HeavenStudioPlus/Assets/Scripts/Games/MonkeyWatch/MonkeyClockArrow.cs
Rapandrasmus 1f03646118
Monkey watch (#555)
* 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>
2024-01-29 03:04:19 +00:00

115 lines
3.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using Starpelly;
namespace HeavenStudio.Games.Scripts_MonkeyWatch
{
public class MonkeyClockArrow : MonoBehaviour
{
[Header("Components")]
[SerializeField] private Animator anim;
[SerializeField] private Transform anchorRotateTransform;
[SerializeField] private Animator playerMonkeyAnim;
[SerializeField] private ParticleSystem yellowClap;
[SerializeField] private ParticleSystem pinkClap;
[SerializeField] private Transform shadowTrans;
[SerializeField] private Transform camMoveTrans;
[Header("Properties")]
[SerializeField] private float shadowXRange = 2f;
[SerializeField] private float shadowYRange = 1f;
private MonkeyWatch game;
private void Awake()
{
game = MonkeyWatch.instance;
}
private void Update()
{
if (PlayerInput.GetIsAction(MonkeyWatch.InputAction_BasicPress) && !game.IsExpectingInputNow(MonkeyWatch.InputAction_BasicPress))
{
PlayerClap(false, false, true);
}
}
public void Move()
{
anchorRotateTransform.localEulerAngles = new Vector3(0, 0, anchorRotateTransform.localEulerAngles.z - 6);
anim.DoScaledAnimationAsync("Click", 0.4f);
MoveShadow();
}
private void MoveShadow()
{
float realAngle = anchorRotateTransform.localEulerAngles.z % 360 - 360;
realAngle *= -1;
float x;
float y;
if (realAngle <= 180)
{
float normalizedAngle = Mathp.Normalize(realAngle, 0, 180);
x = Mathf.Lerp(0, shadowXRange, normalizedAngle);
}
else
{
float normalizedAngle = Mathp.Normalize(realAngle, 180, 360);
x = Mathf.Lerp(shadowXRange, 0, normalizedAngle);
}
float realAngleY = anchorRotateTransform.localEulerAngles.z % 180 - 180;
realAngleY *= -1;
if (realAngleY <= 90)
{
float normalizedAngle = Mathp.Normalize(realAngleY, 0, 90);
y = Mathf.Lerp(0, shadowYRange, normalizedAngle);
}
else
{
float normalizedAngle = Mathp.Normalize(realAngleY, 90, 180);
y = Mathf.Lerp(shadowYRange, 0, normalizedAngle);
}
shadowTrans.localPosition = new Vector3(x, y);
}
public void MoveToAngle(float angle)
{
anchorRotateTransform.localEulerAngles = new Vector3(0, 0, -angle);
}
public bool PlayerIsClapAnim()
{
return !playerMonkeyAnim.IsAnimationNotPlaying();
}
public void PlayerClap(bool big, bool barely, bool whiff)
{
if (playerMonkeyAnim.IsPlayingAnimationNames("PlayerClapBarely") && whiff) return;
if (whiff)
{
game.middleMonkey.DoScaledAnimationAsync("MiddleMonkeyMiss", 0.4f);
SoundByte.PlayOneShot("miss");
}
if (barely || whiff)
{
playerMonkeyAnim.DoScaledAnimationAsync("PlayerClapBarely", 0.4f);
}
else
{
playerMonkeyAnim.DoScaledAnimationAsync(big ? "PlayerClapBig" : "PlayerClap", 0.4f);
ParticleSystem clapToSpawn = big ? pinkClap : yellowClap;
ParticleSystem spawnedClap = Instantiate(clapToSpawn, camMoveTrans, true);
spawnedClap.transform.eulerAngles = Vector3.zero;
spawnedClap.transform.GetChild(0).GetComponent<ParticleSystem>().SetAsyncScaling(0.4f);
spawnedClap.PlayScaledAsync(0.4f);
}
}
}
}