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

100 lines
3.2 KiB
C#
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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;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NaughtyBezierCurves;
namespace HeavenStudio.Games.Scripts_MunchyMonk
{
public class Dumpling : MonoBehaviour
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 Color dumplingColor;
public double startBeat;
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
const string sfxName = "munchyMonk/";
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 bool canDestroy;
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("References")]
[SerializeField] Animator smearAnim;
[SerializeField] Animator anim;
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] SpriteRenderer smearSr;
public SpriteRenderer sr;
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 MunchyMonk game;
private void Awake()
{
game = MunchyMonk.instance;
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
sr = GetComponent<SpriteRenderer>();
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 Start()
{
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
sr.color = dumplingColor;
if (game.dumplings.Count > 1) {
anim.Play("IdleOnTop", 0, 0);
game.dumplings[0].anim.DoScaledAnimationAsync("Squish", 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
}
}
private void Update()
{
if (canDestroy && anim.IsAnimationNotPlaying()) GameObject.Destroy(gameObject);
}
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 HitFunction(float state)
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
smearSr.color = dumplingColor;
game.MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f);
SoundByte.PlayOneShotGame(sfxName+"slap");
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
game.isStaring = false;
if (state >= 1f || state <= -1f)
{
game.MonkAnim.DoScaledAnimationAsync("Barely", 0.5f);
anim.DoScaledAnimationAsync("HitHead", 0.5f);
SoundByte.PlayOneShotGame(sfxName+"barely");
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
canDestroy = true;
game.needBlush = false;
} else {
game.MonkAnim.DoScaledAnimationAsync("Eat", 0.4f);
game.dumplings[0].anim.DoScaledAnimationAsync("FollowHand", 0.5f);
smearAnim.Play("SmearAppear", 0, 0);
game.needBlush = true;
SoundByte.PlayOneShotGame(sfxName+"gulp");
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.howManyGulps++;
for (int i = 1; i <= 4; i++)
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 (MunchyMonk.howManyGulps == MunchyMonk.inputsTilGrow*i) {
MunchyMonk.growLevel = i;
}
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
GameObject.Destroy(gameObject);
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 MissFunction()
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 (!canDestroy) {
anim.DoScaledAnimationAsync("FallOff", 0.5f);
canDestroy = 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
public void EarlyFunction()
{
game.MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f);
game.MonkAnim.DoScaledAnimationAsync("Miss", 0.5f);
smearAnim.Play("SmearAppear", 0, 0);
anim.DoScaledAnimationAsync("HitHead", 0.5f);
MultiSound.Play(new MultiSound.Sound[] {
new MultiSound.Sound(sfxName+"slap", Conductor.instance.songPositionInBeatsAsDouble),
new MultiSound.Sound(sfxName+"miss", Conductor.instance.songPositionInBeatsAsDouble),
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
});
canDestroy = true;
game.needBlush = 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
}
}
}