mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-13 21:25:09 +00:00
2c1394feb6
* stache stuff (still needs more work but yeah) * new icon (TEMPORARY ICON!!!) * some placeholder animations * more two two jank fixed, almost there * superscroll + fixing early misses * made a few temporary changes to superscroll.cs, i will be modifying it further for ease of use but for now it isn't permanent * made real progress on stopping repeat inputs -game is basically broken for the time being, but i wanna push this so nothing theoretically breaks. ill fix it all tomorrow when im less tired * it's been a while since i've committed my changes * modifiers work again (idk if i broke that in this commit or it was already broken) * stacking logic is here!!! it always uses the latest objects' hit/miss/early function so it should be perfect. i might be able to improve on efficiency tho -FollowHand animation is broken again unfortunately :( * dumplings can now be individually colored, and are assigned their colors in Start(). the smear's colors are defined on Hit() (HitFunction() to be specific) , so that even when there are multiple stacked dumplings, they'll all be accurate. maybe some other stuff but i cannot remember * clean-up + integral fixes onto Monk Move and SingleSuperScroll i think ill add some more comments too * fixed some missing/early stuff + a check for whether you can hit or not * fixed FollowHand animation and the squishing/dumpling on top * cleaned up a ton of unused variables + checks + anims * added unused sound sequences -ig if somebody knows how to use them they can implement them but idk how to and it's not worth figuring out rn * more work on superscroll; there seems to be too many changes to the structure of the script to keep the single scrolling in with the tile scrolling, will combine if necessary tho * fanClub/arisa_dab * monk move!! still working on singlesuperscroll 😭 but i got the monk moving!! * a few optimizations + starting on new singlesuperscroll * ok ScrollObject is usable now oh my GOD i need to optimize how it looks and functions but rn it works like it will when it's done (theoretically) ev do ur work * a few things + new icon!! * scroll speeds are good now * finished except for the stache bop 😭 😭 😭 😭 😭 why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
99 lines
3.2 KiB
C#
99 lines
3.2 KiB
C#
using HeavenStudio.Util;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
using NaughtyBezierCurves;
|
|
|
|
namespace HeavenStudio.Games.Scripts_MunchyMonk
|
|
{
|
|
public class Dumpling : MonoBehaviour
|
|
{
|
|
public Color dumplingColor;
|
|
public float startBeat;
|
|
|
|
const string sfxName = "munchyMonk/";
|
|
public bool canDestroy;
|
|
|
|
[Header("References")]
|
|
[SerializeField] Animator smearAnim;
|
|
[SerializeField] Animator anim;
|
|
[SerializeField] SpriteRenderer smearSr;
|
|
public SpriteRenderer sr;
|
|
|
|
private MunchyMonk game;
|
|
|
|
private void Awake()
|
|
{
|
|
game = MunchyMonk.instance;
|
|
sr = GetComponent<SpriteRenderer>();
|
|
}
|
|
|
|
private void Start()
|
|
{
|
|
sr.color = dumplingColor;
|
|
if (game.dumplings.Count > 1) {
|
|
anim.Play("IdleOnTop", 0, 0);
|
|
game.dumplings[0].anim.DoScaledAnimationAsync("Squish", 0.5f);
|
|
}
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
if (canDestroy && anim.IsAnimationNotPlaying()) GameObject.Destroy(gameObject);
|
|
}
|
|
|
|
public void HitFunction(float state)
|
|
{
|
|
smearSr.color = dumplingColor;
|
|
game.MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f);
|
|
Jukebox.PlayOneShotGame(sfxName+"slap");
|
|
game.isStaring = false;
|
|
|
|
if (state >= 1f || state <= -1f)
|
|
{
|
|
game.MonkAnim.DoScaledAnimationAsync("Barely", 0.5f);
|
|
anim.DoScaledAnimationAsync("HitHead", 0.5f);
|
|
Jukebox.PlayOneShotGame(sfxName+"barely");
|
|
canDestroy = true;
|
|
game.needBlush = false;
|
|
} else {
|
|
game.MonkAnim.DoScaledAnimationAsync("Eat", 0.4f);
|
|
game.dumplings[0].anim.DoScaledAnimationAsync("FollowHand", 0.5f);
|
|
smearAnim.Play("SmearAppear", 0, 0);
|
|
game.needBlush = true;
|
|
Jukebox.PlayOneShotGame(sfxName+"gulp");
|
|
MunchyMonk.howManyGulps++;
|
|
for (int i = 1; i <= 4; i++)
|
|
{
|
|
if (MunchyMonk.howManyGulps == MunchyMonk.inputsTilGrow*i) {
|
|
MunchyMonk.growLevel = i;
|
|
}
|
|
}
|
|
GameObject.Destroy(gameObject);
|
|
}
|
|
}
|
|
|
|
public void MissFunction()
|
|
{
|
|
if (!canDestroy) {
|
|
anim.DoScaledAnimationAsync("FallOff", 0.5f);
|
|
canDestroy = true;
|
|
}
|
|
}
|
|
|
|
public void EarlyFunction()
|
|
{
|
|
game.MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f);
|
|
game.MonkAnim.DoScaledAnimationAsync("Miss", 0.5f);
|
|
smearAnim.Play("SmearAppear", 0, 0);
|
|
anim.DoScaledAnimationAsync("HitHead", 0.5f);
|
|
MultiSound.Play(new MultiSound.Sound[] {
|
|
new MultiSound.Sound(sfxName+"slap", Conductor.instance.songPositionInBeats),
|
|
new MultiSound.Sound(sfxName+"miss", Conductor.instance.songPositionInBeats),
|
|
});
|
|
canDestroy = true;
|
|
game.needBlush = false;
|
|
}
|
|
}
|
|
}
|