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||||
- {fileID: 3505644016404757486}
|
||||
- {fileID: 3768787291868644565}
|
||||
- {fileID: 6161618254149356713}
|
||||
- {fileID: 3165267991157936857}
|
||||
- {fileID: 8311384100629455257}
|
||||
- {fileID: 7548934123502530799}
|
||||
- {fileID: 3864762859901418426}
|
||||
- {fileID: 7215451786036951506}
|
||||
- {fileID: 9131673231064330994}
|
||||
- {fileID: 6472646989476103599}
|
||||
- {fileID: 5031353987451051777}
|
||||
- {fileID: 8594920328658347905}
|
||||
- {fileID: 801577464675020442}
|
||||
- {fileID: 3729182383991825099}
|
||||
- {fileID: 9029439302064371198}
|
||||
- {fileID: 2879327526580182438}
|
||||
- {fileID: 8520775720112498628}
|
||||
srsOut:
|
||||
- {fileID: 6144403601831840085}
|
||||
- {fileID: 6934316167867278148}
|
||||
- {fileID: 7491976730687049541}
|
||||
- {fileID: 8312654235528392178}
|
||||
- {fileID: 5640575802332686316}
|
||||
- {fileID: 7398802270788821617}
|
||||
- {fileID: 407778607216811145}
|
||||
- {fileID: 764260634936754312}
|
||||
anchorHour: {fileID: 1316911133975083630}
|
||||
anchorMinute: {fileID: 8098665359217660211}
|
||||
--- !u!1 &5941324121601745444
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
|
|
@ -20257,6 +20644,7 @@ MonoBehaviour:
|
|||
cameraMoveable: {fileID: 7676047881968251921}
|
||||
monkeyClockArrow: {fileID: 8220690735241008560}
|
||||
monkeyHandler: {fileID: 8572779002997729184}
|
||||
backgroundHandler: {fileID: 2778587498033096836}
|
||||
--- !u!1 &6181011653585253546
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
|
|
|
|||
|
|
@ -37,7 +37,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
defaultLength = 2f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("min", new EntityTypes.Integer(0, 60, 0), "Start Minutes", "1 minute is equivalent to 1 monkey.")
|
||||
new Param("min", new EntityTypes.Integer(0, 59, 0), "Set Starting Second", "1 second is equivalent to 1 monkey.")
|
||||
}
|
||||
},
|
||||
new GameAction("off", "Pink Monkeys")
|
||||
|
|
@ -87,6 +87,22 @@ namespace HeavenStudio.Games.Loaders
|
|||
new GameAction("offCustom", "Custom Pink Monkey")
|
||||
{
|
||||
defaultLength = 0.5f
|
||||
},
|
||||
new GameAction("zoomOut", "Zoom Out")
|
||||
{
|
||||
function = delegate
|
||||
{
|
||||
var e = eventCaller.currentEntity;
|
||||
MonkeyWatch.instance.ZoomOut(e.beat, e.length, e["timeMode"], e["hour"], e["minute"]);
|
||||
},
|
||||
resizable = true,
|
||||
defaultLength = 4f,
|
||||
parameters = new List<Param>()
|
||||
{
|
||||
new Param("timeMode", MonkeyWatch.TimeMode.RealTime, "Time Mode", "Will the clock set the time to the current time or a certain time?"),
|
||||
new Param("hour", new EntityTypes.Integer(0, 12, 3), "Hour"),
|
||||
new Param("minute", new EntityTypes.Integer(0, 59, 0), "Minute")
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
|
@ -96,10 +112,15 @@ namespace HeavenStudio.Games.Loaders
|
|||
namespace HeavenStudio.Games
|
||||
{
|
||||
using Scripts_MonkeyWatch;
|
||||
using System.Reflection;
|
||||
|
||||
public class MonkeyWatch : Minigame
|
||||
{
|
||||
public enum TimeMode
|
||||
{
|
||||
RealTime,
|
||||
SetTime
|
||||
}
|
||||
|
||||
private const float degreePerMonkey = 6f;
|
||||
|
||||
public static MonkeyWatch instance;
|
||||
|
|
@ -110,6 +131,7 @@ namespace HeavenStudio.Games
|
|||
[SerializeField] private Transform cameraMoveable;
|
||||
[SerializeField] private MonkeyClockArrow monkeyClockArrow;
|
||||
[SerializeField] private WatchMonkeyHandler monkeyHandler;
|
||||
[SerializeField] private WatchBackgroundHandler backgroundHandler;
|
||||
|
||||
private float lastAngle = 0f;
|
||||
private int cameraIndex = 0;
|
||||
|
|
@ -139,6 +161,18 @@ namespace HeavenStudio.Games
|
|||
monkeyClockArrow.PlayerClap(big, barely, false);
|
||||
}
|
||||
|
||||
public void ZoomOut(double beat, float length, int timeMode, int hours, int minutes)
|
||||
{
|
||||
backgroundHandler.SetFade(beat, 0.25f, true, (TimeMode)timeMode, hours, minutes);
|
||||
BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(beat + length - 0.25, delegate
|
||||
{
|
||||
backgroundHandler.SetFade(beat + length - 0.25, 0.25f, false, (TimeMode)timeMode, hours, minutes);
|
||||
})
|
||||
});
|
||||
}
|
||||
|
||||
private double persistBeat = 0;
|
||||
private double theNextGameSwitchBeat = double.MaxValue;
|
||||
private double clappingBeat = 0;
|
||||
|
|
|
|||
89
Assets/Scripts/Games/MonkeyWatch/WatchBackgroundHandler.cs
Normal file
89
Assets/Scripts/Games/MonkeyWatch/WatchBackgroundHandler.cs
Normal file
|
|
@ -0,0 +1,89 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using HeavenStudio.Util;
|
||||
using Starpelly;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_MonkeyWatch
|
||||
{
|
||||
public class WatchBackgroundHandler : MonoBehaviour
|
||||
{
|
||||
[Header("Components")]
|
||||
[SerializeField] private SpriteRenderer[] srsIn;
|
||||
[SerializeField] private SpriteRenderer[] srsOut;
|
||||
[SerializeField] private Transform anchorHour;
|
||||
[SerializeField] private Transform anchorMinute;
|
||||
|
||||
private double fadeBeat = -1;
|
||||
private float fadeLength = 0f;
|
||||
private bool fadeOut = false;
|
||||
private bool realTime = true;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Update();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
|
||||
float normalizedBeat = Mathf.Clamp01(cond.GetPositionFromBeat(fadeBeat, fadeLength));
|
||||
|
||||
if (fadeOut)
|
||||
{
|
||||
foreach (var s in srsIn)
|
||||
{
|
||||
s.color = new Color(s.color.r, s.color.g, s.color.b, 1 - normalizedBeat);
|
||||
}
|
||||
|
||||
foreach (var s in srsOut)
|
||||
{
|
||||
s.color = new Color(s.color.r, s.color.g, s.color.b, normalizedBeat);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (var s in srsIn)
|
||||
{
|
||||
s.color = new Color(s.color.r, s.color.g, s.color.b, normalizedBeat);
|
||||
}
|
||||
|
||||
foreach (var s in srsOut)
|
||||
{
|
||||
s.color = new Color(s.color.r, s.color.g, s.color.b, 1 - normalizedBeat);
|
||||
}
|
||||
}
|
||||
|
||||
if (realTime)
|
||||
{
|
||||
var nowTime = System.DateTime.Now;
|
||||
|
||||
SetArrowsToTime(nowTime.Hour, nowTime.Minute);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetFade(double beat, float length, bool outFade, MonkeyWatch.TimeMode timeMode, int hours, int minutes)
|
||||
{
|
||||
fadeBeat = beat;
|
||||
fadeLength = length;
|
||||
fadeOut = outFade;
|
||||
realTime = timeMode == MonkeyWatch.TimeMode.RealTime;
|
||||
if (!realTime)
|
||||
{
|
||||
SetArrowsToTime(hours, minutes);
|
||||
}
|
||||
Update();
|
||||
}
|
||||
|
||||
private void SetArrowsToTime(int hours, int minutes)
|
||||
{
|
||||
float normalizedHour = Mathp.Normalize(hours, 0, 12);
|
||||
anchorHour.localEulerAngles = new Vector3(0, 0, -Mathf.LerpUnclamped(0, 360, normalizedHour));
|
||||
|
||||
float normalizedMinute = Mathp.Normalize(minutes, 0, 60);
|
||||
anchorMinute.localEulerAngles = new Vector3(0, 0, -Mathf.LerpUnclamped(0, 360, normalizedMinute));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: c89276e2caf959949a2a775c9f228443
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -2,6 +2,7 @@ using System.Collections;
|
|||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using HeavenStudio.Util;
|
||||
using UnityEngine.Rendering;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_MonkeyWatch
|
||||
{
|
||||
|
|
@ -24,9 +25,17 @@ namespace HeavenStudio.Games.Scripts_MonkeyWatch
|
|||
private void Awake()
|
||||
{
|
||||
game = MonkeyWatch.instance;
|
||||
int sortIndex = 0;
|
||||
bool goDown = false;
|
||||
for (int i = 0; i < 60; i++)
|
||||
{
|
||||
watchHoles.Add(transform.GetChild(i));
|
||||
watchHoles[i].GetComponent<SortingGroup>().sortingOrder = sortIndex;
|
||||
sortIndex += goDown ? -1 : 1;
|
||||
if (sortIndex >= 30)
|
||||
{
|
||||
goDown = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Reference in a new issue