mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 14:15:07 +00:00
1f03646118
* 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>
89 lines
2.8 KiB
C#
89 lines
2.8 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 Starpelly;
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namespace HeavenStudio.Games.Scripts_MonkeyWatch
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{
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public class WatchBackgroundHandler : MonoBehaviour
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{
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[Header("Components")]
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[SerializeField] private SpriteRenderer[] srsIn;
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[SerializeField] private SpriteRenderer[] srsOut;
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[SerializeField] private Transform anchorHour;
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[SerializeField] private Transform anchorMinute;
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private double fadeBeat = -1;
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private float fadeLength = 0f;
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private bool fadeOut = false;
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private bool realTime = true;
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private void Awake()
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{
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Update();
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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 normalizedBeat = Mathf.Clamp01(cond.GetPositionFromBeat(fadeBeat, fadeLength));
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if (fadeOut)
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{
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foreach (var s in srsIn)
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{
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s.color = new Color(s.color.r, s.color.g, s.color.b, 1 - normalizedBeat);
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}
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foreach (var s in srsOut)
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{
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s.color = new Color(s.color.r, s.color.g, s.color.b, normalizedBeat);
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}
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}
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else
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{
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foreach (var s in srsIn)
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{
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s.color = new Color(s.color.r, s.color.g, s.color.b, normalizedBeat);
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}
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foreach (var s in srsOut)
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{
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s.color = new Color(s.color.r, s.color.g, s.color.b, 1 - normalizedBeat);
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}
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}
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if (realTime)
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{
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var nowTime = System.DateTime.Now;
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SetArrowsToTime(nowTime.Hour, nowTime.Minute, nowTime.Second);
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}
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}
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public void SetFade(double beat, float length, bool outFade, MonkeyWatch.TimeMode timeMode, int hours, int minutes)
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{
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fadeBeat = beat;
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fadeLength = length;
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fadeOut = outFade;
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realTime = timeMode == MonkeyWatch.TimeMode.RealTime;
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if (!realTime)
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{
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SetArrowsToTime(hours, minutes, 0);
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}
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Update();
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}
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private void SetArrowsToTime(int hours, int minutes, int seconds)
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{
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float normalizedHour = Mathp.Normalize(hours + (minutes / 60f) + (seconds / 3600f), 0f, 12f);
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anchorHour.localEulerAngles = new Vector3(0, 0, -Mathf.LerpUnclamped(0, 360, normalizedHour));
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float normalizedMinute = Mathp.Normalize(minutes + (seconds / 60f), 0, 60);
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anchorMinute.localEulerAngles = new Vector3(0, 0, -Mathf.LerpUnclamped(0, 360, normalizedMinute));
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}
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}
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}
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