mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +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>
712 lines
No EOL
29 KiB
C#
712 lines
No EOL
29 KiB
C#
using HeavenStudio.Util;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Jukebox;
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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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public static class RvlMonkeyWatchLoader
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("monkeyWatch", "Monkey Watch", "f0338d", false, false, new List<GameAction>()
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{
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new GameAction("appear", "Monkeys Appear")
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{
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function = delegate
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{
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var e = eventCaller.currentEntity;
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MonkeyWatch.instance.MonkeysAppear(e.beat, e.length, e["value"], e.beat);
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},
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defaultLength = 2f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("value", new EntityTypes.Integer(1, 30, 4), "Repeat Amount")
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}
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},
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new GameAction("clap", "Clapping")
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{
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preFunction = delegate
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{
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MonkeyWatch.PreStartClapping(eventCaller.currentEntity.beat);
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},
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preFunctionLength = 4f,
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defaultLength = 2f,
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parameters = new List<Param>()
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{
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new Param("min", new EntityTypes.Integer(0, 59, 0), "Set Starting Second", "A second is equivalent to one monkey.")
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}
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},
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new GameAction("off", "Pink Monkeys")
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{
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preFunction = delegate
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{
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var e = eventCaller.currentEntity;
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MonkeyWatch.PinkMonkeySound(e.beat, e.length, e["muteC"], e["muteE"]);
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},
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defaultLength = 2f,
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parameters = new List<Param>()
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{
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new Param("muteC", false, "Mute Ooki"),
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new Param("muteE", false, "Mute Eeks")
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}
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},
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new GameAction("offStretch", "Pink Monkeys (Stretchable)")
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{
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preFunction = delegate
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{
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var e = eventCaller.currentEntity;
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MonkeyWatch.PinkMonkeySound(e.beat, e.length, e["muteC"], e["muteE"]);
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},
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defaultLength = 2f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("muteC", false, "Mute Ooki"),
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new Param("muteE", false, "Mute Eeks")
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}
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},
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new GameAction("offInterval", "Custom Pink Monkey Interval")
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{
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preFunction = delegate
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{
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var e = eventCaller.currentEntity;
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MonkeyWatch.PinkMonkeySoundCustom(e.beat, e.length, e["muteC"], e["muteE"]);
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},
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defaultLength = 2f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("muteC", false, "Mute Ooki"),
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new Param("muteE", false, "Mute Eeks")
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}
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},
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new GameAction("offCustom", "Custom Pink Monkey")
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{
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defaultLength = 0.5f
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},
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new GameAction("zoomOut", "Zoom Out")
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{
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function = delegate
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{
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var e = eventCaller.currentEntity;
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MonkeyWatch.instance.ZoomOut(e.beat, e["timeMode"], e["hour"], e["minute"], e["instant"]);
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},
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defaultLength = 2f,
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parameters = new List<Param>()
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{
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new Param("instant", false, "Instant"),
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new Param("timeMode", MonkeyWatch.TimeMode.RealTime, "Time Mode", "Set the clock to system time or a certain time"),
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new Param("hour", new EntityTypes.Integer(0, 12, 3), "Hour"),
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new Param("minute", new EntityTypes.Integer(0, 59, 0), "Minute")
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}
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},
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new GameAction("zoomIn", "Zoom In")
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{
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function = delegate
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{
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var e = eventCaller.currentEntity;
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MonkeyWatch.instance.ZoomIn(e.beat, e["timeMode"], e["hour"], e["minute"], e["instant"]);
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},
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defaultLength = 2f,
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parameters = new List<Param>()
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{
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new Param("instant", false, "Instant"),
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new Param("timeMode", MonkeyWatch.TimeMode.RealTime, "Time Mode", "Set the clock to system time or a certain time"),
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new Param("hour", new EntityTypes.Integer(0, 12, 3), "Hour"),
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new Param("minute", new EntityTypes.Integer(0, 59, 0), "Minute")
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}
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},
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new GameAction("balloon", "Balloon Movement")
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{
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resizable = true,
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("angleStart", new EntityTypes.Float(-360, 360, 0), "Start Angle"),
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new Param("angleEnd", new EntityTypes.Float(-360, 360, 0), "End Angle"),
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new Param("yStart", new EntityTypes.Float(-200, 200, 0), "Y Start"),
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new Param("yEnd", new EntityTypes.Float(-200, 200, 0), "Y End"),
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new Param("xStart", new EntityTypes.Float(-200, 200, 0), "X Start"),
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new Param("xEnd", new EntityTypes.Float(-200, 200, 0), "X End"),
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
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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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namespace HeavenStudio.Games
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{
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using Scripts_MonkeyWatch;
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public class MonkeyWatch : Minigame
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{
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public enum TimeMode
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{
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RealTime,
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SetTime
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}
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private const float degreePerMonkey = 6f;
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public static MonkeyWatch instance;
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[Header("Components")]
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[SerializeField] private Transform cameraAnchor;
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[SerializeField] private Transform cameraTransform;
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[SerializeField] private Transform cameraMoveable;
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public MonkeyClockArrow monkeyClockArrow;
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[SerializeField] private WatchMonkeyHandler monkeyHandler;
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[SerializeField] private WatchBackgroundHandler backgroundHandler;
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[SerializeField] private BalloonHandler balloonHandler;
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public Animator middleMonkey;
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[Header("Properties")]
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[SerializeField] private float fullZoomOut = 40f;
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[SerializeField] private Util.EasingFunction.Ease zoomOutEase;
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[SerializeField] private float zoomOutBeatLength = 2f;
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[SerializeField] private float zoomInBeatLength = 2f;
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[SerializeField] private Util.EasingFunction.Ease zoomInEase;
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private float lastAngle = 0f;
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private int cameraIndex = 0;
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private float cameraWantAngle, cameraAngleDelay;
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private float delayRate = 0.5f, targetDelayRate;
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private void Awake()
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{
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instance = this;
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funcOut = Util.EasingFunction.GetEasingFunction(zoomOutEase);
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funcIn = Util.EasingFunction.GetEasingFunction(zoomInEase);
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pinkMonkeys = EventCaller.GetAllInGameManagerList("monkeyWatch", new string[] { "off", "offStretch" });
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pinkMonkeysCustom = EventCaller.GetAllInGameManagerList("monkeyWatch", new string[] { "offInterval" });
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}
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private void Start()
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{
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CameraUpdate();
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}
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private double lastReportedBeat = 0;
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private void Update()
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{
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CameraUpdate();
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}
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public override void OnBeatPulse(double beat)
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{
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middleMonkey.DoScaledAnimationAsync("MiddleMonkeyBop", 0.4f);
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}
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public void PlayerMonkeyClap(bool big, bool barely)
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{
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monkeyClockArrow.PlayerClap(big, barely, false);
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}
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public void ZoomOut(double beat, int timeMode, int hours, int minutes, bool instant)
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{
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zoomOutStartBeat = beat - (instant ? zoomOutBeatLength : 0);
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zoomIn = false;
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backgroundHandler.SetFade(beat, instant ? 0 : 0.25f, true, (TimeMode)timeMode, hours, minutes);
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CameraUpdate();
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}
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public void ZoomIn(double beat, int timeMode, int hours, int minutes, bool instant)
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{
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zoomOutStartBeat = beat - (instant ? zoomInBeatLength : 0);
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zoomIn = true;
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backgroundHandler.SetFade(beat, instant ? 0 : 0.25f, false, (TimeMode)timeMode, hours, minutes);
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CameraUpdate();
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}
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public void PersistZoomOut(double beat)
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{
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var allZooms = EventCaller.GetAllInGameManagerList("monkeyWatch", new string[] { "zoomOut" }).FindAll(x => x.beat < beat && x.beat + x.length > beat);
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foreach (var zoom in allZooms)
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{
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ZoomOut(zoom.beat, zoom["timeMode"], zoom["hour"], zoom["minute"], zoom["instant"]);
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}
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var allZoomsIn = EventCaller.GetAllInGameManagerList("monkeyWatch", new string[] { "zoomIn" }).FindAll(x => x.beat < beat && x.beat + x.length > beat);
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foreach (var zoom in allZoomsIn)
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{
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ZoomIn(zoom.beat, zoom["timeMode"], zoom["hour"], zoom["minute"], zoom["instant"]);
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}
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}
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private double persistBeat = 0;
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private double theNextGameSwitchBeat = double.MaxValue;
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private double clappingBeat = 0;
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public override void OnGameSwitch(double beat)
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{
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balloonHandler.Init(beat);
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persistBeat = beat;
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GetCameraMovements(beat, false);
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monkeyClockArrow.MoveToAngle(lastAngle);
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monkeyHandler.Init((int)(lastAngle / degreePerMonkey));
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if (wantClap >= beat && IsClapBeat(wantClap))
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{
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StartClapping(wantClap);
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}
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PersistAppear(beat);
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PersistZoomOut(beat);
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bool IsClapBeat(double clapBeat)
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{
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return EventCaller.GetAllInGameManagerList("monkeyWatch", new string[] { "clap" }).Find(x => x.beat == clapBeat) != null;
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}
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}
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public override void OnPlay(double beat)
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{
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balloonHandler.Init(beat);
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persistBeat = beat;
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GetCameraMovements(beat, true);
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monkeyClockArrow.MoveToAngle(lastAngle);
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monkeyHandler.Init((int)(lastAngle / degreePerMonkey));
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PersistAppear(beat);
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PersistZoomOut(beat);
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}
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private void PersistAppear(double beat)
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{
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var allEvents = EventCaller.GetAllInGameManagerList("monkeyWatch", new string[] { "appear" }).FindAll(x => x.beat + x["value"] > beat && x.beat < beat);
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foreach (var e in allEvents)
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{
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MonkeysAppear(e.beat, e.length, e["value"], beat);
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}
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}
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public void MonkeysAppear(double beat, float length, int repeatAmount, double gameSwitchBeat)
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{
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List<BeatAction.Action> actions = new();
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double lastBeat = clappingBeat;
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int index = 0;
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while (index < repeatAmount)
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{
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if (IsPinkMonkeyAtBeat(lastBeat, out float pinkLength))
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{
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for (int i = 0; i < pinkLength; i++)
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{
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if (index >= repeatAmount) break;
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bool beforeGameSwitch = beat + (index * length) < gameSwitchBeat;
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double realLastBeat = lastBeat;
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actions.Add(new BeatAction.Action(beat + (index * length), delegate
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{
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monkeyHandler.SpawnMonkey(realLastBeat, true, beforeGameSwitch);
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}));
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index++;
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lastBeat += 1;
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}
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}
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else if (IsCustomPinkMonkeyAtBeat(lastBeat, out float pinkCustomLength))
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{
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var relevantPinks = FindCustomOffbeatMonkeysBetweenBeat(lastBeat, lastBeat + pinkCustomLength);
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relevantPinks.Sort((x, y) => x.beat.CompareTo(y.beat));
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for (int i = 0; i < relevantPinks.Count; i++)
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{
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if (index >= repeatAmount) break;
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int jindex = i;
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bool beforeGameSwitch = beat + (index * length) < gameSwitchBeat;
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actions.Add(new BeatAction.Action(beat + (index * length), delegate
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{
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monkeyHandler.SpawnMonkey(relevantPinks[jindex].beat, true, beforeGameSwitch);
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}));
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index++;
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}
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lastBeat += pinkCustomLength;
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}
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else
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{
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double realLastBeat = lastBeat;
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bool beforeGameSwitch = beat + (index * length) < gameSwitchBeat;
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actions.Add(new BeatAction.Action(beat + (index * length), delegate
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{
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monkeyHandler.SpawnMonkey(realLastBeat, false, beforeGameSwitch);
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}));
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index++;
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lastBeat += 2;
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}
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}
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actions.Sort((x, y) => x.beat.CompareTo(y.beat));
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BeatAction.New(instance, actions);
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}
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#region clapping
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private bool clapRecursing = false;
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private List<RiqEntity> pinkMonkeys = new();
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private List<RiqEntity> pinkMonkeysCustom = new();
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private bool IsPinkMonkeyAtBeat(double beat, out float length)
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{
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length = 2;
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var e = pinkMonkeys.Find(x => x.beat == beat);
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bool isNotNull = e != null;
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if (isNotNull) length = e.length;
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return isNotNull;
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}
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private bool IsCustomPinkMonkeyAtBeat(double beat, out float length)
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{
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length = 2;
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var e = pinkMonkeysCustom.Find(x => x.beat == beat);
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bool isNotNull = e != null;
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if (isNotNull) length = e.length;
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return isNotNull;
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}
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private static double wantClap = double.MinValue;
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public static void PreStartClapping(double beat)
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{
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if (GameManager.instance.currentGame == "monkeyWatch")
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{
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instance.StartClapping(beat);
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}
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wantClap = beat;
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}
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private void StartClapping(double beat)
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{
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if (clapRecursing) return;
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clapRecursing = true;
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ClapRecursing(beat);
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}
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private void ClapRecursing(double beat)
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{
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if (beat >= theNextGameSwitchBeat) return;
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if (IsPinkMonkeyAtBeat(beat, out float length1))
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{
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PinkClap(length1);
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}
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else if (IsCustomPinkMonkeyAtBeat(beat, out float length2))
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{
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PinkClapCustom(length2);
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}
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else
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{
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NormalClap();
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}
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void NormalClap()
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{
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat - 4, delegate
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{
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monkeyHandler.SpawnMonkey(beat, false, beat - 4 < persistBeat);
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ClapRecursing(beat + 2);
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cameraWantAngle += degreePerMonkey;
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}),
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new BeatAction.Action(beat - 1, delegate
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{
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monkeyHandler.GetMonkeyAtBeat(beat).Prepare(beat, beat + 1);
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}),
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});
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}
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void PinkClap(float length)
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{
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List<BeatAction.Action> actions = new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat - 4, delegate
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{
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ClapRecursing(beat + length);
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})
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};
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for (int i = 0; i < length; i++)
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{
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int index = i;
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actions.AddRange(new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + i - 4, delegate
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{
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monkeyHandler.SpawnMonkey(beat + index, true, beat + index - 4 < persistBeat);
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cameraWantAngle += degreePerMonkey;
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}),
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new BeatAction.Action(beat + i - 1, delegate
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{
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monkeyHandler.GetMonkeyAtBeat(beat + index).Prepare(beat + index, beat + index + 0.5);
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}),
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});
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}
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actions.Sort((x, y) => x.beat.CompareTo(y.beat));
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BeatAction.New(instance, actions);
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}
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void PinkClapCustom(float length)
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{
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List<BeatAction.Action> actions = new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat - 4, delegate
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{
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ClapRecursing(beat + length);
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})
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};
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var relevantEvents = FindCustomOffbeatMonkeysBetweenBeat(beat, beat + length);
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relevantEvents.Sort((x, y) => x.beat.CompareTo(y.beat));
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for (int i = 0; i < relevantEvents.Count; i++)
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{
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|
var e = relevantEvents[i];
|
|
actions.AddRange(new List<BeatAction.Action>()
|
|
{
|
|
new BeatAction.Action(e.beat - 4, delegate
|
|
{
|
|
monkeyHandler.SpawnMonkey(e.beat, true, e.beat - 4 < persistBeat);
|
|
cameraWantAngle += degreePerMonkey;
|
|
}),
|
|
new BeatAction.Action(e.beat - 1.5, delegate
|
|
{
|
|
monkeyHandler.GetMonkeyAtBeat(e.beat).Prepare(e.beat - 0.5, e.beat);
|
|
}),
|
|
});
|
|
}
|
|
actions.Sort((x, y) => x.beat.CompareTo(y.beat));
|
|
BeatAction.New(instance, actions);
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
#region Camera
|
|
private void GetCameraMovements(double beat, bool onPlay)
|
|
{
|
|
double lastGameSwitchBeat = beat;
|
|
if (onPlay)
|
|
{
|
|
var allEndsBeforeBeat = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame" }).FindAll(x => x.beat <= beat);
|
|
if (allEndsBeforeBeat.Count > 0)
|
|
{
|
|
allEndsBeforeBeat.Sort((x, y) => x.beat.CompareTo(y.beat));
|
|
lastGameSwitchBeat = allEndsBeforeBeat[^1].beat;
|
|
}
|
|
else
|
|
{
|
|
lastGameSwitchBeat = 0f;
|
|
}
|
|
}
|
|
|
|
double nextGameSwitchBeat = double.MaxValue;
|
|
|
|
var allEnds = EventCaller.GetAllInGameManagerList("gameManager", new string[] { "switchGame", "end" }).FindAll(x => x.beat > lastGameSwitchBeat);
|
|
if (allEnds.Count > 0)
|
|
{
|
|
allEnds.Sort((x, y) => x.beat.CompareTo(y.beat));
|
|
nextGameSwitchBeat = allEnds[0].beat;
|
|
}
|
|
|
|
theNextGameSwitchBeat = nextGameSwitchBeat;
|
|
|
|
double startClappingBeat = 0;
|
|
float startAngle = 0;
|
|
bool overrideStartBeat = true;
|
|
|
|
var clappingEvents = EventCaller.GetAllInGameManagerList("monkeyWatch", new string[] { "clap" }).FindAll(x => x.beat >= lastGameSwitchBeat && x.beat < nextGameSwitchBeat);
|
|
if (clappingEvents.Count > 0)
|
|
{
|
|
clappingEvents.Sort((x, y) => x.beat.CompareTo(y.beat));
|
|
startClappingBeat = clappingEvents[0].beat;
|
|
startAngle = clappingEvents[0]["min"] * degreePerMonkey;
|
|
cameraWantAngle = startAngle;
|
|
cameraAngleDelay = startAngle;
|
|
overrideStartBeat = false;
|
|
}
|
|
lastAngle = startAngle;
|
|
clappingBeat = startClappingBeat;
|
|
|
|
var pinkClappingEvents = EventCaller.GetAllInGameManagerList("monkeyWatch", new string[] { "off", "offStretch", "offInterval" }).FindAll(x => x.beat >= lastGameSwitchBeat && x.beat < nextGameSwitchBeat);
|
|
if (pinkClappingEvents.Count > 0)
|
|
{
|
|
pinkClappingEvents.Sort((x, y) => x.beat.CompareTo(y.beat));
|
|
if (overrideStartBeat) startClappingBeat = pinkClappingEvents[0].beat;
|
|
clappingBeat = startClappingBeat;
|
|
|
|
var relevantPinkClappingEvents = pinkClappingEvents.FindAll(x => (x.beat - startClappingBeat) % 2 == 0);
|
|
relevantPinkClappingEvents.Sort((x, y) => x.beat.CompareTo(y.beat));
|
|
|
|
double lastClappingBeat = startClappingBeat;
|
|
float lastAngleToCheck = startAngle;
|
|
|
|
for (int i = 0; i < relevantPinkClappingEvents.Count; i++)
|
|
{
|
|
var e = relevantPinkClappingEvents[i];
|
|
if (e.beat < lastClappingBeat) continue;
|
|
|
|
float angleToAdd;
|
|
if (e.datamodel == "monkeyWatch/offInterval")
|
|
{
|
|
angleToAdd = FindCustomOffbeatMonkeysBetweenBeat(e.beat, e.beat + e.length).Count * degreePerMonkey;
|
|
}
|
|
else
|
|
{
|
|
angleToAdd = Mathf.Ceil(e.length) * degreePerMonkey;
|
|
}
|
|
|
|
if (e.beat - lastClappingBeat > 0)
|
|
{
|
|
lastAngleToCheck += (float)((e.beat - lastClappingBeat) / 2) * degreePerMonkey;
|
|
}
|
|
|
|
lastAngleToCheck += angleToAdd;
|
|
lastClappingBeat = e.beat + e.length;
|
|
}
|
|
startClappingBeat = lastClappingBeat;
|
|
startAngle = lastAngleToCheck;
|
|
}
|
|
}
|
|
|
|
private void UpdateCamera()
|
|
{
|
|
// lastAngle = cameraMovements[cameraIndex].degreeTo;
|
|
// cameraIndex++;
|
|
// if (cameraIndex + 1 < cameraMovements.Count && conductor.songPositionInBeats >= cameraMovements[cameraIndex].beat + cameraMovements[cameraIndex].length)
|
|
// {
|
|
// UpdateCamera();
|
|
// }
|
|
}
|
|
|
|
private double zoomOutStartBeat = -2;
|
|
private bool zoomIn = true;
|
|
private Util.EasingFunction.Function funcOut;
|
|
private Util.EasingFunction.Function funcIn;
|
|
|
|
private void CameraUpdate()
|
|
{
|
|
if (conductor.isPlaying && !conductor.isPaused)
|
|
{
|
|
float degreesBehind = cameraWantAngle - 2 * degreePerMonkey;
|
|
float degreesBehindFast = cameraWantAngle - 3f * degreePerMonkey;
|
|
targetDelayRate = Mathf.Max((cameraAngleDelay - degreesBehindFast) / (degreesBehindFast - cameraWantAngle), 0) + 0.5f;
|
|
delayRate = Mathf.Lerp(delayRate, targetDelayRate, Time.deltaTime * (1f / conductor.pitchedSecPerBeat) * 0.5f);
|
|
if (cameraAngleDelay < degreesBehind)
|
|
{
|
|
cameraAngleDelay += degreePerMonkey * Time.deltaTime * (1f / conductor.pitchedSecPerBeat) * delayRate;
|
|
cameraAngleDelay = Mathf.Min(cameraAngleDelay, cameraWantAngle);
|
|
}
|
|
cameraAnchor.localEulerAngles = new Vector3(0, 0, cameraAngleDelay);
|
|
}
|
|
|
|
float normalizedZoomBeat = conductor.GetPositionFromBeat(zoomOutStartBeat, zoomIn ? zoomInBeatLength : zoomOutBeatLength);
|
|
float newX = 0f;
|
|
float newY = 0f;
|
|
float newZ = 0f;
|
|
if (zoomIn)
|
|
{
|
|
newX = funcIn(0, cameraTransform.position.x, Mathf.Clamp01(normalizedZoomBeat));
|
|
newY = funcIn(0, cameraTransform.position.y, Mathf.Clamp01(normalizedZoomBeat));
|
|
newZ = funcIn(fullZoomOut, 0, Mathf.Clamp01(normalizedZoomBeat));
|
|
}
|
|
else
|
|
{
|
|
newX = funcOut(cameraTransform.position.x, 0, Mathf.Clamp01(normalizedZoomBeat));
|
|
newY = funcOut(cameraTransform.position.y, 0, Mathf.Clamp01(normalizedZoomBeat));
|
|
newZ = funcOut(0, fullZoomOut, Mathf.Clamp01(normalizedZoomBeat));
|
|
}
|
|
|
|
if (zoomIn && normalizedZoomBeat > 1f)
|
|
{
|
|
cameraMoveable.position = new Vector3(cameraTransform.position.x, cameraTransform.position.y * -1);
|
|
}
|
|
else
|
|
{
|
|
cameraMoveable.position = new Vector3(newX, -newY, newZ);
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
public static List<RiqEntity> FindCustomOffbeatMonkeysBetweenBeat(double beat, double endBeat)
|
|
{
|
|
return EventCaller.GetAllInGameManagerList("monkeyWatch", new string[] { "offCustom" }).FindAll(x => x.beat >= beat && x.beat < endBeat);
|
|
}
|
|
|
|
#region pink monkey sounds
|
|
|
|
public static void PinkMonkeySound(double beat, float length, bool muteOoki, bool muteEek)
|
|
{
|
|
List<MultiSound.Sound> soundsToPlay = new();
|
|
if (!muteOoki)
|
|
{
|
|
soundsToPlay.AddRange(new List<MultiSound.Sound>()
|
|
{
|
|
new MultiSound.Sound("monkeyWatch/voiceUki1", beat - 2),
|
|
new MultiSound.Sound("monkeyWatch/voiceUki1Echo1", beat - 1.75),
|
|
new MultiSound.Sound("monkeyWatch/voiceUki2", beat - 1),
|
|
new MultiSound.Sound("monkeyWatch/voiceUki2Echo1", beat - 0.75),
|
|
new MultiSound.Sound("monkeyWatch/voiceUki3", beat),
|
|
new MultiSound.Sound("monkeyWatch/voiceUki3Echo1", beat + 0.25),
|
|
});
|
|
}
|
|
|
|
if (!muteEek)
|
|
{
|
|
for (int i = 0; i < length; i++)
|
|
{
|
|
int randomKi = UnityEngine.Random.Range(1, 3);
|
|
soundsToPlay.AddRange(new List<MultiSound.Sound>()
|
|
{
|
|
new MultiSound.Sound($"monkeyWatch/voiceKi{randomKi}", beat + i + 0.5),
|
|
new MultiSound.Sound($"monkeyWatch/voiceKi{randomKi}Echo{UnityEngine.Random.Range(1, 3)}", beat + i + 0.75),
|
|
});
|
|
}
|
|
}
|
|
|
|
if (soundsToPlay.Count > 0) MultiSound.Play(soundsToPlay.ToArray(), forcePlay: true);
|
|
}
|
|
|
|
public static void PinkMonkeySoundCustom(double beat, float length, bool muteOoki, bool muteEek)
|
|
{
|
|
List<MultiSound.Sound> soundsToPlay = new();
|
|
var allCustoms = FindCustomOffbeatMonkeysBetweenBeat(beat, beat + length);
|
|
if (!muteOoki)
|
|
{
|
|
soundsToPlay.AddRange(new List<MultiSound.Sound>()
|
|
{
|
|
new MultiSound.Sound("monkeyWatch/voiceUki1", beat - 2),
|
|
new MultiSound.Sound("monkeyWatch/voiceUki1Echo1", beat - 1.75),
|
|
new MultiSound.Sound("monkeyWatch/voiceUki2", beat - 1),
|
|
new MultiSound.Sound("monkeyWatch/voiceUki2Echo1", beat - 0.75),
|
|
});
|
|
if (allCustoms.Find(x => x.beat == beat) == null)
|
|
{
|
|
soundsToPlay.AddRange(new List<MultiSound.Sound>()
|
|
{
|
|
new MultiSound.Sound("monkeyWatch/voiceUki3", beat),
|
|
new MultiSound.Sound("monkeyWatch/voiceUki3Echo1", beat + 0.25),
|
|
});
|
|
}
|
|
}
|
|
|
|
if (!muteEek)
|
|
{
|
|
foreach (var custom in allCustoms)
|
|
{
|
|
int randomKi = UnityEngine.Random.Range(1, 3);
|
|
soundsToPlay.AddRange(new List<MultiSound.Sound>()
|
|
{
|
|
new MultiSound.Sound($"monkeyWatch/voiceKi{randomKi}", custom.beat),
|
|
new MultiSound.Sound($"monkeyWatch/voiceKi{randomKi}Echo{UnityEngine.Random.Range(1, 3)}", custom.beat + 0.25),
|
|
});
|
|
}
|
|
}
|
|
|
|
if (soundsToPlay.Count > 0) MultiSound.Play(soundsToPlay.ToArray(), forcePlay: true);
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
} |