mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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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>
133 lines
4.8 KiB
C#
133 lines
4.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HeavenStudio.Games.Scripts_MonkeyWatch
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{
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public class BalloonHandler : MonoBehaviour
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{
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[Header("Components")]
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[SerializeField] private Transform anchor;
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[SerializeField] private Transform target;
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[SerializeField] private Transform balloonTrans;
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[SerializeField] private SpriteRenderer[] srs;
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[SerializeField] private SpriteRenderer shadow;
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[Header("Properties")]
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[SerializeField] private float xOffset;
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[SerializeField] private float yOffset;
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private float shadowOpacity;
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private float additionalXOffset;
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private float additionalYOffset;
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private double movementFirstBeat = -2;
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private double movementLastBeat = -1;
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private List<Movement> movements = new();
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private int movementIndex = 0;
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private struct Movement
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{
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public double beat;
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public float length;
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public float xStart;
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public float xEnd;
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public float yStart;
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public float yEnd;
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public float angleStart;
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public float angleEnd;
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public Util.EasingFunction.Ease ease;
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}
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private void Awake()
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{
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shadowOpacity = shadow.color.a;
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}
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public void Init(double beat)
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{
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var allEvents = EventCaller.GetAllInGameManagerList("monkeyWatch", new string[] { "balloon" });
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allEvents.Sort((x, y) => x.beat.CompareTo(y.beat));
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if (allEvents.Count > 0)
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{
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movementFirstBeat = allEvents[0].beat;
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movementLastBeat = allEvents[^1].beat + allEvents[^1].length - 0.25;
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}
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foreach (var e in allEvents)
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{
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movements.Add(new Movement
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{
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beat = e.beat,
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length = e.length,
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xStart = e["xStart"],
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xEnd = e["xEnd"],
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yStart = e["yStart"],
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yEnd = e["yEnd"],
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angleStart = e["angleStart"],
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angleEnd = e["angleEnd"],
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ease = (Util.EasingFunction.Ease)e["ease"]
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});
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}
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Update();
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}
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private void UpdateIndex()
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{
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movementIndex++;
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if (movementIndex >= movements.Count) return;
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if (Conductor.instance.songPositionInBeatsAsDouble > movements[movementIndex].beat + movements[movementIndex].length)
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{
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UpdateIndex();
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}
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}
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private void Update()
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{
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var cond = Conductor.instance;
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float normalizedFirst = Mathf.Clamp01(cond.GetPositionFromBeat(movementFirstBeat, 0.25f));
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float normalizedLast = Mathf.Clamp01(cond.GetPositionFromBeat(movementLastBeat, 0.25f));
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if (normalizedFirst >= 1)
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{
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foreach (var sr in srs)
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{
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sr.color = new Color(sr.color.r, sr.color.g, sr.color.b, 1 - normalizedLast);
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}
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shadow.color = new Color(shadow.color.r, shadow.color.g, shadow.color.b, Mathf.Lerp(shadowOpacity, 0, normalizedLast));
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}
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else
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{
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foreach (var sr in srs)
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{
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sr.color = new Color(sr.color.r, sr.color.g, sr.color.b, normalizedFirst);
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}
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shadow.color = new Color(shadow.color.r, shadow.color.g, shadow.color.b, Mathf.Lerp(0, shadowOpacity, normalizedFirst));
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}
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if (movements.Count > 0 && movementIndex < movements.Count)
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{
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if (cond.songPositionInBeatsAsDouble > movements[movementIndex].beat + movements[movementIndex].length)
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{
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UpdateIndex();
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if (movementIndex >= movements.Count) return;
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}
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var e = movements[movementIndex];
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float normalizedBeat = Mathf.Clamp01(cond.GetPositionFromBeat(e.beat, e.length));
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var func = Util.EasingFunction.GetEasingFunction(e.ease);
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float newX = func(e.xStart, e.xEnd, normalizedBeat);
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float newY = func(e.yStart, e.yEnd, normalizedBeat);
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float newAngle = func(e.angleStart, e.angleEnd, normalizedBeat);
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additionalXOffset = newX;
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additionalYOffset = newY;
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anchor.localEulerAngles = new Vector3(0, 0, newAngle);
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}
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balloonTrans.position = new Vector3(target.position.x + xOffset + additionalXOffset, target.position.y + yOffset + additionalYOffset, target.position.z);
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}
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}
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}
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