mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-30 05:23:06 +00:00
3a4279ce5e
* Air Rally Text Update * Blue Bear Text Update * Board Meeting Text Update * Built To Scale DS Text Update also changed Air Rally's assetbundle tag from "normal" to "keep" * Catchy Tune Text Update also changed some minor wording in Board Meeting and Built To Scale DS * Cheer Readers Text Update * The Clappy Trio Text Update * Coin Toss Text Update * Crop Stomp Text Update * DJ School Text Update * Dog Ninja Text Update * Double Date Text Update * Drumming Practice Text Update * Fan Club Text Update * Fireworks Text Update * Second Contact Text Update * Flipper-Flop Text Update also fix an error in Catchy Tune * Fork Lifter Text Update * Glee Club Text Update * Karate Man Text Update also minor updates to other games * Kitties! Text Update * Launch Party Text Update * Lockstep Text Update * Marching Orders Text Update * Meat Grinder Text Update also fixed an error in Second Contact * Mr. Upbeat Text Update * Munchy Monk Text Update * Octopus Machine Text Update * Pajama Party Text Update * Quiz Show Text Update also changed some wording in meat grinder * Rhythm Rally Text Update * Rhythm Somen Text Update that was easy * Rhythm Tweezers Text Update * Ringside Text Update * Rockers Text Update this sucked * Samurai Slice DS Text Update * See Saw Text Update * Sneaky Spirits Text Update * Spaceball Text Update * Space Dance Text Update * Space Soccer Text Update * Splashdown Text Update * Tambourine Text Update * Tap Trial Text Update * Tap Troupe Text Update * The Dazzles Text Update * Toss Boys Text Update * Tram & Pauline Text Update also added translation for Fireworks * Tunnel Text Update * Wizard's Waltz Text Update * Working Dough Text Update * fix compiler errors * fix editor offset bug(?) * fix missing param in second contact * Ball Redispense text * remove space soccer swing * Trick on the Class Text Update * Non-Game Text Update * fix pre-function sorting * camera shake ease * remove a bunch of prints * rhythm tweezers bug fix * Update Credits.txt * ssds nop samurai bop * swap order of shake properties * Update FirstContact.cs --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
627 lines
No EOL
27 KiB
C#
627 lines
No EOL
27 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.length, e["bop"]);
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},
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parameters = new List<Param>()
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{
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new Param("bop", true, "Bop", "Toggle if Munchy Monk should bop for the duration of this event."),
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new Param("autoBop", false, "Bop (Auto)", "Toggle if Munchy Monk should automatically bop until another Bop event is reached."),
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},
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resizable = true
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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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defaultLength = 8f,
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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, "Side", "Choose the side that Munchy Monk will move to."),
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new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
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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", "Set 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", "Set the color of the first dumpling."),
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new Param("twoColor2", new Color(1, 0.51f, 0.45f, 1), "2nd Dumpling Color", "Set 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", "Set 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", "Set 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", "Set 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), "Moustache Growth Requirement", "Set how many dumplings Munchy Monk needs to eat for his moustache to grow."),
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new Param("resetLevel", false, "Reset Hair Growth", "Toggle if the current amount of moustache growth should be reset."),
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new Param("setLevel", new EntityTypes.Integer(0, 4, 0), "Instant Growth", "Set how much hair Munchy Monk should instantly grow at the start of this event."),
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new Param("disableBaby", false, "Disable Baby", "Toggle if the baby should appear or not."),
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new Param("shouldBlush", true, "Blush", "Toggle if Munchy Monk should blush after eating a dumpling."),
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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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inactiveFunction = delegate {
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var e = eventCaller.currentEntity;
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MunchyMonk.instance.PlayMonkAnimInactive(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, "Animation", "Set the animation to play."),
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new Param("vineBoom", false, "Vine Boom", "Toggle if a certain sound effect should play."),
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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), "Speed", "Set the speed that the background should scroll."),
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new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."),
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}
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},
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new GameAction("CloudMonkey", "Cloud Monkey")
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{
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function = delegate {
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var e = eventCaller.currentEntity;
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MunchyMonk.instance.MoveCloudMonkey(e.beat, e.length, e["start"], e["direction"]);
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},
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parameters = new List<Param>()
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{
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new Param("start", true, "Start", "Toggle if the monkey should start moving."),
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new Param("direction", MunchyMonk.WhichSide.Right, "Direction", "Set the direction that the monkey will move."),
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},
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defaultLength = 8f,
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resizable = true,
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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 double 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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[SerializeField] GameObject CloudMonkey;
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[SerializeField] ScrollObject CloudMonkeyScroll;
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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 double lastReportedBeat = 0f;
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public bool needBlush;
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public bool isStaring;
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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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double scrollBeat;
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double 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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double movingStartBeat;
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double movingLength;
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string moveAnim;
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EasingFunction.Ease lastEase;
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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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SetupBopRegion("munchyMonk", "Bop", "autoBop");
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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) obj.SpeedMod = scrollModCurrent;
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if (growLevel > 0) {
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StacheHolder.SetActive(true);
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StacheAnim.Play($"Idle{growLevel}");
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if (growLevel == 4) {
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BrowHolder.SetActive(true);
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BrowAnim.Play("Idle");
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}
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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 only when the game is stopped (so that it carries over between game switches)
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if (!Conductor.instance.NotStopped()) {
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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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foreach (var evt in scheduledInputs) evt.Disable();
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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.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress)) {
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MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f);
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SoundByte.PlayOneShotGame(sfxName+"slap");
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isStaring = false;
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// early input stuff
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if (dumplings.Count != 0) InputFunctions(3);
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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.IsPlayingAnimationNames("Eat", "Stare", "Barely", "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()) MonkAnim.DoScaledAnimationAsync("Idle", 0.5f);
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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) isMoving = false;
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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) obj.SpeedMod = newPos;
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}
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if (CloudMonkey.transform.position.x < -5 || CloudMonkey.transform.position.x > 15.5) {
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CloudMonkey.SetActive(false);
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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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public override void OnBeatPulse(double beat)
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{
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if ((MonkAnim.IsAnimationNotPlaying() || MonkAnim.IsPlayingAnimationNames("Bop", "Idle"))
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&& BeatIsInBopRegion(beat)
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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.IsPlayingAnimationNames("Blush", "Stare"))
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{
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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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if (CloudMonkey.activeInHierarchy) //Why activeInHierarchy? - Rasmus
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{
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CloudMonkey.GetComponent<Animator>().DoScaledAnimationAsync("Bop", 0.5f); //DONT DO THIS!!! GetComponent is a really expensive operation - Rasmus
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}
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}
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public void Bop(double beat, double length, bool bop)
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{
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if (!bop) return;
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List<BeatAction.Action> actions = new();
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for (int i = 0; i < length; i++)
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{
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actions.Add(new(beat + i, delegate
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{
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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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if (actions.Count > 0) BeatAction.New(this, actions);
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}
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public void InputFunctions(int whichVar, float state = 0)
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{
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switch (whichVar)
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{
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case 1:
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dumplings[dumplings.Count-1].HitFunction(state);
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break;
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case 2:
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dumplings[dumplings.Count-1].MissFunction();
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break;
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case 3:
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dumplings[dumplings.Count-1].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(double beat, Color firstColor)
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{
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PlaySoundSequence("munchyMonk", "one_go", beat);
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queuedOnes.Add(new QueuedDumpling() {
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beat = beat,
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color1 = firstColor,
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});
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}
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public void OneGoCue(double beat, Color firstColor)
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{
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BeatAction.New(this, 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, InputAction_BasicPress, 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(double beat, Color firstColor, Color secondColor)
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{
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PlaySoundSequence("munchyMonk", "two_go", beat);
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queuedTwoTwos.Add(new QueuedDumpling() {
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beat = beat,
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color1 = firstColor,
|
|
color2 = secondColor,
|
|
});
|
|
}
|
|
|
|
public void TwoTwoCue(double beat, Color firstColor, Color secondColor)
|
|
{
|
|
BeatAction.New(this, new List<BeatAction.Action>() {
|
|
new BeatAction.Action(beat-0.5f, delegate {
|
|
TwoGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f);
|
|
// first dumpling
|
|
Dumpling DumplingClone1 = Instantiate(DumplingObj, gameObject.transform).GetComponent<Dumpling>();
|
|
DumplingClone1.dumplingColor = firstColor;
|
|
DumplingClone1.startBeat = beat-0.5f;
|
|
DumplingClone1.sr.sprite = dumplingSprites[1];
|
|
dumplings.Add(DumplingClone1);
|
|
ScheduleInput(beat, 1f, InputAction_BasicPress, Hit, Miss, Early);
|
|
//DumplingClone1.otherAnim = DumplingClone2.gameObject.GetComponent<Animator>();
|
|
}),
|
|
new BeatAction.Action(beat, delegate {
|
|
TwoGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f);
|
|
// second dumpling
|
|
Dumpling DumplingClone2 = Instantiate(DumplingObj, gameObject.transform).GetComponent<Dumpling>();
|
|
DumplingClone2.dumplingColor = secondColor;
|
|
DumplingClone2.startBeat = beat-0.5f;
|
|
DumplingClone2.sr.sprite = dumplingSprites[2];
|
|
dumplings.Add(DumplingClone2);
|
|
ScheduleInput(beat, 1.5f, InputAction_BasicPress, Hit, Miss, Early);
|
|
}),
|
|
});
|
|
}
|
|
|
|
public static void PreThreeGoCue(double beat, Color firstColor, Color secondColor, Color thirdColor)
|
|
{
|
|
PlaySoundSequence("munchyMonk", "three_go", beat);
|
|
|
|
queuedThrees.Add(new QueuedDumpling() {
|
|
beat = beat,
|
|
color1 = firstColor,
|
|
color2 = secondColor,
|
|
color3 = thirdColor,
|
|
});
|
|
}
|
|
|
|
public void ThreeGoCue(double beat, Color firstColor, Color secondColor, Color thirdColor)
|
|
{
|
|
BeatAction.New(instance, new List<BeatAction.Action>() {
|
|
new BeatAction.Action(beat, delegate {
|
|
// first in
|
|
ThreeGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f);
|
|
// first dumpling
|
|
Dumpling DumplingClone1 = Instantiate(DumplingObj, gameObject.transform).GetComponent<Dumpling>();
|
|
DumplingClone1.dumplingColor = firstColor;
|
|
DumplingClone1.startBeat = beat;
|
|
DumplingClone1.sr.sprite = dumplingSprites[3];
|
|
dumplings.Add(DumplingClone1);
|
|
ScheduleInput(beat, 1f, InputAction_BasicPress, Hit, Miss, Early); }),
|
|
|
|
new BeatAction.Action(beat+0.5f, delegate {
|
|
// first out
|
|
ThreeGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f); }),
|
|
|
|
new BeatAction.Action(beat+1.3f, delegate {
|
|
// second in
|
|
ThreeGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f);
|
|
// second dumpling
|
|
Dumpling DumplingClone2 = Instantiate(DumplingObj, gameObject.transform).GetComponent<Dumpling>();
|
|
DumplingClone2.dumplingColor = secondColor;
|
|
DumplingClone2.startBeat = beat+1.3f;
|
|
DumplingClone2.sr.sprite = dumplingSprites[4];
|
|
dumplings.Add(DumplingClone2);
|
|
ScheduleInput(beat, 2f, InputAction_BasicPress, Hit, Miss, Early); }),
|
|
|
|
new BeatAction.Action(beat+1.75f, delegate {
|
|
// second out
|
|
ThreeGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f); }),
|
|
|
|
new BeatAction.Action(beat+2.3f, delegate {
|
|
// third in
|
|
ThreeGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f);
|
|
// third dumpling
|
|
Dumpling DumplingClone3 = Instantiate(DumplingObj, gameObject.transform).GetComponent<Dumpling>();
|
|
DumplingClone3.dumplingColor = thirdColor;
|
|
DumplingClone3.startBeat = beat+2.3f;
|
|
DumplingClone3.sr.sprite = dumplingSprites[5];
|
|
dumplings.Add(DumplingClone3);
|
|
ScheduleInput(beat, 3f, InputAction_BasicPress, Hit, Miss, Early); }),
|
|
|
|
new BeatAction.Action(beat+2.75f, delegate {
|
|
// third out
|
|
ThreeGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f); }),
|
|
});
|
|
}
|
|
|
|
public void PlayMonkAnim(double beat, int whichAnim, bool vineBoom)
|
|
{
|
|
switch (whichAnim)
|
|
{
|
|
case 1:
|
|
MonkAnim.DoScaledAnimationAsync("Blush", 0.5f);
|
|
needBlush = false;
|
|
break;
|
|
default:
|
|
MonkAnim.DoScaledAnimationAsync("Stare", 0.5f);
|
|
isStaring = true;
|
|
break;
|
|
}
|
|
|
|
// it's in zeo's video; no reason not to include it :)
|
|
if (vineBoom) SoundByte.PlayOneShotGame("fanClub/arisa_dab", forcePlay: true);
|
|
}
|
|
|
|
public void PlayMonkAnimInactive(bool vineBoom)
|
|
{
|
|
if (vineBoom) SoundByte.PlayOneShotGame("fanClub/arisa_dab", forcePlay: true);
|
|
}
|
|
|
|
public void MonkMove(double beat, double length, int goToSide, int ease)
|
|
{
|
|
movingStartBeat = beat;
|
|
movingLength = length;
|
|
moveAnim = (goToSide == 0 ? "GoRight" : "GoLeft");
|
|
isMoving = true;
|
|
lastEase = (EasingFunction.Ease)ease;
|
|
}
|
|
|
|
public static void Modifiers(double beat, int inputsTilGrow, bool resetLevel, int setLevel, bool disableBaby, bool shouldBlush)
|
|
{
|
|
if (MunchyMonk.inputsTilGrow != inputsTilGrow) {
|
|
// no matter what you set inputsTilGrow to, it will reset howManyGulps to a value inbetween the level-ups relative to the old level and old inputsTilGrow.
|
|
MunchyMonk.howManyGulps = ((inputsTilGrow * MunchyMonk.growLevel) + inputsTilGrow * (MunchyMonk.howManyGulps % MunchyMonk.inputsTilGrow)/MunchyMonk.inputsTilGrow);
|
|
MunchyMonk.inputsTilGrow = inputsTilGrow;
|
|
}
|
|
|
|
if (setLevel != 0) {
|
|
MunchyMonk.growLevel = setLevel;
|
|
MunchyMonk.howManyGulps = setLevel*inputsTilGrow;
|
|
if (GameManager.instance.currentGame == "munchyMonk") {
|
|
MunchyMonk.instance.StacheAnim.Play($"Idle{setLevel}", 0, 0);
|
|
MunchyMonk.instance.StacheHolder.SetActive(true);
|
|
}
|
|
}
|
|
|
|
if (resetLevel) {
|
|
MunchyMonk.growLevel = 0;
|
|
MunchyMonk.howManyGulps = 0;
|
|
if (GameManager.instance.currentGame == "munchyMonk") MunchyMonk.instance.StacheHolder.SetActive(false);
|
|
}
|
|
|
|
MunchyMonk.noBlush = !shouldBlush;
|
|
MunchyMonk.disableBaby = disableBaby;
|
|
|
|
if (GameManager.instance.currentGame == "munchyMonk")
|
|
MunchyMonk.instance.Baby.SetActive(!disableBaby);
|
|
}
|
|
|
|
public void ScrollBG(double beat, double length, float scrollSpeed, int ease)
|
|
{
|
|
scrollBeat = beat;
|
|
scrollLength = length;
|
|
scrollMod = scrollSpeed;
|
|
scrollRampUp = true;
|
|
scrollEase = (EasingFunction.Ease)ease;
|
|
}
|
|
|
|
public void MoveCloudMonkey(double beat, double length, bool go, int direction)
|
|
{
|
|
bool wasActive = CloudMonkey.activeInHierarchy;
|
|
CloudMonkey.SetActive(true);
|
|
CloudMonkeyScroll.SpeedMod = (float)((direction == 0 ? 34 : -34)/length)*(Conductor.instance.songBpm/100);
|
|
CloudMonkeyScroll.AutoScroll = go;
|
|
if (!wasActive) CloudMonkey.transform.position = new Vector3((direction == 0 ? -5f : 15.5f), 0, 0);
|
|
}
|
|
}
|
|
} |