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0552d02207
* air rally assetbundles rvlbadminton * blue bear assetbundles ctrbear * board meeting assetbundles rvlrotation * more board meeting stuff * built to scale ds assetbundles ntrassembly * clappy trio & cheer readers assetbundles agbclap and rvlbooks * crop stomp assetbundles ntrstomp * dj school adjustment ntrdj * dog ninja assetbundles ntrninja * double date assetbundles rvldate * drumming practice assetbundles ctrintro NOTE: the mii system will probably need to be changed if we ever use miistudio * fireworks & first (second) contact assetbundles agbexplode and ctrinterpreter * flipper flop assetbundles rvlseal CHANGED FROM MEGAMIX ``rvlGoma`` FOR EASE OF USE * fork lifter assetbundles rvlfork * glee club assetbundles ntrchorus * kitties assetbundles ctrteppan * launch party assetbundles rvlrocket * lockstep assetbundles ntrbackbeat * meat grinder assetbundles pcomeat * mr upbeat assetbundles + meat grinder tag change agboffbeat * munchy monk assetbundles ntrshugyo * octopus machine assetbundles :cherryhappy: NO SOUND ntrcork * Revert "octopus machine assetbundles :cherryhappy:" This reverts commit a177e9b3c4e472b5bb05a783245553e626913b47. * quiz show assetbundles agbquiz * a lot of games because i forgot to commit whoops * im just gonna start doing these commits in bulk * all assetbundles except octopus machine & tram and pauline * octopus machine assetbundles ntrcork
580 lines
No EOL
24 KiB
C#
580 lines
No EOL
24 KiB
C#
using HeavenStudio.Util;
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using HeavenStudio.Common;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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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 ntrMunchyMonkLoader
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{
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public static Minigame AddGame(EventCaller eventCaller) {
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return new Minigame("munchyMonk", "Munchy Monk", "b9fffc", false, false, new List<GameAction>()
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{
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new GameAction("Bop", "Bop")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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MunchyMonk.instance.Bop(e.beat, e["bop"], e["autoBop"]);
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},
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parameters = new List<Param>()
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{
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new Param("bop", true, "Monk Bops?", "Does the monk bop?"),
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new Param("autoBop", false, "Monk Bops? (Auto)", "Does the monk auto bop?"),
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},
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defaultLength = 0.5f,
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},
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new GameAction("MonkMove", "Monk Move")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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MunchyMonk.instance.MonkMove(e.beat, e.length, e["goToSide"], e["ease"]);
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},
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("goToSide", MunchyMonk.WhichSide.Right, "Go to Which Side?", "Which side the Monk will move to"),
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new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the movement have?"),
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},
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},
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new GameAction("One", "One")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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MunchyMonk.PreOneGoCue(e.beat, e["oneColor"]);
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},
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inactiveFunction = delegate {
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var e = eventCaller.currentEntity;
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MunchyMonk.PreOneGoCue(e.beat, e["oneColor"]);
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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("oneColor", new Color(1, 1, 1, 1), "Color", "Change the color of the dumpling")
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},
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},
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new GameAction("TwoTwo", "Two Two")
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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("twoColor1", new Color(1, 0.51f, 0.45f, 1), "1st Dumpling Color", "Change the color of the first dumpling"),
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new Param("twoColor2", new Color(1, 0.51f, 0.45f, 1), "2nd Dumpling Color", "Change the color of the second dumpling"),
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},
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preFunctionLength = 0.5f,
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preFunction = delegate {
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var e = eventCaller.currentEntity;
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MunchyMonk.PreTwoTwoCue(e.beat, e["twoColor1"], e["twoColor2"]);
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},
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},
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new GameAction("Three", "Three")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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MunchyMonk.PreThreeGoCue(e.beat, e["threeColor1"], e["threeColor2"], e["threeColor3"]);
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},
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inactiveFunction = delegate {
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var e = eventCaller.currentEntity;
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MunchyMonk.PreThreeGoCue(e.beat, e["threeColor1"], e["threeColor2"], e["threeColor3"]);
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},
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defaultLength = 4f,
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parameters = new List<Param>()
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{
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new Param("threeColor1", new Color(0.34f, 0.77f, 0.36f, 1), "1st Dumpling Color", "Change the color of the first dumpling"),
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new Param("threeColor2", new Color(0.34f, 0.77f, 0.36f, 1), "2nd Dumpling Color", "Change the color of the second dumpling"),
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new Param("threeColor3", new Color(0.34f, 0.77f, 0.36f, 1), "3rd Dumpling Color", "Change the color of the third dumpling"),
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},
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},
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new GameAction("Modifiers", "Modifiers")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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MunchyMonk.Modifiers(e.beat, e["inputsTil"], e["resetLevel"], e["setLevel"], e["disableBaby"], e["shouldBlush"]);
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},
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defaultLength = 0.5f,
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parameters = new List<Param>()
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{
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new Param("inputsTil", new EntityTypes.Integer(0, 50, 10), "How Many 'til Growth?", "How many dumplings are needed to grow the stache?"),
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new Param("resetLevel", false, "Remove Hair", "Instantly remove all hair"),
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new Param("setLevel", new EntityTypes.Integer(0, 4, 0), "Set Growth Level", "Instantly grow hair"),
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new Param("disableBaby", false, "Disable Baby?", "Make baby active or not"),
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new Param("shouldBlush", true, "Should Monk Blush?", "Makes the Monk blush or not after eating"),
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},
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},
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new GameAction("MonkAnimation", "Monk Animations")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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MunchyMonk.instance.PlayMonkAnim(e.beat, e["whichAnim"], e["vineBoom"]);
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},
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parameters = new List<Param>()
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{
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new Param("whichAnim", MunchyMonk.WhichMonkAnim.Stare, "Which Animation", "Which animation will the Monk play?"),
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new Param("vineBoom", false, "Vine Boom", "Just guess with this one."),
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}
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},
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new GameAction("ScrollBackground", "Scroll Background")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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MunchyMonk.instance.ScrollBG(e.beat, e.length, e["scrollSpeed"], e["ease"]);
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},
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defaultLength = 1f,
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("scrollSpeed", new EntityTypes.Float(0, 20, 5), "Scroll Speed", "What should the scroll speed be?"),
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new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the scroll ramp up have?"),
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}
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},
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},
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new List<string>() {"ntr", "normal"},
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"ntrshugyo", "en",
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new List<string>() {"en"}
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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_MunchyMonk;
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public class MunchyMonk : Minigame
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{
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public List<Dumpling> dumplings = new List<Dumpling>();
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static List<QueuedDumpling> queuedOnes = new List<QueuedDumpling>();
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static List<QueuedDumpling> queuedTwoTwos = new List<QueuedDumpling>();
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static List<QueuedDumpling> queuedThrees = new List<QueuedDumpling>();
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struct QueuedDumpling
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{
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public float beat;
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public Color color1;
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public Color color2;
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public Color color3;
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}
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public enum WhichMonkAnim
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{
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Stare,
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Blush,
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}
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public enum WhichSide
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{
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Right,
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Left,
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}
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[Header("Objects")]
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[SerializeField] GameObject Baby;
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[SerializeField] GameObject BrowHolder;
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[SerializeField] GameObject StacheHolder;
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[SerializeField] GameObject DumplingObj;
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[Header("Animators")]
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[SerializeField] Animator OneGiverAnim;
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[SerializeField] Animator TwoGiverAnim;
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[SerializeField] Animator ThreeGiverAnim;
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[SerializeField] Animator BrowAnim;
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[SerializeField] Animator StacheAnim;
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[SerializeField] Animator MonkHolderAnim;
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public Animator MonkAnim;
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public Animator MonkArmsAnim;
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[Header("Variables")]
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[SerializeField] Sprite[] dumplingSprites;
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public float lastReportedBeat = 0f;
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public bool needBlush;
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public bool isStaring;
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bool monkBop = true;
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// these variables are static so that they can be set outside of the game/stay the same between game switches
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static public int howManyGulps;
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static public int growLevel = 0;
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static public int inputsTilGrow = 10;
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static bool noBlush;
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static bool disableBaby;
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// the variables for scroll
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bool scrollRampUp;
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float scrollBeat;
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float scrollLength;
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float scrollMod;
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static float scrollModCurrent = 0;
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EasingFunction.Ease scrollEase;
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// the variables for the monk moving
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bool isMoving;
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float movingStartBeat;
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float movingLength;
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string moveAnim;
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EasingFunction.Ease lastEase;
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private Dumpling currentDumpling;
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ScrollObject[] scrollObjects;
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const string sfxName = "munchyMonk/";
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public static MunchyMonk instance;
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private void Awake()
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{
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instance = this;
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Baby.SetActive(!disableBaby);
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}
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private void Start()
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{
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scrollObjects = FindObjectsByType<ScrollObject>(FindObjectsSortMode.None);
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foreach (var obj in scrollObjects) {
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obj.SpeedMod = scrollModCurrent;
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}
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}
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private void OnDestroy()
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{
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// reset static variables
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if (queuedOnes.Count > 0) queuedOnes.Clear();
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if (queuedTwoTwos.Count > 0) queuedThrees.Clear();
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if (queuedThrees.Count > 0) queuedThrees.Clear();
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howManyGulps = 0;
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growLevel = 0;
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inputsTilGrow = 10;
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noBlush = false;
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disableBaby = false;
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}
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private void Update()
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{
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// input stuff
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if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
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{
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MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f);
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Jukebox.PlayOneShotGame(sfxName+"slap");
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isStaring = false;
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// early input stuff
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if (dumplings.Count != 0) {
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InputFunctions(3);
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}
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}
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// blushes when done eating but not when staring
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if (needBlush
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&& !MonkAnim.IsPlayingAnimationName("Eat")
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&& !MonkAnim.IsPlayingAnimationName("Stare")
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&& !MonkAnim.IsPlayingAnimationName("Barely")
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&& !MonkAnim.IsPlayingAnimationName("Miss")
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&& !isStaring
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&& !noBlush)
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{
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MonkAnim.DoScaledAnimationAsync("Blush", 0.5f);
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needBlush = false;
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}
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// sets hair stuff active when it needs to be
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if (growLevel > 0) {
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StacheHolder.SetActive(true);
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if (growLevel == 4) BrowHolder.SetActive(true);
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}
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// resets the monk when game is stopped
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if (!Conductor.instance.NotStopped()) {
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MonkAnim.DoScaledAnimationAsync("Idle", 0.5f);
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}
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if (isMoving) {
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(movingStartBeat, movingLength);
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EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
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float newPos = func(0f, 1f, normalizedBeat);
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MonkHolderAnim.DoNormalizedAnimation(moveAnim, newPos);
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if (normalizedBeat >= 1f) {
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isMoving = false;
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}
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}
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if (scrollRampUp) {
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(scrollBeat, scrollLength);
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EasingFunction.Function func = EasingFunction.GetEasingFunction(scrollEase);
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float newPos = func(scrollModCurrent, scrollMod, normalizedBeat);
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if (normalizedBeat >= 1f) {
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scrollRampUp = false;
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scrollModCurrent = scrollMod;
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}
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foreach (var obj in scrollObjects) {
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obj.SpeedMod = newPos;
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}
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}
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// cue queuing stuff
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if (queuedOnes.Count > 0) {
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foreach (var dumpling in queuedOnes) { OneGoCue(dumpling.beat, dumpling.color1); }
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queuedOnes.Clear();
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}
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if (queuedTwoTwos.Count > 0) {
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foreach (var dumpling in queuedTwoTwos) { TwoTwoCue(dumpling.beat, dumpling.color1, dumpling.color2); }
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queuedTwoTwos.Clear();
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}
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if (queuedThrees.Count > 0) {
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foreach (var dumpling in queuedThrees) { ThreeGoCue(dumpling.beat, dumpling.color1, dumpling.color2, dumpling.color3); }
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queuedThrees.Clear();
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}
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}
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private void LateUpdate()
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{
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if (Conductor.instance.ReportBeat(ref lastReportedBeat)) {
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if ((MonkAnim.IsAnimationNotPlaying() || MonkAnim.IsPlayingAnimationName("Bop") || MonkAnim.IsPlayingAnimationName("Idle"))
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&& monkBop
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&& !isStaring)
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{
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MonkAnim.DoScaledAnimationAsync("Bop", 0.5f);
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}
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if (!MonkAnim.IsPlayingAnimationName("Blush") || !MonkAnim.IsPlayingAnimationName("Stare")) {
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if (growLevel == 4) BrowAnim.DoScaledAnimationAsync("Bop", 0.5f);
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if (growLevel > 0) StacheAnim.DoScaledAnimationAsync($"Bop{growLevel}", 0.5f);
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}
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}
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}
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public void Bop(float beat, bool bop, bool autoBop)
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{
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monkBop = autoBop;
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if (bop) {
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needBlush = false;
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MonkAnim.DoScaledAnimationAsync("Bop", 0.5f);
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if (growLevel == 4) BrowAnim.DoScaledAnimationAsync("Bop", 0.5f);
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if (growLevel > 0) StacheAnim.DoScaledAnimationAsync($"Bop{growLevel}", 0.5f);
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}
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}
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public void InputFunctions(int whichVar, float state = 0)
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{
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currentDumpling = dumplings[dumplings.Count-1];
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switch (whichVar)
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{
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case 1:
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currentDumpling.HitFunction(state);
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break;
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case 2:
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currentDumpling.MissFunction();
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break;
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case 3:
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currentDumpling.EarlyFunction();
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break;
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}
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dumplings.RemoveAt(dumplings.Count-1);
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}
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public void Hit(PlayerActionEvent caller, float state)
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{
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if (dumplings.Count > 0) InputFunctions(1, state);
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}
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public void Miss(PlayerActionEvent caller)
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{
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if (dumplings.Count > 0) InputFunctions(2);
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}
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public void Early(PlayerActionEvent caller) { }
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public static void PreOneGoCue(float beat, Color firstColor)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound(sfxName+"one_1", beat),
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new MultiSound.Sound(sfxName+"one_2", beat + 1f),
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}, forcePlay: true);
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queuedOnes.Add(new QueuedDumpling()
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{ beat = beat, color1 = firstColor, });
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}
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public void OneGoCue(float beat, Color firstColor)
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{
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BeatAction.New(gameObject, new List<BeatAction.Action>() {
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new BeatAction.Action(beat, delegate {
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OneGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f);
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// dumpling
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Dumpling DumplingClone = Instantiate(DumplingObj, gameObject.transform).GetComponent<Dumpling>();
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DumplingClone.dumplingColor = firstColor;
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DumplingClone.startBeat = beat;
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DumplingClone.sr.sprite = dumplingSprites[0];
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dumplings.Add(DumplingClone);
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ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, Hit, Miss, Early);
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}),
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new BeatAction.Action(beat+0.5f, delegate {
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OneGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f);
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}),
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});
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}
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public static void PreTwoTwoCue(float beat, Color firstColor, Color secondColor)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound(sfxName+"two_1", beat - 0.5f),
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new MultiSound.Sound(sfxName+"two_2", beat),
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new MultiSound.Sound(sfxName+"two_3", beat + 1f),
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new MultiSound.Sound(sfxName+"two_4", beat + 1.5f),
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}, forcePlay: true);
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queuedTwoTwos.Add(new QueuedDumpling() {
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beat = beat,
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color1 = firstColor,
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color2 = secondColor,
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});
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}
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public void TwoTwoCue(float beat, Color firstColor, Color secondColor)
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{
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BeatAction.New(gameObject, new List<BeatAction.Action>() {
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new BeatAction.Action(beat-0.5f, delegate {
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TwoGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f);
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// first dumpling
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Dumpling DumplingClone1 = Instantiate(DumplingObj, gameObject.transform).GetComponent<Dumpling>();
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DumplingClone1.dumplingColor = firstColor;
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DumplingClone1.startBeat = beat-0.5f;
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DumplingClone1.sr.sprite = dumplingSprites[1];
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dumplings.Add(DumplingClone1);
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ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, Hit, Miss, Early);
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//DumplingClone1.otherAnim = DumplingClone2.gameObject.GetComponent<Animator>();
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}),
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new BeatAction.Action(beat, delegate {
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TwoGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f);
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// second dumpling
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Dumpling DumplingClone2 = Instantiate(DumplingObj, gameObject.transform).GetComponent<Dumpling>();
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DumplingClone2.dumplingColor = secondColor;
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DumplingClone2.startBeat = beat-0.5f;
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DumplingClone2.sr.sprite = dumplingSprites[2];
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dumplings.Add(DumplingClone2);
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ScheduleInput(beat, 1.5f, InputType.STANDARD_DOWN, Hit, Miss, Early);
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}),
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});
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}
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public static void PreThreeGoCue(float beat, Color firstColor, Color secondColor, Color thirdColor)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound(sfxName+"three_1", beat),
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new MultiSound.Sound(sfxName+"three_2", beat + 1f),
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new MultiSound.Sound(sfxName+"three_3", beat + 2f),
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new MultiSound.Sound(sfxName+"three_4", beat + 3f),
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}, forcePlay: true);
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queuedThrees.Add(new QueuedDumpling() {
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beat = beat,
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color1 = firstColor,
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color2 = secondColor,
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color3 = thirdColor,
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});
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}
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public void ThreeGoCue(float beat, Color firstColor, Color secondColor, Color thirdColor)
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{
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>() {
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new BeatAction.Action(beat, delegate {
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// first in
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ThreeGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f);
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// first dumpling
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Dumpling DumplingClone1 = Instantiate(DumplingObj, gameObject.transform).GetComponent<Dumpling>();
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DumplingClone1.dumplingColor = firstColor;
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DumplingClone1.startBeat = beat;
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DumplingClone1.sr.sprite = dumplingSprites[3];
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dumplings.Add(DumplingClone1);
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ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, Hit, Miss, Early); }),
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new BeatAction.Action(beat+0.5f, delegate {
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// first out
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ThreeGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f); }),
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new BeatAction.Action(beat+1.3f, delegate {
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// second in
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ThreeGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f);
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// second dumpling
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Dumpling DumplingClone2 = Instantiate(DumplingObj, gameObject.transform).GetComponent<Dumpling>();
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DumplingClone2.dumplingColor = secondColor;
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DumplingClone2.startBeat = beat+1.3f;
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DumplingClone2.sr.sprite = dumplingSprites[4];
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dumplings.Add(DumplingClone2);
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ScheduleInput(beat, 2f, InputType.STANDARD_DOWN, Hit, Miss, Early); }),
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new BeatAction.Action(beat+1.75f, delegate {
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// second out
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ThreeGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f); }),
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new BeatAction.Action(beat+2.3f, delegate {
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// third in
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ThreeGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f);
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// third dumpling
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Dumpling DumplingClone3 = Instantiate(DumplingObj, gameObject.transform).GetComponent<Dumpling>();
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DumplingClone3.dumplingColor = thirdColor;
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DumplingClone3.startBeat = beat+2.3f;
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DumplingClone3.sr.sprite = dumplingSprites[5];
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dumplings.Add(DumplingClone3);
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ScheduleInput(beat, 3f, InputType.STANDARD_DOWN, Hit, Miss, Early); }),
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new BeatAction.Action(beat+2.75f, delegate {
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// third out
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ThreeGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f); }),
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});
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}
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|
|
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public void PlayMonkAnim(float beat, int whichAnim, bool vineBoom)
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|
{
|
|
switch (whichAnim)
|
|
{
|
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case 1:
|
|
MonkAnim.DoScaledAnimationAsync("Blush", 0.5f);
|
|
needBlush = false;
|
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break;
|
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default:
|
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MonkAnim.DoScaledAnimationAsync("Stare", 0.5f);
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isStaring = true;
|
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break;
|
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}
|
|
|
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// it's in zeo's video; no reason not to include it :)
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if (vineBoom) Jukebox.PlayOneShotGame("fanClub/arisa_dab", forcePlay: true);
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|
}
|
|
|
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public void MonkMove(float beat, float length, int goToSide, int ease)
|
|
{
|
|
movingStartBeat = beat;
|
|
movingLength = length;
|
|
moveAnim = (goToSide == 0 ? "GoRight" : "GoLeft");
|
|
isMoving = true;
|
|
lastEase = (EasingFunction.Ease)ease;
|
|
}
|
|
|
|
public static void Modifiers(float beat, int inputsTilGrow, bool resetLevel, int setLevel, bool disableBaby, bool shouldBlush)
|
|
{
|
|
if (MunchyMonk.inputsTilGrow != inputsTilGrow) MunchyMonk.howManyGulps = inputsTilGrow * MunchyMonk.growLevel;
|
|
if (setLevel != 0) MunchyMonk.growLevel = setLevel;
|
|
if (resetLevel) {
|
|
MunchyMonk.growLevel = 0;
|
|
MunchyMonk.howManyGulps = 0;
|
|
}
|
|
|
|
|
|
MunchyMonk.noBlush = !shouldBlush;
|
|
MunchyMonk.inputsTilGrow = inputsTilGrow;
|
|
MunchyMonk.disableBaby = disableBaby;
|
|
|
|
if (GameManager.instance.currentGame == "munchyMonk")
|
|
MunchyMonk.instance.Baby.SetActive(!disableBaby);
|
|
}
|
|
|
|
public void ScrollBG(float beat, float length, float scrollSpeed, int ease)
|
|
{
|
|
scrollBeat = beat;
|
|
scrollLength = length;
|
|
scrollMod = scrollSpeed;
|
|
scrollRampUp = true;
|
|
scrollEase = (EasingFunction.Ease)ease;
|
|
}
|
|
}
|
|
} |