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>
90 lines
2.9 KiB
C#
90 lines
2.9 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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using UnityEngine.Rendering;
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namespace HeavenStudio.Games.Scripts_MonkeyWatch
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{
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public class WatchMonkeyHandler : MonoBehaviour
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{
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[Header("Components")]
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[SerializeField] private WatchMonkey yellowMonkeyRef;
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[SerializeField] private WatchMonkey pinkMonkeyRef;
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[Header("Properties")]
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[SerializeField] private int maxMonkeys = 30;
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private MonkeyWatch game;
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private int startMinute = 0;
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private int watchHoleIndex = 0;
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private List<Transform> watchHoles = new();
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private List<WatchMonkey> currentMonkeys = new();
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private void Awake()
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{
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game = MonkeyWatch.instance;
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for (int i = 0; i < 60; i++)
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{
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watchHoles.Add(transform.GetChild(i));
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}
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}
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public void Init(int minute)
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{
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startMinute = minute;
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watchHoleIndex = startMinute;
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}
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private Transform GetNextAvailableWatchHole()
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{
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int currentIndex = watchHoleIndex;
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watchHoleIndex++;
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if (watchHoleIndex >= watchHoles.Count)
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{
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watchHoleIndex = 0;
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}
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return watchHoles[currentIndex];
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}
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public void SpawnMonkey(double beat, bool isPink, bool instant)
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{
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if (GetMonkeyAtBeat(beat) != null) return;
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int index = watchHoleIndex;
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var hole = GetNextAvailableWatchHole();
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WatchMonkey spawnedMonkey = Instantiate(isPink ? pinkMonkeyRef : yellowMonkeyRef, hole);
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spawnedMonkey.Appear(beat, instant, hole.GetComponent<Animator>(), GetMonkeyAngle(index));
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spawnedMonkey.transform.eulerAngles = Vector3.zero;
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var sortingGroup = spawnedMonkey.GetComponent<SortingGroup>();
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if (index <= 30) sortingGroup.sortingOrder = 50 + watchHoleIndex;
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else sortingGroup.sortingOrder = 50 + watchHoleIndex - (watchHoleIndex - 29);
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currentMonkeys.Add(spawnedMonkey);
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if (currentMonkeys.Count > maxMonkeys)
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{
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currentMonkeys[0].Disappear(Conductor.instance.songPositionInBeats);
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currentMonkeys.Remove(currentMonkeys[0]);
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}
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}
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public WatchMonkey GetMonkeyAtBeat(double beat)
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{
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return currentMonkeys.Find(x => x.monkeyBeat == beat);
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}
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private int GetMonkeyAngle(int monkey)
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{
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return monkey switch
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{
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>= 4 and <= 12 => 2,
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>= 12 and <= 19 => 3,
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>= 19 and <= 27 => 4,
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>= 27 and <= 34 => 5,
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>= 34 and <= 42 => 6,
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>= 42 and <= 49 => 7,
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>= 49 and <= 56 => 8,
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_ => 1,
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};
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}
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}
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}
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