basic setup+inputs
this is gonna be so annoying to optimize i am SO overwhelmed with the options that i have object pooling, disabling the monkeys, literally just placing them manually... idk.
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Assets/Resources/Sprites/Games/MonkeyWatch/YellowMonkey.png
Normal file
BIN
Assets/Resources/Sprites/Games/MonkeyWatch/YellowMonkey.png
Normal file
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After Width: | Height: | Size: 124 KiB |
1796
Assets/Resources/Sprites/Games/MonkeyWatch/YellowMonkey.png.meta
Normal file
1796
Assets/Resources/Sprites/Games/MonkeyWatch/YellowMonkey.png.meta
Normal file
File diff suppressed because it is too large
Load diff
8
Assets/Scripts/Games/MonkeyWatch.meta
Normal file
8
Assets/Scripts/Games/MonkeyWatch.meta
Normal file
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213
Assets/Scripts/Games/MonkeyWatch/MonkeyWatch.cs
Normal file
213
Assets/Scripts/Games/MonkeyWatch/MonkeyWatch.cs
Normal file
|
@ -0,0 +1,213 @@
|
|||
using HeavenStudio.Util;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Jukebox;
|
||||
|
||||
namespace HeavenStudio.Games.Loaders
|
||||
{
|
||||
using static Minigames;
|
||||
public static class RvlMonkeyWatchLoader
|
||||
{
|
||||
public static Minigame AddGame(EventCaller eventCaller)
|
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{
|
||||
return new Minigame("monkeyWatch", "Monkey Watch", "f0338d", false, false, new List<GameAction>()
|
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{
|
||||
new GameAction("monkeysAppear", "Monkeys Appear")
|
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{
|
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function = delegate {var e = eventCaller.currentEntity; MonkeyWatch.instance.MonkeysAppear(e.beat);},
|
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defaultLength = 2f,
|
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resizable = true
|
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},
|
||||
new GameAction("startClapping", "Start Clapping")
|
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{
|
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function = delegate {var e = eventCaller.currentEntity; MonkeyWatch.instance.Clapping(e.beat);},
|
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defaultLength = 2f,
|
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inactiveFunction = delegate {var e = eventCaller.currentEntity; MonkeyWatch.ClappingInactive(e.beat);},
|
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},
|
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new GameAction("offbeatMonkeys", "Offbeat Monkeys")
|
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{
|
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defaultLength = 4,
|
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parameters = new List<Param>()
|
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{
|
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new Param("mute", false, "Mute Cue", "Mute the offbeat monkeys's cue")
|
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},
|
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inactiveFunction = delegate { var e = eventCaller.currentEntity; MonkeyWatch.WarnPurpleMonkeys(e.beat, e["mute"]); },
|
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},
|
||||
new GameAction("monkeyModifiers", "Monkey Modifiers")
|
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{
|
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//preFunction = delegate { var e = eventCaller.currentEntity; MonkeyWatch.OnbeatSwitch(e.beat); },
|
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defaultLength = 2f
|
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},
|
||||
new GameAction("balloonMonkey", "Balloon Monkey")
|
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{
|
||||
//preFunction = delegate { var e = eventCaller.currentEntity; MonkeyWatch.OnbeatSwitch(e.beat); },
|
||||
defaultLength = 2f
|
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},
|
||||
},
|
||||
new List<string>() {"rvl", "keep"},
|
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"rvlwatch", "en",
|
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new List<string>() {}
|
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);
|
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}
|
||||
}
|
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}
|
||||
|
||||
namespace HeavenStudio.Games
|
||||
{
|
||||
// using Scripts_MonkeyWatch;
|
||||
public class MonkeyWatch : Minigame
|
||||
{
|
||||
[Header("Components")]
|
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[SerializeField] Animator monkeyPlayer;
|
||||
|
||||
[Header("Properties")]
|
||||
static List<double> queuedInputs = new();
|
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List<OffbeatMonkey> offbeatMonkeys = new List<OffbeatMonkey>();
|
||||
public struct OffbeatMonkey
|
||||
{
|
||||
public double beat;
|
||||
public bool mute;
|
||||
}
|
||||
static double WantClapping = Double.MinValue;
|
||||
public enum HowMissed
|
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{
|
||||
NotMissed = 0,
|
||||
MissedOff = 1,
|
||||
MissedOn = 2
|
||||
}
|
||||
bool offColorActive;
|
||||
bool goBop;
|
||||
|
||||
public static MonkeyWatch instance;
|
||||
|
||||
void Awake()
|
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{
|
||||
instance = this;
|
||||
var tempEvents = EventCaller.GetAllInGameManagerList("monkeyWatch", new string[] { "offbeatMonkeys" });
|
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for (int i = 0; i < tempEvents.Count; i++)
|
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{
|
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if (tempEvents[i].beat >= Conductor.instance.songPositionInBeatsAsDouble)
|
||||
{
|
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offbeatMonkeys.Add(new OffbeatMonkey{
|
||||
beat = tempEvents[i].beat,
|
||||
mute = tempEvents[i]["mute"],
|
||||
});
|
||||
}
|
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}
|
||||
}
|
||||
|
||||
void Start()
|
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{
|
||||
|
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}
|
||||
|
||||
public override void OnGameSwitch(double beat)
|
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{
|
||||
if (WantClapping != double.MinValue)
|
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{
|
||||
Clapping(WantClapping);
|
||||
WantClapping = double.MinValue;
|
||||
}
|
||||
}
|
||||
|
||||
void OnDestroy()
|
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{
|
||||
if (!Conductor.instance.NotStopped()) {
|
||||
if (queuedInputs.Count > 0) queuedInputs.Clear();
|
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if (offbeatMonkeys.Count > 0) offbeatMonkeys.Clear();
|
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}
|
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|
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foreach (var evt in scheduledInputs)
|
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{
|
||||
evt.Disable();
|
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}
|
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}
|
||||
|
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public void Update()
|
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{
|
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|
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}
|
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|
||||
public void MonkeysAppear(double beat)
|
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{
|
||||
|
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}
|
||||
|
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public static void ClappingInactive(double beat)
|
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{
|
||||
WantClapping = beat;
|
||||
}
|
||||
|
||||
public void Clapping(double beat, bool schedule = true)
|
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{
|
||||
if (schedule) ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, JustYellow, Miss, Nothing);
|
||||
bool nextSchedule = true;
|
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for (int i = 0; i < offbeatMonkeys.Count; i++)
|
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{
|
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if (offbeatMonkeys[i].beat == beat) {
|
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PurpleMonkeys(beat, offbeatMonkeys[i].mute);
|
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//offbeatMonkeys.RemoveAt(i);
|
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nextSchedule = false;
|
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}
|
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}
|
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BeatAction.New(gameObject, new List<BeatAction.Action>() {
|
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new BeatAction.Action(beat + 2, delegate { Clapping(beat + 2, nextSchedule); }),
|
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});
|
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}
|
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|
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public static void WarnPurpleMonkeys(double beat, bool mute)
|
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{
|
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var sfx = new List<MultiSound.Sound>() {
|
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new MultiSound.Sound("monkeyWatch/voiceKi1", beat + 2.5),
|
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new MultiSound.Sound("monkeyWatch/voiceKi1Echo1", beat + 2.75),
|
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new MultiSound.Sound("monkeyWatch/voiceKi2", beat + 3.5),
|
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new MultiSound.Sound("monkeyWatch/voiceKi2Echo1", beat + 3.75),
|
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};
|
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if (!mute) {
|
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sfx.AddRange(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound("monkeyWatch/voiceUki1", beat ),
|
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new MultiSound.Sound("monkeyWatch/voiceUki1Echo1", beat + 0.25),
|
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new MultiSound.Sound("monkeyWatch/voiceUki2", beat + 1 ),
|
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new MultiSound.Sound("monkeyWatch/voiceUki2Echo1", beat + 1.25),
|
||||
new MultiSound.Sound("monkeyWatch/voiceUki3", beat + 2 ),
|
||||
new MultiSound.Sound("monkeyWatch/voiceUki3Echo1", beat + 2.25),
|
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});
|
||||
}
|
||||
MultiSound.Play(sfx.ToArray(), forcePlay: true);
|
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}
|
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|
||||
public void PurpleMonkeys(double beat, bool mute)
|
||||
{
|
||||
WarnPurpleMonkeys(beat, mute);
|
||||
|
||||
ScheduleInput(beat, 2.5f, InputType.STANDARD_DOWN, JustPurple, Miss, Nothing);
|
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ScheduleInput(beat, 3.5f, InputType.STANDARD_DOWN, JustPurple, Miss, Nothing);
|
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}
|
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|
||||
public void JustYellow(PlayerActionEvent caller, float state)
|
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{
|
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if (state >= 1f || state <= -1f) {
|
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SoundByte.PlayOneShotGame("miss");
|
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} else {
|
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SoundByte.PlayOneShotGame($"monkeyWatch/clapOnbeat{UnityEngine.Random.Range(1, 5)}");
|
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}
|
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}
|
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|
||||
public void JustPurple(PlayerActionEvent caller, float state)
|
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{
|
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if (state >= 1f || state <= -1f) {
|
||||
SoundByte.PlayOneShotGame("miss");
|
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} else {
|
||||
SoundByte.PlayOneShotGame("monkeyWatch/clapOffbeat");
|
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}
|
||||
}
|
||||
|
||||
public void Miss(PlayerActionEvent caller)
|
||||
{
|
||||
SoundByte.PlayOneShotGame("miss");
|
||||
}
|
||||
|
||||
public void Nothing(PlayerActionEvent caller) {}
|
||||
}
|
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}
|
11
Assets/Scripts/Games/MonkeyWatch/MonkeyWatch.cs.meta
Normal file
11
Assets/Scripts/Games/MonkeyWatch/MonkeyWatch.cs.meta
Normal file
|
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Loading…
Reference in a new issue