a few tweaks

committing to update the spritesheet
This commit is contained in:
AstrlJelly 2023-06-28 11:28:11 -04:00
parent e24378c58a
commit f92e003651
21 changed files with 1805 additions and 99 deletions

File diff suppressed because it is too large Load diff

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@ -0,0 +1,51 @@
using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine;
using NaughtyBezierCurves;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_MonkeyWatch
{
public class MonkeyClicker : MonoBehaviour
{
public float rotation;
[Header("Animators")]
public Animator anim;
private MonkeyWatch game;
private void Awake()
{
game = MonkeyWatch.instance;
}
private void Start()
{
}
private void Update()
{
}
// animation event
public void UpdateRotation()
{
gameObject.transform.localRotation = new Quaternion(0, 0, (gameObject.transform.localRotation.z - rotation), 0);
}
private void Miss(PlayerActionEvent caller)
{
}
private void Out(PlayerActionEvent caller)
{
}
}
}

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@ -16,13 +16,19 @@ namespace HeavenStudio.Games.Loaders
{
new GameAction("monkeysAppear", "Monkeys Appear")
{
function = delegate {var e = eventCaller.currentEntity; MonkeyWatch.instance.MonkeysAppear(e.beat);},
function = delegate {
var e = eventCaller.currentEntity;
MonkeyWatch.instance.MonkeysAppear(e.beat, e.length);
},
defaultLength = 2f,
resizable = true
},
new GameAction("startClapping", "Start Clapping")
{
function = delegate {var e = eventCaller.currentEntity; MonkeyWatch.instance.Clapping(e.beat);},
function = delegate {
var e = eventCaller.currentEntity;
MonkeyWatch.instance.Clapping(e.beat);
},
defaultLength = 2f,
inactiveFunction = delegate {var e = eventCaller.currentEntity; MonkeyWatch.ClappingInactive(e.beat);},
},
@ -32,10 +38,10 @@ namespace HeavenStudio.Games.Loaders
parameters = new List<Param>()
{
new Param("mute", false, "Mute Cue", "Mute the offbeat monkeys's cue"),
new Param("custom", false, "Custom Cue", "Place the \"Custom\" "),
new Param("custom", false, "Custom Cue", "Place the \"Custom Monkey\" block 2 beats after the start of this one to create a custom purple monkey cue."),
},
resizable = true,
inactiveFunction = delegate { var e = eventCaller.currentEntity; MonkeyWatch.WarnPurpleMonkeys(e.beat, e["mute"], e.length); },
inactiveFunction = delegate { var e = eventCaller.currentEntity; MonkeyWatch.WarnPurpleMonkeys(e.beat, e.length, e["mute"]); },
},
new GameAction("customMonkey", "Custom Monkey")
{
@ -44,7 +50,7 @@ namespace HeavenStudio.Games.Loaders
{
new Param("sfx", MonkeyWatch.SfxTypes.First, "Which SFX", "Choose between the first and second \"ki\" sfx")
},
inactiveFunction = delegate { var e = eventCaller.currentEntity; MonkeyWatch.WarnPurpleMonkeys(e.beat, e["mute"], e.length); },
inactiveFunction = delegate { var e = eventCaller.currentEntity; MonkeyWatch.WarnPurpleMonkeys(e.beat, e.length, e["mute"]); },
},
new GameAction("monkeyModifiers", "Monkey Modifiers")
{
@ -67,11 +73,11 @@ namespace HeavenStudio.Games.Loaders
namespace HeavenStudio.Games
{
// using Scripts_MonkeyWatch;
using Scripts_MonkeyWatch;
public class MonkeyWatch : Minigame
{
[Header("Animators")]
[SerializeField] Animator monkeyPlayer;
[SerializeField] MonkeyClicker monkeyPlayer;
[Header("Objects")]
[SerializeField] Transform watchHoleParent;
@ -81,8 +87,10 @@ namespace HeavenStudio.Games
// unserialized variables below
public enum SfxTypes
{
None,
First,
Second,
Onbeat,
}
static List<double> queuedInputs = new();
@ -103,8 +111,9 @@ namespace HeavenStudio.Games
public int sfx;
}
static double wantClapping = Double.MinValue;
static bool startClapping;
static OffbeatMonkey wantOffbeat;
static double wantClapping = double.MinValue;
public static bool startedClapping;
int lastMonkeyClapped;
public static MonkeyWatch instance;
@ -120,15 +129,17 @@ namespace HeavenStudio.Games
if (offbeatBeat >= Conductor.instance.songPositionInBeatsAsDouble)
{
var tempMonkeys = new List<CustomMonkey>();
for (int j = 0; j < customEvents.Count; j++)
{
if (customEvents[j].beat > offbeatBeat+2
&& customEvents[j].beat < offbeatBeat+offbeatEvents[i].length)
if (offbeatEvents[i]["custom"]) {
for (int j = 0; j < customEvents.Count; j++)
{
tempMonkeys.Add(new CustomMonkey{
beat = customEvents[j].beat,
sfx = customEvents[j]["sfx"] + 1,
});
if (customEvents[j].beat > offbeatBeat+2
&& customEvents[j].beat < offbeatBeat+offbeatEvents[i].length)
{
tempMonkeys.Add(new CustomMonkey{
beat = customEvents[j].beat,
sfx = customEvents[j]["sfx"],
});
}
}
}
offbeatMonkeys.Add(new OffbeatMonkey{
@ -153,8 +164,17 @@ namespace HeavenStudio.Games
public override void OnGameSwitch(double beat)
{
if (wantClapping != double.MinValue)
if (wantOffbeat.length != 0)
{
PurpleMonkeys(wantOffbeat.beat, wantOffbeat.length, wantOffbeat.mute);
wantOffbeat = new OffbeatMonkey{
beat = 0,
length = 0,
mute = false,
monkeys = null,
};
}
if (wantClapping != double.MinValue) {
Clapping(wantClapping);
wantClapping = double.MinValue;
}
@ -165,6 +185,7 @@ namespace HeavenStudio.Games
if (!Conductor.instance.NotStopped()) {
if (queuedInputs.Count > 0) queuedInputs.Clear();
if (offbeatMonkeys.Count > 0) offbeatMonkeys.Clear();
startedClapping = false;
}
foreach (var evt in scheduledInputs)
@ -178,7 +199,7 @@ namespace HeavenStudio.Games
}
public void MonkeysAppear(double beat)
public void MonkeysAppear(double beat, float length)
{
}
@ -186,7 +207,7 @@ namespace HeavenStudio.Games
public static void ClappingInactive(double beat)
{
wantClapping = beat;
startClapping = true;
startedClapping = true;
}
public void Clapping(double beat)
@ -201,8 +222,10 @@ namespace HeavenStudio.Games
for (int i = 0; i < offbeatMonkeys.Count; i++)
{
if (offbeatMonkeys[i].beat == beat)
PurpleMonkeys(beat, offbeatMonkeys[i].mute, offbeatMonkeys[i].monkeys);
if (offbeatMonkeys[i].beat == beat) {
PurpleMonkeys(beat, offbeatMonkeys[i].length, offbeatMonkeys[i].mute, offbeatMonkeys[i].monkeys);
PurpleMonkeySFX(beat, offbeatMonkeys[i].length, offbeatMonkeys[i].mute, offbeatMonkeys[i].monkeys);
}
}
BeatAction.New(gameObject, new List<BeatAction.Action>() {
@ -210,18 +233,26 @@ namespace HeavenStudio.Games
});
}
public static void WarnPurpleMonkeys(double beat, bool mute, float length, CustomMonkey[] monkeys = null)
public static void WarnPurpleMonkeys(double beat, float length, bool mute)
{
wantOffbeat = new OffbeatMonkey{
beat = beat,
length = length,
mute = mute,
};
ClappingInactive(beat);
PurpleMonkeySFX(beat, length, mute);
}
public static void PurpleMonkeySFX(double beat, bool mute, CustomMonkey[] monkeys = null)
public static void PurpleMonkeySFX(double beat, float length, bool mute, CustomMonkey[] monkeys = null)
{
if (monkeys == null)
monkeys = new CustomMonkey[] {
new CustomMonkey{beat = beat + 2.5f, sfx = 1},
new CustomMonkey{beat = beat + 3.5f, sfx = 2},
};
var tempMonkeys = new List<CustomMonkey>();
if (monkeys == null) {
for (int i = 2; i < length; i++) {
tempMonkeys.Add(new CustomMonkey{beat = beat + 0.5f + i, sfx = (i % 2 == 0 ? 1 : 2)});
}
}
monkeys = tempMonkeys.ToArray();
var sfx = new List<MultiSound.Sound>();
@ -245,7 +276,7 @@ namespace HeavenStudio.Games
MultiSound.Play(sfx.ToArray(), forcePlay: true);
}
public void PurpleMonkeys(double beat, bool mute, CustomMonkey[] monkeys = null)
public void PurpleMonkeys(double beat, float length, bool mute, CustomMonkey[] monkeys = null)
{
if (monkeys == null)
monkeys = new CustomMonkey[] {
@ -253,37 +284,36 @@ namespace HeavenStudio.Games
new CustomMonkey{beat = beat + 3.5f, sfx = 2},
};
PurpleMonkeySFX(beat, mute, monkeys);
for (int i = 0; i < monkeys.Length; i++)
{
ScheduleInput(beat, monkeys[i].beat - beat, InputType.STANDARD_DOWN, JustPurple, Miss, Nothing);
ScheduleInput(beat, monkeys[i].beat - beat, InputType.STANDARD_DOWN, (monkeys[i].sfx == 3 ? JustYellow : JustPurple), Miss, Nothing);
}
}
public void JustYellow(PlayerActionEvent caller, float state)
{
lastMonkeyClapped++;
if (state >= 1f || state <= -1f) {
SoundByte.PlayOneShotGame("miss");
} else {
SoundByte.PlayOneShotGame($"monkeyWatch/clapOnbeat{UnityEngine.Random.Range(1, 5)}");
}
Just(state, true);
}
public void JustPurple(PlayerActionEvent caller, float state)
{
Just(state, false);
}
void Just(float state, bool isYellow)
{
lastMonkeyClapped++;
monkeyPlayer.anim.DoScaledAnimationAsync("Clap", 0.5f);
if (state >= 1f || state <= -1f) {
SoundByte.PlayOneShotGame("miss");
SoundByte.PlayOneShot("miss");
} else {
SoundByte.PlayOneShotGame("monkeyWatch/clapOffbeat");
SoundByte.PlayOneShotGame(isYellow ? $"monkeyWatch/clapOnbeat{UnityEngine.Random.Range(1, 5)}" : "monkeyWatch/clapOffbeat");
}
}
public void Miss(PlayerActionEvent caller)
{
SoundByte.PlayOneShotGame("miss");
SoundByte.PlayOneShot("miss");
}
public void Nothing(PlayerActionEvent caller) {}