HeavenStudioPlus/Assets/Scripts/Games/PajamaParty/CtrPillowMonkey.cs
minenice55 81384fe7fb
Update from release 1 branch (#472)
* Integration of Jukebox Library (#451)

* add Jukebox library

todo:
- saving / loading of new format
- inferrence of unknown data like past versions
- move the temporary float casts to proper use of double
- make sound related functions take double for timing
- inform people that the Jukebox sound player was renamed to SoundByte lol

* make sound, input scheduling, and super curve use double precision

* successfully load charts

* editor works again

v1 riqs can be saved and loaded

* first tempo and volume markers are unmovable

fix loading of charts' easing values

* use gsync / freesync

* update Jukebox refs to SoundByte

* game events use double part 1

Air Rally - Glee Club converted

* don't load song if chart load fails

* finish conversion of all minigames

* remove editor waveform toggle

* timeline now respects added song offset length

clear cache files on app close
prepped notes for dsp sync

* update timeline length when offset changed

* update to latest Jukebox

* make error panel object in global game manager

* improve conductor music scheduling

* added error message box

fix first game events sometimes not playing

* a lot

* munchy monk input + mustache fixes
* fork lifter and pajama party bopping
* meat grinder miss bop fix
* cloud monkey Real
* marching orders Go! was broken
* force march doesn't break when it's too early from a game switch
* you can use the March! block without the marching now

* convert float to double and all that

* editor fixes (#459)

* ditch loading dialog

doesn't show up when it's supposed to

* format song offset in editor

* remove VorbisPlugin

* Update Editor.cs

* add updater for marching orders turn

* make base datamodels for special entity reading (#463)

* make base datamodels for special entity reading

* fix crop stomp breaking when no game switch or remix end is set

* fix save shortcut

fix loading charts with no music

* don't infer track when importing a v0 riq from another program

* You can now place inputs on top of pass turn for rhythm tweezers

* Rockers can do it too now

* Some new curves

* Converted everything to new curves and made playerballs handle themselves input-wise

* working dough converted, need to fix eveerything though

* ball transporter anims for pass turn

* update Jukebox to latest version

fixes for inferred entity loading

* new sounds

* OnSpawnBall reimplemented

* Proper inactive handling now

* gandw on balls has been added

* Rhythm tweezers pass turn now works like working dough

* modernised rockers pass turn

* Fixed small balls not working in working dough

* Fixed weird curve stuff on game switch in working dough

* let play mode start if no song file is loaded

fix issue with loading large audio files

* add "updater" for the old marching entity

---------

Co-authored-by: AstrlJelly <bdlawson115@gmail.com>
Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-06-13 18:47:52 -04:00

187 lines
No EOL
6.6 KiB
C#

using HeavenStudio.Util;
using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine;
namespace HeavenStudio.Games.Scripts_PajamaParty
{
public class CtrPillowMonkey : MonoBehaviour
{
[Header("Objects")]
public GameObject Monkey;
public GameObject Shadow;
public GameObject Projectile;
public Animator anim;
public bool shouldBop = false;
public int row;
public int col;
double lastReportedBeat;
double startJumpTime = double.MinValue;
float jumpLength = 1f;
float jumpHeight = 4f;
int jumpAlt;
bool shouldntBop = false;
bool hasJumped = false;
double startThrowTime = double.MinValue;
float throwLength = 4f;
float throwHeight = 12f;
private bool hasThrown = false;
void Awake()
{
anim = Monkey.GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
var cond = Conductor.instance;
//jumping logic
float jumpPos = cond.GetPositionFromBeat(startJumpTime, jumpLength);
if (jumpPos >= 0 && jumpPos <= 1f)
{
hasJumped = true;
float yMul = jumpPos * 2f - 1f;
float yWeight = -(yMul*yMul) + 1f;
Monkey.transform.localPosition = new Vector3(0, jumpHeight * yWeight);
Shadow.transform.localScale = new Vector3((1f-yWeight*0.2f) * 1.2f, (1f-yWeight*0.2f) * 0.8f, 1f);
if (jumpAlt > 1)
{
float t;
if (jumpAlt == 3)
t = 1f - jumpPos;
else
t = jumpPos;
Monkey.transform.rotation = Quaternion.Euler(0, 0, Mathf.Lerp(22.5f, -22.5f, t));
anim.DoScaledAnimation("MonkeyJump0" + jumpAlt, startJumpTime, jumpLength);
}
else
anim.DoScaledAnimation("MonkeyJump", startJumpTime, jumpLength);
}
else
{
if (hasJumped)
{
shouldntBop = false;
hasJumped = false;
PajamaParty.instance.DoBedImpact();
anim.DoScaledAnimationAsync("MonkeyLand");
Monkey.transform.rotation = Quaternion.Euler(0, 0, 0);
jumpAlt = 0;
}
startJumpTime = double.MinValue;
Monkey.transform.localPosition = new Vector3(0, 0);
Shadow.transform.localScale = new Vector3(1.2f, 0.8f, 1f);
}
//throwing logic
jumpPos = cond.GetPositionFromBeat(startThrowTime, throwLength);
if (jumpPos >= 0 && jumpPos <= 1f)
{
hasThrown = true;
float yMul = jumpPos * 2f - 1f;
float yWeight = -(yMul*yMul) + 1f;
Projectile.transform.localPosition = new Vector3(0, throwHeight * yWeight + 1.5f);
Projectile.transform.rotation = Quaternion.Euler(0, 0, Projectile.transform.rotation.eulerAngles.z - (360f * Time.deltaTime));
}
else
{
startThrowTime = double.MinValue;
if (hasThrown)
{
Projectile.transform.localPosition = new Vector3(0, 0);
Projectile.transform.rotation = Quaternion.Euler(0, 0, 0);
anim.DoUnscaledAnimation("MonkeyBeat");
Projectile.SetActive(false);
hasThrown = false;
shouldntBop = false;
}
}
}
private void LateUpdate()
{
if (Conductor.instance.ReportBeat(ref lastReportedBeat) && anim.IsAnimationNotPlaying() && !hasThrown && !shouldntBop && shouldBop)
{
anim.DoScaledAnimationAsync("MonkeyBeat", 0.5f);
}
}
public void Jump(double beat, int alt = 1)
{
startJumpTime = beat;
jumpAlt = 0;
if (alt > 1)
{
jumpAlt = alt;
}
}
public void Charge(double beat)
{
shouldntBop = true;
anim.DoUnscaledAnimation("MonkeyReady");
}
public void Throw(double beat)
{
anim.DoUnscaledAnimation("MonkeyThrow");
startThrowTime = beat;
Projectile.SetActive(true);
}
public void ReadySleep(double beat, int action)
{
shouldntBop = true;
var cond = Conductor.instance;
startThrowTime = double.MinValue;
Projectile.transform.localPosition = new Vector3(0, 0);
Projectile.transform.rotation = Quaternion.Euler(0, 0, 0);
if (hasThrown)
{
Projectile.SetActive(false);
hasThrown = false;
}
startJumpTime = double.MinValue;
Monkey.transform.localPosition = new Vector3(0, 0);
Shadow.transform.localScale = new Vector3(1.2f, 0.8f, 1f);
List<BeatAction.Action> seq =
new List<BeatAction.Action>()
{
new BeatAction.Action( beat, delegate { anim.DoScaledAnimationAsync("MonkeySleep00"); }),
new BeatAction.Action( beat + 0.5f, delegate { anim.DoUnscaledAnimation("MonkeySleep01"); }),
};
if (col == 0 || col == 4)
{
seq.Add(new BeatAction.Action( beat + 1f, delegate { anim.DoScaledAnimationAsync("MonkeySleep02"); }));
}
else if (col == 1 || col == 3)
{
seq.Add(new BeatAction.Action( beat + 1.5f, delegate { anim.DoScaledAnimationAsync("MonkeyReadySleep"); }));
seq.Add(new BeatAction.Action( beat + 2.5f, delegate { anim.DoScaledAnimationAsync("MonkeySleep02"); }));
}
else
{
seq.Add(new BeatAction.Action( beat + 3f, delegate { anim.DoScaledAnimationAsync("MonkeyReadySleep"); }));
seq.Add(new BeatAction.Action( beat + 4f, delegate { anim.DoScaledAnimationAsync("MonkeySleep02"); }));
}
if (action != (int) PajamaParty.SleepType.NoAwake)
seq.Add(new BeatAction.Action( beat + 7f, delegate { anim.DoScaledAnimationAsync("MonkeyAwake"); }));
BeatAction.New(Monkey, seq);
}
}
}