HeavenStudio/Assets/Scripts/Games/MunchyMonk/MunchyMonk.cs

623 lines
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Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
using HeavenStudio.Util;
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
using HeavenStudio.Common;
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
using System;
using System.Collections.Generic;
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
using System.Linq;
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
using UnityEngine;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
public static class ntrMunchyMonkLoader
{
public static Minigame AddGame(EventCaller eventCaller) {
return new Minigame("munchyMonk", "Munchy Monk", "b9fffc", false, false, new List<GameAction>()
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
{
new GameAction("Bop", "Bop")
{
function = delegate {
var e = eventCaller.currentEntity;
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
MunchyMonk.instance.Bop(e.beat, e["bop"], e["autoBop"]);
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
},
parameters = new List<Param>()
{
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
new Param("bop", true, "Monk Bops?", "Does the monk bop?"),
new Param("autoBop", false, "Monk Bops? (Auto)", "Does the monk auto bop?"),
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
},
defaultLength = 0.5f,
},
new GameAction("MonkMove", "Monk Move")
{
function = delegate {
var e = eventCaller.currentEntity;
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
MunchyMonk.instance.MonkMove(e.beat, e.length, e["goToSide"], e["ease"]);
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
},
defaultLength = 8f,
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
resizable = true,
parameters = new List<Param>()
{
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
new Param("goToSide", MunchyMonk.WhichSide.Right, "Go to Which Side?", "Which side the Monk will move to"),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the movement have?"),
},
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
},
new GameAction("One", "One")
{
function = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.PreOneGoCue(e.beat, e["oneColor"]);
},
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
inactiveFunction = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.PreOneGoCue(e.beat, e["oneColor"]);
},
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
defaultLength = 2f,
parameters = new List<Param>()
{
new Param("oneColor", new Color(1, 1, 1, 1), "Color", "Change the color of the dumpling")
},
},
new GameAction("TwoTwo", "Two Two")
{
defaultLength = 2f,
parameters = new List<Param>()
{
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
new Param("twoColor1", new Color(1, 0.51f, 0.45f, 1), "1st Dumpling Color", "Change the color of the first dumpling"),
new Param("twoColor2", new Color(1, 0.51f, 0.45f, 1), "2nd Dumpling Color", "Change the color of the second dumpling"),
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
},
preFunctionLength = 0.5f,
preFunction = delegate {
var e = eventCaller.currentEntity;
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
MunchyMonk.PreTwoTwoCue(e.beat, e["twoColor1"], e["twoColor2"]);
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
},
},
new GameAction("Three", "Three")
{
function = delegate {
var e = eventCaller.currentEntity;
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
MunchyMonk.PreThreeGoCue(e.beat, e["threeColor1"], e["threeColor2"], e["threeColor3"]);
},
inactiveFunction = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.PreThreeGoCue(e.beat, e["threeColor1"], e["threeColor2"], e["threeColor3"]);
},
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
defaultLength = 4f,
parameters = new List<Param>()
{
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
new Param("threeColor1", new Color(0.34f, 0.77f, 0.36f, 1), "1st Dumpling Color", "Change the color of the first dumpling"),
new Param("threeColor2", new Color(0.34f, 0.77f, 0.36f, 1), "2nd Dumpling Color", "Change the color of the second dumpling"),
new Param("threeColor3", new Color(0.34f, 0.77f, 0.36f, 1), "3rd Dumpling Color", "Change the color of the third dumpling"),
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
},
},
new GameAction("Modifiers", "Modifiers")
{
function = delegate {
var e = eventCaller.currentEntity;
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
MunchyMonk.Modifiers(e.beat, e["inputsTil"], e["resetLevel"], e["setLevel"], e["disableBaby"], e["shouldBlush"]);
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
},
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("inputsTil", new EntityTypes.Integer(0, 50, 10), "How Many 'til Growth?", "How many dumplings are needed to grow the stache?"),
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
new Param("resetLevel", false, "Remove Hair", "Instantly remove all hair"),
new Param("setLevel", new EntityTypes.Integer(0, 4, 0), "Set Growth Level", "Instantly grow hair"),
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
new Param("disableBaby", false, "Disable Baby?", "Make baby active or not"),
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
new Param("shouldBlush", true, "Should Monk Blush?", "Makes the Monk blush or not after eating"),
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
},
},
new GameAction("MonkAnimation", "Monk Animations")
{
function = delegate {
var e = eventCaller.currentEntity;
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
MunchyMonk.instance.PlayMonkAnim(e.beat, e["whichAnim"], e["vineBoom"]);
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
},
inactiveFunction = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.instance.PlayMonkAnimInactive(e["vineBoom"]);
},
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
parameters = new List<Param>()
{
new Param("whichAnim", MunchyMonk.WhichMonkAnim.Stare, "Which Animation", "Which animation will the Monk play?"),
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
new Param("vineBoom", false, "Vine Boom", "Just guess with this one."),
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
}
},
new GameAction("ScrollBackground", "Scroll Background")
{
function = delegate {
var e = eventCaller.currentEntity;
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
MunchyMonk.instance.ScrollBG(e.beat, e.length, e["scrollSpeed"], e["ease"]);
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
},
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
defaultLength = 1f,
resizable = true,
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
parameters = new List<Param>()
{
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
new Param("scrollSpeed", new EntityTypes.Float(0, 20, 5), "Scroll Speed", "What should the scroll speed be?"),
new Param("ease", EasingFunction.Ease.Linear, "Ease", "Which ease should the scroll ramp up have?"),
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
}
},
new GameAction("CloudMonkey", "Cloud Monkey")
{
function = delegate {
var e = eventCaller.currentEntity;
MunchyMonk.instance.MoveCloudMonkey(e.beat, e.length, e["start"], e["direction"]);
},
parameters = new List<Param>()
{
new Param("start", true, "Start Moving", "Start moving the monkey"),
new Param("direction", MunchyMonk.WhichSide.Right, "Direction", "The direction the monkey will move."),
},
defaultLength = 8f,
resizable = true,
},
},
new List<string>() {"ntr", "normal"},
"ntrshugyo", "en",
new List<string>() {"en"}
);
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
}
}
}
namespace HeavenStudio.Games
{
using Scripts_MunchyMonk;
public class MunchyMonk : Minigame
{
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
public List<Dumpling> dumplings = new List<Dumpling>();
static List<QueuedDumpling> queuedOnes = new List<QueuedDumpling>();
static List<QueuedDumpling> queuedTwoTwos = new List<QueuedDumpling>();
static List<QueuedDumpling> queuedThrees = new List<QueuedDumpling>();
struct QueuedDumpling
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
{
public double beat;
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
public Color color1;
public Color color2;
public Color color3;
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
}
public enum WhichMonkAnim
{
Stare,
Blush,
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
}
public enum WhichSide
{
Right,
Left,
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
}
[Header("Objects")]
[SerializeField] GameObject Baby;
[SerializeField] GameObject BrowHolder;
[SerializeField] GameObject StacheHolder;
[SerializeField] GameObject DumplingObj;
[SerializeField] GameObject CloudMonkey;
[SerializeField] ScrollObject CloudMonkeyScroll;
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
[Header("Animators")]
[SerializeField] Animator OneGiverAnim;
[SerializeField] Animator TwoGiverAnim;
[SerializeField] Animator ThreeGiverAnim;
[SerializeField] Animator BrowAnim;
[SerializeField] Animator StacheAnim;
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
[SerializeField] Animator MonkHolderAnim;
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
public Animator MonkAnim;
public Animator MonkArmsAnim;
[Header("Variables")]
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
[SerializeField] Sprite[] dumplingSprites;
public double lastReportedBeat = 0f;
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
public bool needBlush;
public bool isStaring;
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
bool monkBop = true;
// these variables are static so that they can be set outside of the game/stay the same between game switches
static public int howManyGulps;
static public int growLevel = 0;
static public int inputsTilGrow = 10;
static bool noBlush;
static bool disableBaby;
// the variables for scroll
bool scrollRampUp;
double scrollBeat;
2023-06-10 20:55:10 +00:00
double scrollLength;
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
float scrollMod;
static float scrollModCurrent = 0;
EasingFunction.Ease scrollEase;
// the variables for the monk moving
bool isMoving;
double movingStartBeat;
2023-06-10 20:55:10 +00:00
double movingLength;
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
string moveAnim;
EasingFunction.Ease lastEase;
ScrollObject[] scrollObjects;
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
const string sfxName = "munchyMonk/";
public static MunchyMonk instance;
private void Awake()
{
instance = this;
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
Baby.SetActive(!disableBaby);
}
private void Start()
{
scrollObjects = FindObjectsByType<ScrollObject>(FindObjectsSortMode.None);
foreach (var obj in scrollObjects) obj.SpeedMod = scrollModCurrent;
if (growLevel > 0) {
StacheHolder.SetActive(true);
StacheAnim.Play($"Idle{growLevel}");
if (growLevel == 4) {
BrowHolder.SetActive(true);
BrowAnim.Play("Idle");
}
}
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
}
private void OnDestroy()
{
// reset static variables only when the game is stopped (so that it carries over between game switches)
if (!Conductor.instance.NotStopped()) {
if (queuedOnes.Count > 0) queuedOnes.Clear();
if (queuedTwoTwos.Count > 0) queuedThrees.Clear();
if (queuedThrees.Count > 0) queuedThrees.Clear();
howManyGulps = 0;
growLevel = 0;
inputsTilGrow = 10;
noBlush = false;
disableBaby = false;
}
foreach (var evt in scheduledInputs) evt.Disable();
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
}
private void Update()
{
// input stuff
if (PlayerInput.Pressed(true) && !IsExpectingInputNow(InputType.STANDARD_DOWN)) {
Debug.Log("ooops" + PlayerInput.Pressed(true));
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f);
SoundByte.PlayOneShotGame(sfxName+"slap");
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
isStaring = false;
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
// early input stuff
if (dumplings.Count != 0) InputFunctions(3);
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
}
// blushes when done eating but not when staring
if (needBlush
&& !MonkAnim.IsPlayingAnimationName("Eat")
&& !MonkAnim.IsPlayingAnimationName("Stare")
&& !MonkAnim.IsPlayingAnimationName("Barely")
&& !MonkAnim.IsPlayingAnimationName("Miss")
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
&& !isStaring
&& !noBlush)
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
{
MonkAnim.DoScaledAnimationAsync("Blush", 0.5f);
needBlush = false;
}
// sets hair stuff active when it needs to be
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
if (growLevel > 0) {
StacheHolder.SetActive(true);
if (growLevel == 4) BrowHolder.SetActive(true);
}
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
// resets the monk when game is stopped
if (!Conductor.instance.NotStopped()) MonkAnim.DoScaledAnimationAsync("Idle", 0.5f);
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
if (isMoving) {
float normalizedBeat = Conductor.instance.GetPositionFromBeat(movingStartBeat, movingLength);
EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase);
float newPos = func(0f, 1f, normalizedBeat);
MonkHolderAnim.DoNormalizedAnimation(moveAnim, newPos);
if (normalizedBeat >= 1f) isMoving = false;
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
}
if (scrollRampUp) {
float normalizedBeat = Conductor.instance.GetPositionFromBeat(scrollBeat, scrollLength);
EasingFunction.Function func = EasingFunction.GetEasingFunction(scrollEase);
float newPos = func(scrollModCurrent, scrollMod, normalizedBeat);
if (normalizedBeat >= 1f) {
scrollRampUp = false;
scrollModCurrent = scrollMod;
}
foreach (var obj in scrollObjects) obj.SpeedMod = newPos;
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
}
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
if (CloudMonkey.transform.position.x < -5 || CloudMonkey.transform.position.x > 15.5) {
CloudMonkey.SetActive(false);
}
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
// cue queuing stuff
if (queuedOnes.Count > 0) {
foreach (var dumpling in queuedOnes) OneGoCue(dumpling.beat, dumpling.color1);
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
queuedOnes.Clear();
}
if (queuedTwoTwos.Count > 0) {
foreach (var dumpling in queuedTwoTwos) TwoTwoCue(dumpling.beat, dumpling.color1, dumpling.color2);
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
queuedTwoTwos.Clear();
}
if (queuedThrees.Count > 0) {
foreach (var dumpling in queuedThrees) ThreeGoCue(dumpling.beat, dumpling.color1, dumpling.color2, dumpling.color3);
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
queuedThrees.Clear();
}
}
private void LateUpdate()
{
if (Conductor.instance.ReportBeat(ref lastReportedBeat)) {
if ((MonkAnim.IsAnimationNotPlaying() || MonkAnim.IsPlayingAnimationName("Bop") || MonkAnim.IsPlayingAnimationName("Idle"))
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
&& monkBop
&& !isStaring)
{
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
MonkAnim.DoScaledAnimationAsync("Bop", 0.5f);
}
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
if (!MonkAnim.IsPlayingAnimationName("Blush") || !MonkAnim.IsPlayingAnimationName("Stare")) {
if (growLevel == 4) BrowAnim.DoScaledAnimationAsync("Bop", 0.5f);
if (growLevel > 0) StacheAnim.DoScaledAnimationAsync($"Bop{growLevel}", 0.5f);
}
if (CloudMonkey.activeInHierarchy) {
CloudMonkey.GetComponent<Animator>().DoScaledAnimationAsync("Bop", 0.5f);
}
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
}
}
public void Bop(double beat, bool bop, bool autoBop)
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
{
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
monkBop = autoBop;
if (bop) {
needBlush = false;
MonkAnim.DoScaledAnimationAsync("Bop", 0.5f);
if (growLevel == 4) BrowAnim.DoScaledAnimationAsync("Bop", 0.5f);
if (growLevel > 0) StacheAnim.DoScaledAnimationAsync($"Bop{growLevel}", 0.5f);
}
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
}
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
public void InputFunctions(int whichVar, float state = 0)
{
switch (whichVar)
{
case 1:
dumplings[dumplings.Count-1].HitFunction(state);
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
break;
case 2:
dumplings[dumplings.Count-1].MissFunction();
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
break;
case 3:
dumplings[dumplings.Count-1].EarlyFunction();
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
break;
}
dumplings.RemoveAt(dumplings.Count-1);
}
public void Hit(PlayerActionEvent caller, float state)
{
if (dumplings.Count > 0) InputFunctions(1, state);
}
public void Miss(PlayerActionEvent caller)
{
if (dumplings.Count > 0) InputFunctions(2);
}
public void Early(PlayerActionEvent caller) { }
public static void PreOneGoCue(double beat, Color firstColor)
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
{
PlaySoundSequence("munchyMonk", "one_go", beat);
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
queuedOnes.Add(new QueuedDumpling() {
beat = beat,
color1 = firstColor,
});
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
}
public void OneGoCue(double beat, Color firstColor)
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
{
BeatAction.New(this, new List<BeatAction.Action>() {
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
new BeatAction.Action(beat, delegate {
OneGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f);
// dumpling
Dumpling DumplingClone = Instantiate(DumplingObj, gameObject.transform).GetComponent<Dumpling>();
DumplingClone.dumplingColor = firstColor;
DumplingClone.startBeat = beat;
DumplingClone.sr.sprite = dumplingSprites[0];
dumplings.Add(DumplingClone);
ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, Hit, Miss, Early);
}),
new BeatAction.Action(beat+0.5f, delegate {
OneGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f);
}),
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
});
}
public static void PreTwoTwoCue(double beat, Color firstColor, Color secondColor)
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
{
PlaySoundSequence("munchyMonk", "two_go", beat);
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
queuedTwoTwos.Add(new QueuedDumpling() {
beat = beat,
color1 = firstColor,
color2 = secondColor,
});
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
}
public void TwoTwoCue(double beat, Color firstColor, Color secondColor)
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
{
BeatAction.New(this, new List<BeatAction.Action>() {
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
new BeatAction.Action(beat-0.5f, delegate {
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
TwoGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f);
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
// first dumpling
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
Dumpling DumplingClone1 = Instantiate(DumplingObj, gameObject.transform).GetComponent<Dumpling>();
DumplingClone1.dumplingColor = firstColor;
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
DumplingClone1.startBeat = beat-0.5f;
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
DumplingClone1.sr.sprite = dumplingSprites[1];
dumplings.Add(DumplingClone1);
ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, Hit, Miss, Early);
//DumplingClone1.otherAnim = DumplingClone2.gameObject.GetComponent<Animator>();
}),
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
new BeatAction.Action(beat, delegate {
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
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, InputType.STANDARD_DOWN, Hit, Miss, Early);
}),
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
});
}
public static void PreThreeGoCue(double beat, Color firstColor, Color secondColor, Color thirdColor)
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
{
PlaySoundSequence("munchyMonk", "three_go", beat);
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
queuedThrees.Add(new QueuedDumpling() {
beat = beat,
color1 = firstColor,
color2 = secondColor,
color3 = thirdColor,
});
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
}
public void ThreeGoCue(double beat, Color firstColor, Color secondColor, Color thirdColor)
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
{
BeatAction.New(instance, new List<BeatAction.Action>() {
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
new BeatAction.Action(beat, delegate {
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
// first in
ThreeGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f);
// first dumpling
Dumpling DumplingClone1 = Instantiate(DumplingObj, gameObject.transform).GetComponent<Dumpling>();
DumplingClone1.dumplingColor = firstColor;
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
DumplingClone1.startBeat = beat;
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
DumplingClone1.sr.sprite = dumplingSprites[3];
dumplings.Add(DumplingClone1);
ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, Hit, Miss, Early); }),
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
new BeatAction.Action(beat+0.5f, delegate {
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
// first out
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
ThreeGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f); }),
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
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, InputType.STANDARD_DOWN, Hit, Miss, Early); }),
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
new BeatAction.Action(beat+1.75f, delegate {
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
// second out
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
ThreeGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f); }),
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
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, InputType.STANDARD_DOWN, Hit, Miss, Early); }),
new BeatAction.Action(beat+2.75f, delegate {
// third out
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
ThreeGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f); }),
});
}
public void PlayMonkAnim(double beat, int whichAnim, bool vineBoom)
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
{
switch (whichAnim)
{
case 1:
MonkAnim.DoScaledAnimationAsync("Blush", 0.5f);
needBlush = false;
break;
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
default:
MonkAnim.DoScaledAnimationAsync("Stare", 0.5f);
isStaring = true;
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
break;
}
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
// it's in zeo's video; no reason not to include it :)
if (vineBoom) SoundByte.PlayOneShotGame("fanClub/arisa_dab", forcePlay: true);
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
}
public void PlayMonkAnimInactive(bool vineBoom)
{
if (vineBoom) SoundByte.PlayOneShotGame("fanClub/arisa_dab", forcePlay: true);
}
2023-06-10 20:55:10 +00:00
public void MonkMove(double beat, double length, int goToSide, int ease)
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
{
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
movingStartBeat = beat;
movingLength = length;
moveAnim = (goToSide == 0 ? "GoRight" : "GoLeft");
isMoving = true;
lastEase = (EasingFunction.Ease)ease;
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
}
public static void Modifiers(double beat, int inputsTilGrow, bool resetLevel, int setLevel, bool disableBaby, bool shouldBlush)
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
{
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);
}
}
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
if (resetLevel) {
MunchyMonk.growLevel = 0;
MunchyMonk.howManyGulps = 0;
if (GameManager.instance.currentGame == "munchyMonk") MunchyMonk.instance.StacheHolder.SetActive(false);
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
}
MunchyMonk.noBlush = !shouldBlush;
MunchyMonk.disableBaby = disableBaby;
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
if (GameManager.instance.currentGame == "munchyMonk")
MunchyMonk.instance.Baby.SetActive(!disableBaby);
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
}
2023-06-10 20:55:10 +00:00
public void ScrollBG(double beat, double length, float scrollSpeed, int ease)
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
{
Munchy Monk Finalized (#432) * 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 :sob: 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 :sob: :sob: :sob: :sob: :sob: why isn't it working * im pring this now --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
2023-05-23 04:09:46 +00:00
scrollBeat = beat;
scrollLength = length;
scrollMod = scrollSpeed;
scrollRampUp = true;
scrollEase = (EasingFunction.Ease)ease;
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
}
2023-06-10 20:55:10 +00:00
public void MoveCloudMonkey(double beat, double length, bool go, int direction)
{
bool wasActive = CloudMonkey.activeInHierarchy;
CloudMonkey.SetActive(true);
2023-06-10 20:55:10 +00:00
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);
}
Munchy Monk (#361) * munchy * prefab set up * fixes * all the stuff is there * add scripts and such ok ev u animate away now * animations * eat anim fixes * set up the stuff for arm animation + temp sfx i edited the eat animation to be a little longer so that it doesn't blush inbetween inputs but i think it's fine * basically everything should be ready to animate yes * more anims * just a few things not that much !!!! * fixed anims * t two snap working + sfx + dumpling color title. made lotsa progress, it's looking way better * animations more * idk!!! it's some stuff. but im going to bed now * different colored smears + animators for dumplings * all animations + sprite fixes * oops fixed stare * oops 2 * assigned the animator + just a bunch a' stuff * All anims!! stache and brow stuff * i go to bed now :sleeping: * barelies are working pretty well * very early hits seem to be working on everything but the two twos -it's temporarily disabled cause the ScheduleInput doesn't play nice with it * added starpelly's SuperScroll script * stare and blush blocks * modifier block -only functions to disable the baby for now, will do stuff to how the mustache works in the near future * changed all cues to be prefunctions that queue up a main cue so that they can be called outside of the game for whatever reason the FollowHand animation just doesn't wanna play. everything else does! but not the arguably most important one. * Oops * ymf pls help meee :sob: * Fixed two two dumpling anim not playing * Fixed smear * smear animation + monk animation block ev do ur magic * oops didn't save * smear fix * general progress, barelies, whateva * pushing stuff for new unity edition * monk move block * fix dumplings spawning in editor scene instead of munchy monk prefab(?) --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com>
2023-03-27 02:26:11 +00:00
}
}