
[SerializeField] GameObject CloudMonkey;
[SerializeField] ScrollObject CloudMonkeyScroll;
[Header("Animators")]
[SerializeField] Animator OneGiverAnim;
[SerializeField] Animator TwoGiverAnim;
[SerializeField] Animator ThreeGiverAnim;
[SerializeField] Animator BrowAnim;
[SerializeField] Animator StacheAnim;
[SerializeField] Animator MonkHolderAnim;
public Animator MonkAnim;
public Animator MonkArmsAnim;
[Header("Variables")]
[SerializeField] Sprite[] dumplingSprites;
public double lastReportedBeat = 0f;
public bool needBlush;
public bool isStaring;
// these variables are static so that they can be set outside of the game/stay the same between game switches
static public int howManyGulps;
static public int growLevel = 0;
static public int inputsTilGrow = 10;
static bool noBlush;
static bool disableBaby;
// the variables for scroll
bool scrollRampUp;
double scrollBeat;
double scrollLength;
float scrollMod;
static float scrollModCurrent = 0;
EasingFunction.Ease scrollEase;
// the variables for the monk moving
bool isMoving;
double movingStartBeat;
double movingLength;
string moveAnim;
EasingFunction.Ease lastEase;
ScrollObject[] scrollObjects;
const string sfxName = "munchyMonk/";
public static MunchyMonk instance;
private void Awake()
{
instance = this;
Baby.SetActive(!disableBaby);
SetupBopRegion("munchyMonk", "Bop", "autoBop");
}
private void Start()
{
scrollObjects = FindObjectsByType<ScrollObject>(FindObjectsSortMode.None);
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()
{
// reset static variables only when the game is stopped (so that it carries over between game switches)
if (!Conductor.instance.NotStopped()) {
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;
}
foreach (var evt in scheduledInputs) evt.Disable();
}
private void Update()
{
// input stuff
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress)) {
MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f);
SoundByte.PlayOneShotGame(sfxName+"slap");
isStaring = false;
// early input stuff
if (dumplings.Count != 0) InputFunctions(3);
}
// blushes when done eating but not when staring
if (needBlush
&& !MonkAnim.IsPlayingAnimationNames("Eat", "Stare", "Barely", "Miss")
&& !isStaring
&& !noBlush)
{
MonkAnim.DoScaledAnimationAsync("Blush", 0.5f);
needBlush = false;
}
// sets hair stuff active when it needs to be
if (growLevel > 0) {
StacheHolder.SetActive(true);
if (growLevel == 4) BrowHolder.SetActive(true);
}
// resets the monk when game is stopped
if (!Conductor.instance.NotStopped()) MonkAnim.DoScaledAnimationAsync("Idle", 0.5f);
if (isMoving) {
float normalizedBeat = Conductor.instance.GetPositionFromBeat(movingStartBeat, movingLength);
EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
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;
}
if (CloudMonkey.transform.position.x < -5 || CloudMonkey.transform.position.x > 15.5) {
CloudMonkey.SetActive(false);
}
// cue queuing stuff
if (queuedOnes.Count > 0) {
foreach (var dumpling in queuedOnes) OneGoCue(dumpling.beat, dumpling.color1);
queuedOnes.Clear();
}
if (queuedTwoTwos.Count > 0) {
foreach (var dumpling in queuedTwoTwos) TwoTwoCue(dumpling.beat, dumpling.color1, dumpling.color2);
queuedTwoTwos.Clear();
}
if (queuedThrees.Count > 0) {
foreach (var dumpling in queuedThrees) ThreeGoCue(dumpling.beat, dumpling.color1, dumpling.color2, dumpling.color3);
queuedThrees.Clear();
}
}
public override void OnBeatPulse(double beat)
{
if ((MonkAnim.IsAnimationNotPlaying() || MonkAnim.IsPlayingAnimationNames("Bop", "Idle"))
&& BeatIsInBopRegion(beat)
&& !isStaring)
{
MonkAnim.DoScaledAnimationAsync("Bop", 0.5f);
}
if (!MonkAnim.IsPlayingAnimationNames("Blush", "Stare"))
{
if (growLevel == 4) BrowAnim.DoScaledAnimationAsync("Bop", 0.5f);
if (growLevel > 0) StacheAnim.DoScaledAnimationAsync($"Bop{growLevel}", 0.5f);
}
if (CloudMonkey.activeInHierarchy) //Why activeInHierarchy? - Rasmus
{
CloudMonkey.GetComponent<Animator>().DoScaledAnimationAsync("Bop", 0.5f); //DONT DO THIS!!! GetComponent is a really expensive operation - Rasmus
}
}
public void Bop(double beat, double length, bool bop)
{
if (!bop) return;
List<BeatAction.Action> actions = new();
for (int i = 0; i < length; i++)
{
actions.Add(new(beat + i, delegate
{
needBlush = false;
MonkAnim.DoScaledAnimationAsync("Bop", 0.5f);
if (growLevel == 4) BrowAnim.DoScaledAnimationAsync("Bop", 0.5f);
if (growLevel > 0) StacheAnim.DoScaledAnimationAsync($"Bop{growLevel}", 0.5f);
}));
}
if (actions.Count > 0) BeatAction.New(this, actions);
}
public void InputFunctions(int whichVar, float state = 0)
{
switch (whichVar)
{
case 1:
dumplings[dumplings.Count-1].HitFunction(state);
break;
case 2:
dumplings[dumplings.Count-1].MissFunction();
break;
case 3:
dumplings[dumplings.Count-1].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(double beat, Color firstColor)
{
PlaySoundSequence("munchyMonk", "one_go", beat);
queuedOnes.Add(new QueuedDumpling() {
beat = beat,
color1 = firstColor,
});
}
public void OneGoCue(double beat, Color firstColor)
{
BeatAction.New(this, new List<BeatAction.Action>() {
new BeatAction.Action(beat, delegate {
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, InputAction_BasicPress, Hit, Miss, Early);
}),
new BeatAction.Action(beat+0.5f, delegate {
OneGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f);
}),
});
}
public static void PreTwoTwoCue(double beat, Color firstColor, Color secondColor)
{
PlaySoundSequence("munchyMonk", "two_go", beat);
queuedTwoTwos.Add(new QueuedDumpling() {
beat = beat,
color1 = firstColor,
color2 = secondColor,
});
}
public void TwoTwoCue(double beat, Color firstColor, Color secondColor)
{
BeatAction.New(this, 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, InputAction_BasicPress, 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, InputAction_BasicPress, Hit, Miss, Early);
}),
});
}
public static void PreThreeGoCue(double beat, Color firstColor, Color secondColor, Color thirdColor)
{
PlaySoundSequence("munchyMonk", "three_go", beat);
queuedThrees.Add(new QueuedDumpling() {
beat = beat,
color1 = firstColor,
color2 = secondColor,
color3 = thirdColor,
});
}
public void ThreeGoCue(double beat, Color firstColor, Color secondColor, Color thirdColor)
{
BeatAction.New(instance, new List<BeatAction.Action>() {
new BeatAction.Action(beat, delegate {
// first in
ThreeGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f);
// first dumpling
Dumpling DumplingClone1 = Instantiate(DumplingObj, gameObject.transform).GetComponent<Dumpling>();
DumplingClone1.dumplingColor = firstColor;
DumplingClone1.startBeat = beat;
DumplingClone1.sr.sprite = dumplingSprites[3];
dumplings.Add(DumplingClone1);
ScheduleInput(beat, 1f, InputAction_BasicPress, Hit, Miss, Early); }),
new BeatAction.Action(beat+0.5f, delegate {
// first out
ThreeGiverAnim.DoScaledAnimationAsync("GiveOut", 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, InputAction_BasicPress, Hit, Miss, Early); }),
new BeatAction.Action(beat+1.75f, delegate {
// second out
ThreeGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f); }),
new BeatAction.Action(beat+2.3f, delegate {
// third in
ThreeGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f);
// third dumpling
Dumpling DumplingClone3 = Instantiate(DumplingObj, gameObject.transform).GetComponent<Dumpling>();
DumplingClone3.dumplingColor = thirdColor;
DumplingClone3.startBeat = beat+2.3f;
DumplingClone3.sr.sprite = dumplingSprites[5];
dumplings.Add(DumplingClone3);
ScheduleInput(beat, 3f, InputAction_BasicPress, Hit, Miss, Early); }),
new BeatAction.Action(beat+2.75f, delegate {
// third out
ThreeGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f); }),
});
}
public void PlayMonkAnim(double beat, int whichAnim, bool vineBoom)
{
switch (whichAnim)
{
case 1:
MonkAnim.DoScaledAnimationAsync("Blush", 0.5f);
needBlush = false;
break;
default:
MonkAnim.DoScaledAnimationAsync("Stare", 0.5f);
isStaring = true;
break;
}
// it's in zeo's video; no reason not to include it :)
if (vineBoom) SoundByte.PlayOneShotGame("fanClub/arisa_dab", forcePlay: true);
}
public void PlayMonkAnimInactive(bool vineBoom)
{
if (vineBoom) SoundByte.PlayOneShotGame("fanClub/arisa_dab", forcePlay: true);
}
public void MonkMove(double beat, double length, int goToSide, int ease)
{
movingStartBeat = beat;
movingLength = length;
moveAnim = (goToSide == 0 ? "GoRight" : "GoLeft");
isMoving = true;
lastEase = (EasingFunction.Ease)ease;
}
public static void Modifiers(double beat, int inputsTilGrow, bool resetLevel, int setLevel, bool disableBaby, bool shouldBlush)
{
if (MunchyMonk.inputsTilGrow != inputsTilGrow) {
// 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) {
MunchyMonk.growLevel = 0;
MunchyMonk.howManyGulps = 0;
if (GameManager.instance.currentGame == "munchyMonk") MunchyMonk.instance.StacheHolder.SetActive(false);
}
MunchyMonk.noBlush = !shouldBlush;
MunchyMonk.disableBaby = disableBaby;
if (GameManager.instance.currentGame == "munchyMonk")
MunchyMonk.instance.Baby.SetActive(!disableBaby);
}
public void ScrollBG(double beat, double length, float scrollSpeed, int ease)
{
scrollBeat = beat;
scrollLength = length;
scrollMod = scrollSpeed;
scrollRampUp = true;
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);
}
}
}