b1fab52ad9
* add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing
171 lines
6 KiB
C#
171 lines
6 KiB
C#
using HeavenStudio.Util;
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using System.Collections;
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using System.Collections.Generic;
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using System;
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using UnityEngine;
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namespace HeavenStudio.Games.Scripts_PajamaParty
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{
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public class CtrPillowMonkey : MonoBehaviour
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{
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[Header("Objects")]
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public GameObject Monkey;
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public GameObject Shadow;
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public GameObject Projectile;
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public Animator anim;
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public int row;
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public int col;
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double startJumpTime = double.MinValue;
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float jumpLength = 1f;
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float jumpHeight = 4f;
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int jumpAlt;
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private bool hasJumped = false;
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double startThrowTime = double.MinValue;
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float throwLength = 4f;
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float throwHeight = 12f;
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private bool hasThrown = false;
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void Awake()
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{
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anim = Monkey.GetComponent<Animator>();
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}
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// Update is called once per frame
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void Update()
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{
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var cond = Conductor.instance;
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//jumping logic
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float jumpPos = cond.GetPositionFromBeat(startJumpTime, jumpLength);
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if (jumpPos >= 0 && jumpPos <= 1f)
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{
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hasJumped = true;
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float yMul = jumpPos * 2f - 1f;
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float yWeight = -(yMul*yMul) + 1f;
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Monkey.transform.localPosition = new Vector3(0, jumpHeight * yWeight);
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Shadow.transform.localScale = new Vector3((1f-yWeight*0.2f) * 1.2f, (1f-yWeight*0.2f) * 0.8f, 1f);
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if (jumpAlt > 1)
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{
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float t;
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if (jumpAlt == 3)
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t = 1f - jumpPos;
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else
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t = jumpPos;
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Monkey.transform.rotation = Quaternion.Euler(0, 0, Mathf.Lerp(22.5f, -22.5f, t));
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anim.DoScaledAnimation("MonkeyJump0" + jumpAlt, startJumpTime, jumpLength);
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}
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else
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anim.DoScaledAnimation("MonkeyJump", startJumpTime, jumpLength);
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}
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else
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{
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if (hasJumped)
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{
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hasJumped = false;
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PajamaParty.instance.DoBedImpact();
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anim.DoScaledAnimationAsync("MonkeyLand");
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Monkey.transform.rotation = Quaternion.Euler(0, 0, 0);
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jumpAlt = 0;
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}
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startJumpTime = double.MinValue;
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Monkey.transform.localPosition = new Vector3(0, 0);
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Shadow.transform.localScale = new Vector3(1.2f, 0.8f, 1f);
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}
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//throwing logic
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jumpPos = cond.GetPositionFromBeat(startThrowTime, throwLength);
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if (jumpPos >= 0 && jumpPos <= 1f)
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{
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hasThrown = true;
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float yMul = jumpPos * 2f - 1f;
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float yWeight = -(yMul*yMul) + 1f;
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Projectile.transform.localPosition = new Vector3(0, throwHeight * yWeight + 1.5f);
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Projectile.transform.rotation = Quaternion.Euler(0, 0, Projectile.transform.rotation.eulerAngles.z - (360f * Time.deltaTime));
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}
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else
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{
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startThrowTime = double.MinValue;
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if (hasThrown)
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{
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Projectile.transform.localPosition = new Vector3(0, 0);
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Projectile.transform.rotation = Quaternion.Euler(0, 0, 0);
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anim.DoUnscaledAnimation("MonkeyBeat");
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Projectile.SetActive(false);
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hasThrown = false;
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}
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}
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}
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public void Jump(double beat, int alt = 1)
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{
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startJumpTime = beat;
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jumpAlt = 0;
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if (alt > 1)
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{
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jumpAlt = alt;
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}
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}
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public void Charge(double beat)
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{
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anim.DoUnscaledAnimation("MonkeyReady");
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}
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public void Throw(double beat)
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{
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anim.DoUnscaledAnimation("MonkeyThrow");
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startThrowTime = beat;
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Projectile.SetActive(true);
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}
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public void ReadySleep(double beat, int action)
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{
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var cond = Conductor.instance;
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startThrowTime = double.MinValue;
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Projectile.transform.localPosition = new Vector3(0, 0);
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Projectile.transform.rotation = Quaternion.Euler(0, 0, 0);
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if (hasThrown)
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{
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Projectile.SetActive(false);
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hasThrown = false;
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}
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startJumpTime = double.MinValue;
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Monkey.transform.localPosition = new Vector3(0, 0);
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Shadow.transform.localScale = new Vector3(1.2f, 0.8f, 1f);
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List<BeatAction.Action> seq =
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new List<BeatAction.Action>()
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{
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new BeatAction.Action( beat, delegate { anim.DoScaledAnimationAsync("MonkeySleep00"); }),
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new BeatAction.Action( beat + 0.5f, delegate { anim.DoUnscaledAnimation("MonkeySleep01"); }),
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};
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if (col == 0 || col == 4)
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{
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seq.Add(new BeatAction.Action( beat + 1f, delegate { anim.DoScaledAnimationAsync("MonkeySleep02"); }));
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}
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else if (col == 1 || col == 3)
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{
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seq.Add(new BeatAction.Action( beat + 1.5f, delegate { anim.DoScaledAnimationAsync("MonkeyReadySleep"); }));
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seq.Add(new BeatAction.Action( beat + 2.5f, delegate { anim.DoScaledAnimationAsync("MonkeySleep02"); }));
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}
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else
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{
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seq.Add(new BeatAction.Action( beat + 3f, delegate { anim.DoScaledAnimationAsync("MonkeyReadySleep"); }));
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seq.Add(new BeatAction.Action( beat + 4f, delegate { anim.DoScaledAnimationAsync("MonkeySleep02"); }));
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}
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if (action != (int) PajamaParty.SleepType.NoAwake)
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seq.Add(new BeatAction.Action( beat + 7f, delegate { anim.DoScaledAnimationAsync("MonkeyAwake"); }));
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BeatAction.New(Monkey, seq);
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}
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}
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} |