mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +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>
113 lines
3.7 KiB
C#
113 lines
3.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games.Scripts_MonkeyWatch
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{
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public class WatchMonkey : MonoBehaviour
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{
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private Animator anim;
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private Animator holeAnim;
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[Header("Properties")]
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[SerializeField] private bool isPink;
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private MonkeyWatch game;
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private int direction = 0;
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public double monkeyBeat;
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private double disappearBeat = 0;
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private bool disappear = false;
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private PlayerActionEvent inputEvent;
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private void Awake()
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{
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game = MonkeyWatch.instance;
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anim = GetComponent<Animator>();
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}
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private void Update()
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{
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if (disappear)
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{
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(disappearBeat, 0.5f);
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anim.DoNormalizedAnimation(isPink ? "PinkAppear" : "Appear", 1 - normalizedBeat);
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float normalizedBeatClose = Conductor.instance.GetPositionFromBeat(disappearBeat + 0.25f, 0.25f);
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holeAnim.DoNormalizedAnimation("HoleClose", Mathf.Clamp01(normalizedBeatClose));
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if (normalizedBeat > 1f)
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{
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Destroy(gameObject);
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}
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}
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}
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public void Appear(double beat, bool instant, Animator hole, int dir)
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{
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monkeyBeat = beat;
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direction = dir;
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holeAnim = hole;
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holeAnim.DoScaledAnimationAsync("HoleOpen", 0.4f, instant ? 1 : 0);
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anim.DoScaledAnimationAsync(isPink ? "PinkAppear" : "Appear", 0.4f, instant ? 1 : 0);
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}
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public void Disappear(double beat)
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{
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disappear = true;
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disappearBeat = beat;
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Update();
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}
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public void Prepare(double prepareBeat, double inputBeat)
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{
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anim.DoScaledAnimationAsync(isPink ? "PinkPrepare" + direction : "Prepare" + direction, 0);
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inputEvent = game.ScheduleInput(prepareBeat, inputBeat - prepareBeat, MonkeyWatch.InputAction_BasicPress, Just, Miss, Empty);
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BeatAction.New(this, new List<BeatAction.Action>()
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{
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new BeatAction.Action(prepareBeat - 0.25, delegate
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{
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if (inputEvent != null && inputEvent.enabled) anim.DoScaledAnimationAsync(isPink ? "PinkPrepare" + direction : "Prepare" + direction, 0.4f);
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})
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});
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}
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private void Just(PlayerActionEvent caller, float state)
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{
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bool barely = state >= 1f || state <= -1f;
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if (barely)
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{
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SoundByte.PlayOneShot("nearMiss");
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}
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else
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{
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SoundByte.PlayOneShotGame(isPink ? "monkeyWatch/clapOffbeat" : $"monkeyWatch/clapOnbeat{UnityEngine.Random.Range(1, 6)}");
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}
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game.monkeyClockArrow.Move();
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game.PlayerMonkeyClap(isPink, barely);
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anim.DoScaledAnimationAsync(isPink ? "PinkClap" + direction : "Clap" + direction, 0.4f);
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BeatAction.New(this, new List<BeatAction.Action>()
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{
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new BeatAction.Action(caller.timer + caller.startBeat + 1, delegate
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{
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string whichAnim = barely ? "Barely" : "Just";
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anim.DoScaledAnimationAsync(isPink ? "Pink" + whichAnim : whichAnim, 0.4f);
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})
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});
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}
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private void Miss(PlayerActionEvent caller)
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{
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anim.DoScaledAnimationAsync(isPink ? "PinkMiss" : "Miss", 0.4f);
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game.monkeyClockArrow.Move();
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}
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private void Empty(PlayerActionEvent caller)
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{
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}
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}
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}
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