HeavenStudio/Assets/Scripts/Games/MunchyMonk/Dumpling.cs
AstrlJelly 9cddcac247
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 😭
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

😭 😭 😭 😭 😭 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

100 lines
3.2 KiB
C#

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